UltimateZoneBuilder/Source/Plugins/CopyPasteSectorProps/BuilderPlug.cs

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#region ================== Copyright (c) 2009 Boris Iwanski
/*
* Copyright (c) 2009 Boris Iwanski
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Plugins;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.CopyPasteSectorProps
{
//
// MANDATORY: The plug!
// This is an important class to the Doom Builder core. Every plugin must
// have exactly 1 class that inherits from Plug. When the plugin is loaded,
// this class is instantiated and used to receive events from the core.
// Make sure the class is public, because only public classes can be seen
// by the core.
//
public class BuilderPlug : Plug
{
// Static instance. We can't use a real static class, because BuilderPlug must
// be instantiated by the core, so we keep a static reference. (this technique
// should be familiar to object-oriented programmers)
private static BuilderPlug me;
// Static property to access the BuilderPlug
public static BuilderPlug Me { get { return me; } }
// These variables will store the properties we want to copy
private int floorHeight;
private int ceilHeight;
private string floorTexture;
private string ceilTexture;
private int brightness;
private int effect;
private int tag;
private UniFields fields;
// This is set to true to know that we copied sector properties.
// If this is false, the variables above are uninitialized.
bool didCopyProps = false;
// This event is called when the plugin is initialized
public override void OnInitialize()
{
base.OnInitialize();
// This binds the methods in this class that have the BeginAction
// and EndAction attributes with their actions. Without this, the
// attributes are useless. Note that in classes derived from EditMode
// this is not needed, because they are bound automatically when the
// editing mode is engaged.
General.Actions.BindMethods(this);
// Keep a static reference
me = this;
}
// This is called when the plugin is terminated
public override void Dispose()
{
base.Dispose();
// This must be called to remove bound methods for actions.
General.Actions.UnbindMethods(this);
}
#region ================== Actions
// This is the method that will be called when the "copysectorprops" action is used by the user.
// The actions are defined in the Actions.cfg file (the name must be exactly that) and the
// BeginAction attribute indicates that this method must be called when the key for this
// action is pressed. You can use the EndAction attribute for methods that must be called when
// the key for an action is released. See above for the BindMethods method call which must be
// called in order for these methods to work.
[BeginAction("copysectorprops")]
public void CopySectorProps()
{
// Only make this action possible if a map is actually opened and the we are in sectors mode
if (General.Editing.Mode == null || General.Editing.Mode.Attributes.SwitchAction != "sectorsmode")
{
return;
}
// Make sure a sector is highlighted
if (!(General.Editing.Mode.HighlightedObject is Sector))
{
// Show a warning in the status bar
General.Interface.DisplayStatus(StatusType.Warning, "Please highlight a sector to copy the properties from");
return;
}
// Copy the properties from the sector
Sector s = (Sector)General.Editing.Mode.HighlightedObject;
floorHeight = s.FloorHeight;
ceilHeight = s.CeilHeight;
floorTexture = s.FloorTexture;
ceilTexture = s.CeilTexture;
brightness = s.Brightness;
effect = s.Effect;
tag = s.Tag;
// Remember that we copied the properties
didCopyProps = true;
// Let the user know that copying worked
General.Interface.DisplayStatus(StatusType.Action, "Copied sector properties.");
}
// This is the method that will be called when the "pastesectorprops" action is used by the user.
[BeginAction("pastesectorprops")]
public void PasteSectorProps()
{
// Collection used to store the sectors we want to paste to
List<Sector> sectors = new List<Sector>();
// Just for fun we want to let the user know to how many sectors he/she/it pasted
int pasteCount = 0;
// Only make this action possible if a map is actually opened and we are in sectors mode
if (General.Editing.Mode == null || General.Editing.Mode.Attributes.SwitchAction != "sectorsmode")
{
return;
}
// Make sure there's at least one selected or highlighted sector we can paste the properties to
if (General.Map.Map.GetSelectedSectors(true).Count == 0 && !(General.Editing.Mode.HighlightedObject is Sector))
{
// Show a warning in the status bar
General.Interface.DisplayStatus(StatusType.Warning, "Please select or highlight at least 1 sector to paste the properties to.");
return;
}
// Check if there's actually a copied sector to get the properties from
if (didCopyProps == false)
{
// Show a warning in the status bar
General.Interface.DisplayStatus(StatusType.Warning, "Can't paste properties. You need to copy the properties first.");
return;
}
// If there are selected sectors only paste to them
if (General.Map.Map.GetSelectedSectors(true).Count != 0)
{
ICollection<Sector> selectedsectors = General.Map.Map.GetSelectedSectors(true);
foreach (Sector s in selectedsectors)
{
sectors.Add(s);
pasteCount++;
}
}
// No selected sectors. paste to the highlighted one
else
{
sectors.Add((Sector)General.Editing.Mode.HighlightedObject);
pasteCount++;
}
// Make the action undo-able
General.Map.UndoRedo.CreateUndo("Paste sector properties");
// Set the properties of all selected sectors
foreach(Sector s in sectors)
{
// Heights
s.FloorHeight = floorHeight;
s.CeilHeight = ceilHeight;
// Textures
s.SetFloorTexture(floorTexture);
s.SetCeilTexture(ceilTexture);
// Other stuff
s.Brightness = brightness;
s.Effect = effect;
s.Tag = tag;
}
// Redraw to make the changes visible
General.Map.Map.Update();
General.Interface.RedrawDisplay();
// Let the user know to how many sectors the properties were copied
General.Interface.DisplayStatus(StatusType.Action, "Pasted sector properties to " + pasteCount.ToString() + " sector(s).");
}
#endregion
}
}