UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/BaseVisualGeometrySector.cs

1032 lines
30 KiB
C#
Raw Normal View History

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* 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.Generic;
using System.Drawing;
using System.IO;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.VisualModes;
using CodeImp.DoomBuilder.Windows;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal abstract class BaseVisualGeometrySector : VisualGeometry, IVisualEventReceiver
{
#region ================== Constants
private const float DRAG_ANGLE_TOLERANCE = 0.06f;
#endregion
#region ================== Variables
protected readonly BaseVisualMode mode;
protected long setuponloadedtexture;
private long lastsetuponloadedtexture;
// This is only used to see if this object has already received a change
// in a multiselection. The Changed property on the BaseVisualSector is
// used to indicate a rebuild is needed.
protected bool changed;
protected SectorLevel level;
protected Effect3DFloor extrafloor;
// Undo/redo
private int undoticket;
// UV dragging
2020-05-21 12:20:02 +00:00
private double dragstartanglexy;
private double dragstartanglez;
private Vector3D dragorigin;
private int startoffsetx;
private int startoffsety;
protected bool uvdragging;
private int prevoffsetx; // We have to provide delta offsets, but I don't
private int prevoffsety; // want to calculate with delta offsets to prevent
// inaccuracy in the dragging.
private static List<BaseVisualSector> updatelist; //mxd
protected bool performautoselection; //mxd
#endregion
#region ================== Properties
new public BaseVisualSector Sector { get { return (BaseVisualSector)base.Sector; } }
public bool Changed { get { return changed; } set { changed = value; } }
public SectorLevel Level { get { return level; } }
public Effect3DFloor ExtraFloor { get { return extrafloor; } }
#endregion
#region ================== Constructor / Destructor
// Constructor
protected BaseVisualGeometrySector(BaseVisualMode mode, VisualSector vs) : base(vs)
{
this.mode = mode;
}
#endregion
#region ================== Methods
// This changes the height
protected abstract void ChangeHeight(int amount);
protected abstract void ChangeTextureScale(int incrementX, int incrementY); //mxd
public virtual void SelectNeighbours(bool select, bool withSameTexture, bool withSameHeight) { } //mxd
//mxd
override protected void PerformAutoSelection()
{
if(!performautoselection) return;
if(Triangles > 0)
{
this.selected = true;
mode.AddSelectedObject(this);
}
performautoselection = false;
}
// This swaps triangles so that the plane faces the other way
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
protected static void SwapTriangleVertices(WorldVertex[] verts)
{
// Swap some vertices to flip all triangles
for(int i = 0; i < verts.Length; i += 3)
{
// Swap
WorldVertex v = verts[i];
verts[i] = verts[i + 1];
verts[i + 1] = v;
}
}
// This is called to update UV dragging
protected virtual void UpdateDragUV()
{
2020-05-21 12:20:02 +00:00
double u_ray = 1.0f;
// Calculate intersection position
this.Level.plane.GetIntersection(General.Map.VisualCamera.Position, General.Map.VisualCamera.Target, ref u_ray);
Vector3D intersect = General.Map.VisualCamera.Position + (General.Map.VisualCamera.Target - General.Map.VisualCamera.Position) * u_ray;
// Calculate offsets
Vector3D dragdelta = intersect - dragorigin;
2020-05-21 12:20:02 +00:00
double offsetx = dragdelta.x;
double offsety = dragdelta.y;
bool lockX = General.Interface.CtrlState && !General.Interface.ShiftState;
bool lockY = !General.Interface.CtrlState && General.Interface.ShiftState;
if(lockX || lockY)
{
2020-05-21 12:20:02 +00:00
double camAngle = Angle2D.RadToDeg(General.Map.VisualCamera.AngleXY);
if(camAngle > 315 || camAngle < 46)
{
if(lockX) offsetx = 0;
if(lockY) offsety = 0;
}
else if(camAngle > 225)
{
if(lockX) offsety = 0;
if(lockY) offsetx = 0;
}
else if(camAngle > 135)
{
if(lockX) offsetx = 0;
if(lockY) offsety = 0;
}
else
{
if(lockX) offsety = 0;
if(lockY) offsetx = 0;
}
}
//mxd. Modify offsets based on surface and camera angles
2020-05-21 12:20:02 +00:00
double angle;
if(GeometryType == VisualGeometryType.CEILING)
angle = Angle2D.DegToRad(level.sector.Fields.GetValue("rotationceiling", 0.0));
else
angle = Angle2D.DegToRad(level.sector.Fields.GetValue("rotationfloor", 0.0));
Vector2D v = new Vector2D(offsetx, offsety).GetRotated(angle);
offsetx = (int)Math.Round(v.x);
offsety = (int)Math.Round(v.y);
// Calculate deltas
int deltax, deltay;
if(General.Interface.CtrlState && General.Interface.ShiftState)
{
//mxd. Clamp to grid size?
int newoffsetx = startoffsetx - (int)Math.Round(offsetx);
int newoffsety = startoffsety + (int)Math.Round(offsety);
deltax = prevoffsetx - newoffsetx;
deltay = prevoffsety - newoffsety;
if(Math.Abs(deltax) >= General.Map.Grid.GridSize)
{
deltax = General.Map.Grid.GridSize * Math.Sign(deltax);
prevoffsetx = newoffsetx;
}
else
{
deltax = 0;
}
if(Math.Abs(deltay) >= General.Map.Grid.GridSize)
{
deltay = General.Map.Grid.GridSize * Math.Sign(deltay);
prevoffsety = newoffsety;
}
else
{
deltay = 0;
}
}
else
{
int newoffsetx = startoffsetx - (int)Math.Round(offsetx);
int newoffsety = startoffsety + (int)Math.Round(offsety);
deltax = prevoffsetx - newoffsetx;
deltay = prevoffsety - newoffsety;
prevoffsetx = newoffsetx;
prevoffsety = newoffsety;
}
//mxd. Apply offset?
if(deltax != 0 || deltay != 0) mode.ApplyFlatOffsetChange(deltax, deltay);
mode.ShowTargetInfo();
}
//mxd
public override Sector GetControlSector() { return level.sector; }
//mxd
protected void AlignTextureToClosestLine(bool alignx, bool aligny)
{
if(!(mode.HighlightedObject is BaseVisualSector)) return;
2020-05-21 12:20:02 +00:00
// Do we need to align this? (and also grab texture scale while we are at it)
2020-05-21 12:20:02 +00:00
double scaleX, scaleY;
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
bool isFloor = (geometrytype == VisualGeometryType.FLOOR);
if(mode.HighlightedTarget is VisualFloor)
{
Sector target;
VisualFloor vf = (VisualFloor)mode.HighlightedTarget;
// Use the control sector if the floor belongs to a 3D floor
if (vf.ExtraFloor == null)
target = vf.Sector.Sector;
else
target = vf.GetControlSector();
// Check texture
if(target.FloorTexture != (isFloor ? Sector.Sector.FloorTexture : Sector.Sector.CeilTexture)) return;
scaleX = target.Fields.GetValue("xscalefloor", 1.0);
scaleY = target.Fields.GetValue("yscalefloor", 1.0);
}
else
{
Sector target;
VisualCeiling vc = (VisualCeiling)mode.HighlightedTarget;
// Use the control sector if the ceiling belongs to a 3D floor
if (vc.ExtraFloor == null)
target = vc.Sector.Sector;
else
target = vc.GetControlSector();
// Check texture
if(target.CeilTexture != (isFloor ? Sector.Sector.FloorTexture : Sector.Sector.CeilTexture)) return;
scaleX = target.Fields.GetValue("xscaleceiling", 1.0);
scaleY = target.Fields.GetValue("yscaleceiling", 1.0);
}
//find a linedef to align to
Vector2D hitpos = mode.GetHitPosition();
if(!hitpos.IsFinite()) return;
//align to line of highlighted sector, which is closest to hitpos
Sector highlightedSector = ((BaseVisualSector)mode.HighlightedObject).Sector;
List<Linedef> lines = new List<Linedef>();
foreach(Sidedef side in highlightedSector.Sidedefs) lines.Add(side.Line);
Linedef targetLine = MapSet.NearestLinedef(lines, hitpos);
if(targetLine == null) return;
bool isFront = targetLine.SideOfLine(hitpos) > 0;
Sector.Sector.Fields.BeforeFieldsChange();
//find an angle to rotate texture
double sourceAngle = Math.Round(General.ClampAngle(isFront ? -Angle2D.RadToDeg(targetLine.Angle) + 90 : -Angle2D.RadToDeg(targetLine.Angle) - 90), 1);
if(!isFront) sourceAngle = General.ClampAngle(sourceAngle + 180);
//update angle
UniFields.SetFloat(Sector.Sector.Fields, (isFloor ? "rotationfloor" : "rotationceiling"), sourceAngle, 0.0);
// Scale texture if it's a slope and the appropriate option is set
if (level.plane.Normal.z != 1.0 && BuilderPlug.Me.ScaleTexturesOnSlopes != 2)
{
Vector2D basescale = new Vector2D(1.0, 1.0);
// User wants to use the current scale as a base?
if(BuilderPlug.Me.ScaleTexturesOnSlopes == 1)
{
basescale.x = scaleX;
basescale.y = scaleY;
}
// Create a unit vector of the direction of the target line in 3D space
Vector3D targetlinevector = new Line3D(new Vector3D(targetLine.Start.Position, level.plane.GetZ(targetLine.Start.Position)), new Vector3D(targetLine.End.Position, level.plane.GetZ(targetLine.End.Position))).GetDelta().GetNormal();
// Get a perpendicular vector of the target line in 3D space. This is used to get the slope angle relative to the target line
Vector3D targetlineperpendicular = Vector3D.CrossProduct(targetlinevector, level.plane.Normal);
if (alignx)
scaleX = Math.Abs(basescale.x * (1.0 / Math.Cos(targetlinevector.GetAngleZ())));
if (aligny)
scaleY = Math.Abs(basescale.y * (1.0 / Math.Cos(targetlineperpendicular.GetAngleZ())));
}
//set scale
UniFields.SetFloat(Sector.Sector.Fields, (isFloor ? "xscalefloor" : "xscaleceiling"), scaleX, 1.0);
UniFields.SetFloat(Sector.Sector.Fields, (isFloor ? "yscalefloor" : "yscaleceiling"), scaleY, 1.0);
//update offset
2020-05-21 12:20:02 +00:00
double distToStart = Vector2D.Distance(hitpos, targetLine.Start.Position);
double distToEnd = Vector2D.Distance(hitpos, targetLine.End.Position);
Vector2D offset = (distToStart < distToEnd ? targetLine.Start.Position : targetLine.End.Position).GetRotated(Angle2D.DegToRad(sourceAngle));
if(alignx)
{
if(Texture != null && Texture.IsImageLoaded) offset.x %= Texture.Width / scaleX;
UniFields.SetFloat(Sector.Sector.Fields, (isFloor ? "xpanningfloor" : "xpanningceiling"), Math.Round(-offset.x, 6), 0.0);
}
if(aligny)
{
if(Texture != null && Texture.IsImageLoaded) offset.y %= Texture.Height / scaleY;
UniFields.SetFloat(Sector.Sector.Fields, (isFloor ? "ypanningfloor" : "ypanningceiling"), Math.Round(offset.y, 6), 0.0);
}
//update geometry
Sector.UpdateSectorGeometry(false);
}
//mxd
protected void ClearFields(IEnumerable<string> keys, string undodescription, string resultdescription)
{
if(!General.Map.UDMF) return;
mode.CreateUndo(undodescription);
mode.SetActionResult(resultdescription);
level.sector.Fields.BeforeFieldsChange();
foreach(string key in keys)
{
if(level.sector.Fields.ContainsKey(key))
{
level.sector.Fields.Remove(key);
level.sector.UpdateNeeded = true;
}
}
if(level.sector.UpdateNeeded)
{
if(level.sector != Sector.Sector && mode.VisualSectorExists(level.sector))
{
BaseVisualSector vs = (BaseVisualSector) mode.GetVisualSector(level.sector);
vs.UpdateSectorGeometry(false);
}
else
{
Sector.UpdateSectorGeometry(false);
}
}
}
#endregion
#region ================== Events
// Unused
public virtual void OnEditBegin() { }
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
public virtual void OnTextureFit(FitTextureOptions options) { } //mxd
public virtual void OnToggleUpperUnpegged() { }
public virtual void OnToggleLowerUnpegged() { }
public virtual void OnResetTextureOffset() { }
public virtual void OnResetLocalTextureOffset() { } //mxd
public virtual void OnCopyTextureOffsets() { }
public virtual void OnPasteTextureOffsets() { }
public virtual void OnInsert() { }
protected virtual void SetTexture(string texturename) { }
public virtual void ApplyUpperUnpegged(bool set) { }
public virtual void ApplyLowerUnpegged(bool set) { }
protected abstract void MoveTextureOffset(int offsetx, int offsety);
protected abstract Point GetTextureOffset();
public virtual void OnPaintSelectEnd() { } // biwa
// Setup this plane
public bool Setup() { return this.Setup(this.level, this.extrafloor); }
public virtual bool Setup(SectorLevel level, Effect3DFloor extrafloor)
{
this.level = level;
this.extrafloor = extrafloor;
return false;
}
// Begin select
public virtual void OnSelectBegin()
{
mode.LockTarget();
dragstartanglexy = General.Map.VisualCamera.AngleXY;
dragstartanglez = General.Map.VisualCamera.AngleZ;
dragorigin = pickintersect;
startoffsetx = GetTextureOffset().X;
startoffsety = GetTextureOffset().Y;
prevoffsetx = GetTextureOffset().X;
prevoffsety = GetTextureOffset().Y;
}
// Select or deselect
public virtual void OnSelectEnd()
{
mode.UnlockTarget();
// Was dragging?
if(uvdragging)
{
// Dragging stops now
uvdragging = false;
}
else
{
if(this.selected)
{
this.selected = false;
mode.RemoveSelectedObject(this);
}
else
{
this.selected = true;
mode.AddSelectedObject(this);
}
}
}
// Moving the mouse
public virtual void OnMouseMove(MouseEventArgs e)
{
// biwa. Paint selection going on?
if(mode.PaintSelectPressed)
{
// toggle selected state
if (mode.PaintSelectType == this.GetType().BaseType && mode.Highlighted != this) // using BaseType so that both floor and ceiling can be selected in one go
{
if (General.Interface.ShiftState ^ BuilderPlug.Me.AdditivePaintSelect)
{
this.selected = true;
mode.AddSelectedObject(this);
}
else if (General.Interface.CtrlState)
{
this.selected = false;
mode.RemoveSelectedObject(this);
}
else
{
if (this.selected)
mode.RemoveSelectedObject(this);
else
mode.AddSelectedObject(this);
this.selected = !this.selected;
}
}
return;
}
if(!General.Map.UDMF) return; //mxd. Cannot change texture offsets in other map formats...
// Dragging UV?
if(uvdragging)
{
UpdateDragUV();
}
else
{
// Select button pressed?
if(General.Actions.CheckActionActive(General.ThisAssembly, "visualselect"))
{
// Check if tolerance is exceeded to start UV dragging
2020-05-21 12:20:02 +00:00
double deltaxy = General.Map.VisualCamera.AngleXY - dragstartanglexy;
double deltaz = General.Map.VisualCamera.AngleZ - dragstartanglez;
if((Math.Abs(deltaxy) + Math.Abs(deltaz)) > DRAG_ANGLE_TOLERANCE)
{
mode.PreAction(UndoGroup.TextureOffsetChange);
mode.CreateUndo("Change texture offsets");
// Start drag now
uvdragging = true;
mode.Renderer.ShowSelection = false;
mode.Renderer.ShowHighlight = false;
UpdateDragUV();
}
}
}
}
// Delete texture
public virtual void OnDelete()
{
// Remove texture
mode.CreateUndo("Delete texture");
mode.SetActionResult("Deleted a texture.");
SetTexture("-");
// Update
if(mode.VisualSectorExists(level.sector))
{
BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
vs.UpdateSectorGeometry(false);
}
}
// Processing
public virtual void OnProcess(long deltatime)
{
// If the texture was not loaded, but is loaded now, then re-setup geometry
if(setuponloadedtexture != lastsetuponloadedtexture)
{
if (setuponloadedtexture != 0)
{
ImageData t = General.Map.Data.GetFlatImage(setuponloadedtexture);
if (t != null && t.IsImageLoaded)
{
lastsetuponloadedtexture = setuponloadedtexture;
Setup();
}
}
else
{
lastsetuponloadedtexture = setuponloadedtexture;
}
}
}
// Flood-fill textures
public virtual void OnTextureFloodfill()
{
if(BuilderPlug.Me.CopiedFlat != null)
{
string oldtexture = GetTextureName();
string newtexture = BuilderPlug.Me.CopiedFlat;
if(newtexture != oldtexture)
{
// Get the texture
ImageData newtextureimage = General.Map.Data.GetFlatImage(newtexture);
if(newtextureimage != null)
{
bool fillceilings = (this is VisualCeiling);
if(fillceilings)
{
mode.CreateUndo("Flood-fill ceilings with " + newtexture);
mode.SetActionResult("Flood-filled ceilings with " + newtexture + ".");
}
else
{
mode.CreateUndo("Flood-fill floors with " + newtexture);
mode.SetActionResult("Flood-filled floors with " + newtexture + ".");
}
mode.Renderer.SetCrosshairBusy(true);
General.Interface.RedrawDisplay();
if(mode.IsSingleSelection)
{
// Clear all marks, this will align everything it can
General.Map.Map.ClearMarkedSectors(false);
}
else
{
// Limit the alignment to selection only
General.Map.Map.ClearMarkedSectors(true);
List<Sector> sectors = mode.GetSelectedSectors();
foreach(Sector s in sectors) s.Marked = false;
}
//mxd. We potentially need to deal with 2 textures (because of long and short texture names)...
HashSet<long> oldtexturehashes = new HashSet<long> { Texture.LongName, Lump.MakeLongName(oldtexture) };
// Do the fill
Tools.FloodfillFlats(this.Sector.Sector, fillceilings, oldtexturehashes, newtexture, false);
// Get the changed sectors
List<Sector> changes = General.Map.Map.GetMarkedSectors(true);
foreach(Sector s in changes)
{
// Update the visual sector
if(mode.VisualSectorExists(s))
{
BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(s);
if(fillceilings) vs.Ceiling.Setup();
else vs.Floor.Setup();
}
}
General.Map.Data.UpdateUsedTextures();
mode.Renderer.SetCrosshairBusy(false);
mode.ShowTargetInfo();
}
}
}
}
//mxd. Auto-align texture offsets
public virtual void OnTextureAlign(bool alignx, bool aligny)
{
if(!General.Map.UDMF) return;
//create undo
string rest;
if(alignx && aligny) rest = "(X and Y)";
else if(alignx) rest = "(X)";
else rest = "(Y)";
mode.CreateUndo("Auto-align textures " + rest);
mode.SetActionResult("Auto-aligned textures " + rest + ".");
//get selection
List<VisualGeometry> selection = mode.GetSelectedSurfaces();
//align textures on slopes
foreach(VisualGeometry vg in selection)
{
if(vg.GeometryType == VisualGeometryType.FLOOR || vg.GeometryType == VisualGeometryType.CEILING)
{
// Might be a 3D floor, so we might need another VisualGeometry
VisualGeometry realvg;
if (vg.GeometryType == VisualGeometryType.FLOOR)
{
if (((VisualFloor)vg).ExtraFloor == null)
realvg = vg;
else
{
Sector s = ((VisualFloor)vg).GetControlSector();
BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(s);
realvg = vs.Floor;
}
}
else
{
if (((VisualCeiling)vg).ExtraFloor == null)
realvg = vg;
else
{
Sector s = ((VisualCeiling)vg).GetControlSector();
BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(s);
realvg = vs.Ceiling;
}
}
if(realvg.GeometryType == VisualGeometryType.FLOOR)
((VisualFloor)realvg).AlignTexture(alignx, aligny);
else
((VisualCeiling)realvg).AlignTexture(alignx, aligny);
realvg.Sector.Sector.UpdateNeeded = true;
realvg.Sector.Sector.UpdateCache();
}
}
// Map is changed
General.Map.Map.Update();
General.Map.IsChanged = true;
General.Interface.RefreshInfo();
}
// Copy properties
public virtual void OnCopyProperties()
{
BuilderPlug.Me.CopiedSectorProps = new SectorProperties(level.sector);
mode.SetActionResult("Copied sector properties.");
}
// Paste properties
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
public virtual void OnPasteProperties(bool usecopysettings)
{
if(BuilderPlug.Me.CopiedSectorProps != null)
{
mode.CreateUndo("Paste sector properties");
mode.SetActionResult("Pasted sector properties.");
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
//mxd. Added "usecopysettings"
BuilderPlug.Me.CopiedSectorProps.Apply(new List<Sector> { level.sector }, usecopysettings);
if(mode.VisualSectorExists(level.sector))
{
BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
vs.UpdateSectorGeometry(true);
}
mode.ShowTargetInfo();
}
}
// Select texture
public virtual void OnSelectTexture()
{
if(General.Interface.IsActiveWindow)
{
string oldtexture = GetTextureName();
string newtexture = General.Interface.BrowseFlat(General.Interface, oldtexture);
if(newtexture != oldtexture)
{
mode.ApplySelectTexture(newtexture, true);
}
}
}
// Apply Texture
public virtual void ApplyTexture(string texture)
{
mode.CreateUndo("Change flat \"" + texture + "\"");
SetTexture(texture);
// Update
if(mode.VisualSectorExists(level.sector))
{
BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
vs.UpdateSectorGeometry(false);
}
}
// Copy texture
public virtual void OnCopyTexture()
{
//mxd. When UseLongTextureNames is enabled and the image filename is longer than 8 chars, use full name,
// otherwise use texture name as stored in Sector
string texturename = ((General.Map.Options.UseLongTextureNames && Texture != null && Texture.UsedInMap
&& Path.GetFileNameWithoutExtension(Texture.Name).Length > DataManager.CLASIC_IMAGE_NAME_LENGTH)
? Texture.Name : GetTextureName());
BuilderPlug.Me.CopiedFlat = texturename;
if(General.Map.Config.MixTexturesFlats) BuilderPlug.Me.CopiedTexture = texturename;
mode.SetActionResult("Copied flat \"" + texturename + "\".");
}
public virtual void OnPasteTexture() { }
// Return texture name
public virtual string GetTextureName() { return ""; }
// Edit button released
public virtual void OnEditEnd()
{
if(General.Interface.IsActiveWindow)
{
//mxd
List<Sector> sectors = mode.GetSelectedSectors();
updatelist = new List<BaseVisualSector>();
foreach(Sector s in sectors)
{
if(mode.VisualSectorExists(s))
updatelist.Add((BaseVisualSector)mode.GetVisualSector(s));
}
General.Interface.OnEditFormValuesChanged += Interface_OnEditFormValuesChanged; //mxd
mode.StartRealtimeInterfaceUpdate(SelectionType.Sectors); //mxd
DialogResult result = General.Interface.ShowEditSectors(sectors);
mode.StopRealtimeInterfaceUpdate(SelectionType.Sectors); //mxd
General.Interface.OnEditFormValuesChanged -= Interface_OnEditFormValuesChanged; //mxd
updatelist.Clear(); //mxd
updatelist = null; //mxd
if(result == DialogResult.OK) mode.RebuildElementData(); //mxd
}
}
//mxd
private void Interface_OnEditFormValuesChanged(object sender, EventArgs e)
{
foreach(BaseVisualSector vs in updatelist) vs.UpdateSectorGeometry(true);
}
// Sector height change
public virtual void OnChangeTargetHeight(int amount)
{
changed = true;
ChangeHeight(amount);
// Rebuild sector
BaseVisualSector vs;
if(mode.VisualSectorExists(level.sector))
{
vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
}
else
{
//mxd. Need this to apply changes to 3d-floor even if control sector doesn't exist as BaseVisualSector
vs = mode.CreateBaseVisualSector(level.sector);
}
if(vs != null) vs.UpdateSectorGeometry(true);
2019-12-30 23:08:17 +00:00
// Visual slope handles need to be updated, too
if (General.Map.UDMF)
{
if (mode.AllSlopeHandles.ContainsKey(level.sector))
foreach (VisualSlope handle in mode.AllSlopeHandles[level.sector])
2019-12-30 23:08:17 +00:00
handle.Changed = true;
}
}
2019-12-30 23:08:17 +00:00
// Sector brightness change
public virtual void OnChangeTargetBrightness(bool up)
{
mode.CreateUndo("Change sector brightness", UndoGroup.SectorBrightnessChange, Sector.Sector.FixedIndex);
if(up)
Sector.Sector.Brightness = General.Map.Config.BrightnessLevels.GetNextHigher(Sector.Sector.Brightness);
else
Sector.Sector.Brightness = General.Map.Config.BrightnessLevels.GetNextLower(Sector.Sector.Brightness);
mode.SetActionResult("Changed sector brightness to " + Sector.Sector.Brightness + ".");
Sector.Sector.UpdateCache();
// Rebuild sector
Sector.UpdateSectorGeometry(false);
}
// Texture offset change
public virtual void OnChangeTextureOffset(int horizontal, int vertical, bool doSurfaceAngleCorrection)
{
if(horizontal == 0 && vertical == 0) return; //mxd
//mxd
if(!General.Map.UDMF)
{
General.Interface.DisplayStatus(StatusType.Warning, "Floor/ceiling texture offsets cannot be changed in this map format!");
return;
}
if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
undoticket = mode.CreateUndo("Change texture offsets");
//mxd
changed = true;
//mxd
if(doSurfaceAngleCorrection)
{
Point p = new Point(horizontal, vertical);
2020-05-21 12:20:02 +00:00
double angle = Angle2D.RadToDeg(General.Map.VisualCamera.AngleXY);
if(GeometryType == VisualGeometryType.CEILING)
angle += level.sector.Fields.GetValue("rotationceiling", 0.0);
else
angle += level.sector.Fields.GetValue("rotationfloor", 0.0);
angle = General.ClampAngle(angle);
if(angle > 315 || angle < 46)
{
//already correct
}
else if(angle > 225)
{
vertical = p.X;
horizontal = -p.Y;
}
else if(angle > 135)
{
horizontal = -p.X;
vertical = -p.Y;
}
else
{
vertical = -p.X;
horizontal = p.Y;
}
}
// Apply offsets
MoveTextureOffset(-horizontal, -vertical);
// Rebuild sector
BaseVisualSector vs;
if(mode.VisualSectorExists(level.sector))
{
vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
}
else
{
//mxd. Need this to apply changes to 3d-floor even if control sector doesn't exist as BaseVisualSector
vs = mode.CreateBaseVisualSector(level.sector);
}
if(vs != null) vs.UpdateSectorGeometry(false);
}
//mxd
public virtual void OnChangeTextureRotation(double angle)
{
if(!General.Map.UDMF) return;
if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
undoticket = mode.CreateUndo("Change texture rotation");
string key = (GeometryType == VisualGeometryType.FLOOR ? "rotationfloor" : "rotationceiling");
mode.SetActionResult( (GeometryType == VisualGeometryType.FLOOR ? "Floor" : "Ceiling") + " rotation changed to " + angle);
// Set new angle
Sector s = GetControlSector();
s.Fields.BeforeFieldsChange();
UniFields.SetFloat(s.Fields, key, angle, 0.0);
// Mark as changed
changed = true;
// Rebuild sector
BaseVisualSector vs;
if(mode.VisualSectorExists(level.sector))
{
vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
}
else
{
//mxd. Need this to apply changes to 3d-floor even if control sector doesn't exist as BaseVisualSector
vs = mode.CreateBaseVisualSector(level.sector);
}
if(vs != null) vs.UpdateSectorGeometry(false);
}
//mxd
public virtual void OnChangeScale(int incrementX, int incrementY)
{
if(!General.Map.UDMF || !Texture.IsImageLoaded) return;
changed = true;
if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
undoticket = mode.CreateUndo("Change texture scale");
// Adjust to camera view
2020-05-21 12:20:02 +00:00
double angle = Angle2D.RadToDeg(General.Map.VisualCamera.AngleXY);
if(GeometryType == VisualGeometryType.CEILING) angle += level.sector.Fields.GetValue("rotationceiling", 0.0);
else angle += level.sector.Fields.GetValue("rotationfloor", 0.0);
angle = General.ClampAngle(angle);
if(angle > 315 || angle < 46)
{
ChangeTextureScale(incrementX, incrementY);
}
else if(angle > 225)
{
ChangeTextureScale(incrementY, incrementX);
}
else if(angle > 135)
{
ChangeTextureScale(incrementX, incrementY);
}
else
{
ChangeTextureScale(incrementY, incrementX);
}
// Rebuild sector
BaseVisualSector vs;
if(mode.VisualSectorExists(level.sector))
{
vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
}
else
{
//mxd. Need this to apply changes to 3d-floor even if control sector doesn't exist as BaseVisualSector
vs = mode.CreateBaseVisualSector(level.sector);
}
if(vs != null) vs.UpdateSectorGeometry(false);
}
// biwa
public virtual void OnPaintSelectBegin()
{
mode.PaintSelectType = this.GetType().BaseType; // using BaseType so that both floor and ceiling can be selected in one go
// toggle selected state
if (General.Interface.ShiftState ^ BuilderPlug.Me.AdditivePaintSelect)
{
if (!selected)
{
selected = true;
mode.AddSelectedObject(this);
}
}
else if (General.Interface.CtrlState)
{
if (selected)
{
selected = false;
mode.RemoveSelectedObject(this);
}
}
else
{
if (selected)
mode.RemoveSelectedObject(this);
else
mode.AddSelectedObject(this);
selected = !selected;
}
}
#endregion
}
}