mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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508 lines
12 KiB
C#
508 lines
12 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Interface;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Editing;
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using System.Drawing;
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using CodeImp.DoomBuilder.Controls;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[EditMode(SwitchAction = "brightnessmode",
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ButtonDesc = "Brightness Mode",
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ButtonImage = "BrightnessMode.png",
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ButtonOrder = int.MinValue + 3)]
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public class BrightnessMode : ClassicMode
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Highlighted item
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private Sector highlighted;
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// Interface
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private bool editpressed;
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// The methods GetSelected* and MarkSelected* on the MapSet do not
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// retain the order in which items were selected.
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// This list keeps in order while sectors are selected/deselected.
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private List<Sector> orderedselection;
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public BrightnessMode()
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{
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// Make ordered selection list
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orderedselection = new List<Sector>();
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// Fill the list with selected sectors (these are not in order, but we have no other choice)
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ICollection<Sector> selectedsectors = General.Map.Map.GetSelectedSectors(true);
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foreach(Sector s in selectedsectors) orderedselection.Add(s);
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}
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// Disposer
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public override void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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orderedselection = null;
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// Dispose base
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base.Dispose();
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}
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}
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#endregion
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#region ================== Methods
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// When undo is used
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[EndAction("undo", BaseAction = true)]
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public void Undo()
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{
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// Clear ordered selection
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orderedselection.Clear();
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}
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// When redo is used
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[EndAction("redo", BaseAction = true)]
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public void Redo()
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{
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// Clear ordered selection
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orderedselection.Clear();
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}
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// This selectes or deselects a sector
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protected void SelectSector(Sector s, bool selectstate)
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{
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bool selectionchanged = false;
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// Select the sector?
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if(selectstate && !s.Selected)
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{
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orderedselection.Add(s);
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s.Selected = true;
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selectionchanged = true;
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}
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// Deselect the sector?
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else if(!selectstate && s.Selected)
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{
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orderedselection.Remove(s);
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s.Selected = false;
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selectionchanged = true;
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}
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// Selection changed?
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if(selectionchanged)
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{
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// Make update lines selection
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foreach(Sidedef sd in s.Sidedefs)
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{
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bool front, back;
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if(sd.Line.Front != null) front = sd.Line.Front.Sector.Selected; else front = false;
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if(sd.Line.Back != null) back = sd.Line.Back.Sector.Selected; else back = false;
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sd.Line.Selected = front | back;
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}
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}
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}
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// Cancel mode
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public override void OnCancel()
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{
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base.OnCancel();
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// Return to this mode
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General.Map.ChangeMode(new SectorsMode());
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}
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// Mode engages
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public override void OnEngage()
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{
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base.OnEngage();
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// Make customized presentation
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CustomPresentation p = new CustomPresentation();
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p.AddLayer(new PresentLayer(RendererLayer.Background, BlendingMode.Mask));
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p.AddLayer(new PresentLayer(RendererLayer.Grid, BlendingMode.Mask));
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p.AddLayer(new PresentLayer(RendererLayer.Overlay, BlendingMode.Alpha, 1f, true));
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p.AddLayer(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 1f, true));
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renderer.SetPresentation(p);
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}
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// Mode disengages
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public override void OnDisengage()
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{
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base.OnDisengage();
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// Check which mode we are switching to
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if(General.Map.NewMode is VerticesMode)
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{
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// Convert selection to vertices
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// Clear selected sectors
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General.Map.Map.ClearSelectedSectors();
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}
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else if(General.Map.NewMode is LinedefsMode)
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{
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// Convert selection to linedefs
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// Clear selected sectors
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General.Map.Map.ClearSelectedSectors();
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}
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// Hide highlight info
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General.Interface.HideInfo();
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}
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// This redraws the display
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public override void OnRedrawDisplay()
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{
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// Render lines and vertices
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if(renderer.StartPlotter(true))
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{
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renderer.PlotLinedefSet(General.Map.Map.Linedefs);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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if((highlighted != null) && !highlighted.IsDisposed)
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renderer.PlotSector(highlighted, General.Colors.Highlight);
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renderer.Finish();
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}
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// Render things
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if(renderer.StartThings(true))
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{
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renderer.Finish();
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}
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// Render selection
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if(renderer.StartOverlay(true))
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{
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foreach(Sector s in General.Map.Map.Sectors)
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{
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PixelColor b = new PixelColor(255, (byte)s.Brightness, (byte)s.Brightness, (byte)s.Brightness);
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int bint = b.ToInt();
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FlatVertex[] verts = new FlatVertex[s.Triangles.Count];
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int index = 0;
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foreach(Vector2D v in s.Triangles)
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{
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Vector2D tv = v.GetTransformed(renderer.TranslateX, renderer.TranslateY, renderer.Scale, -renderer.Scale);
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verts[index].x = tv.x;
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verts[index].y = tv.y;
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verts[index].z = 0f;
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verts[index].w = 1f;
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verts[index].c = bint;
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index++;
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}
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renderer.RenderGeometry(verts, null);
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}
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if(selecting) RenderMultiSelection();
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renderer.Finish();
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}
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renderer.Present();
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}
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// This highlights a new item
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protected void Highlight(Sector s)
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{
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// Update display
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if(renderer.StartPlotter(false))
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{
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// Undraw previous highlight
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if((highlighted != null) && !highlighted.IsDisposed)
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renderer.PlotSector(highlighted);
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/*
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// Undraw highlighted things
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if(highlighted != null)
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foreach(Thing t in highlighted.Things)
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renderer.RenderThing(t, renderer.DetermineThingColor(t));
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*/
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// Set new highlight
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highlighted = s;
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// Render highlighted item
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if((highlighted != null) && !highlighted.IsDisposed)
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renderer.PlotSector(highlighted, General.Colors.Highlight);
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/*
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// Render highlighted things
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if(highlighted != null)
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foreach(Thing t in highlighted.Things)
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renderer.RenderThing(t, General.Colors.Highlight);
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*/
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// Done
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renderer.Finish();
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renderer.Present();
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}
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// Show highlight info
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if((highlighted != null) && !highlighted.IsDisposed)
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General.Interface.ShowSectorInfo(highlighted);
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else
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General.Interface.HideInfo();
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}
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// Selection
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protected override void OnSelect()
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{
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// Item highlighted?
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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// Flip selection
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SelectSector(highlighted, !highlighted.Selected);
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// Update display
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if(renderer.StartPlotter(false))
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{
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// Redraw highlight to show selection
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renderer.PlotSector(highlighted);
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renderer.Finish();
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renderer.Present();
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}
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}
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else
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{
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// Start making a selection
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StartMultiSelection();
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}
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base.OnSelect();
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}
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// End selection
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protected override void OnEndSelect()
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{
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// Not stopping from multiselection?
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if(!selecting)
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{
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// Item highlighted?
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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// Update display
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if(renderer.StartPlotter(false))
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{
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// Render highlighted item
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renderer.PlotSector(highlighted, General.Colors.Highlight);
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renderer.Finish();
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renderer.Present();
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}
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}
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}
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base.OnEndSelect();
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}
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// Start editing
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protected override void OnEdit()
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{
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// Item highlighted?
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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// Edit pressed in this mode
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editpressed = true;
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// Highlighted item not selected?
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if(!highlighted.Selected)
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{
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// Make this the only selection
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General.Map.Map.ClearSelectedSectors();
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General.Map.Map.ClearSelectedLinedefs();
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SelectSector(highlighted, true);
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General.Interface.RedrawDisplay();
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}
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// Update display
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if(renderer.StartPlotter(false))
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{
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// Redraw highlight to show selection
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renderer.PlotSector(highlighted);
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renderer.Finish();
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renderer.Present();
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}
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}
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base.OnEdit();
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}
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// Done editing
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protected override void OnEndEdit()
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{
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// Edit pressed in this mode?
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if(editpressed)
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{
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}
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editpressed = false;
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base.OnEndEdit();
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}
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// Mouse moves
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public override void OnMouseMove(MouseEventArgs e)
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{
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base.OnMouseMove(e);
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// Not holding any buttons?
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if(e.Button == MouseButtons.None)
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{
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// Find the nearest linedef within highlight range
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Linedef l = General.Map.Map.NearestLinedef(mousemappos);
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if(l != null)
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{
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// Check on which side of the linedef the mouse is
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float side = l.SideOfLine(mousemappos);
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if(side > 0)
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{
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// Is there a sidedef here?
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if(l.Back != null)
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{
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// Highlight if not the same
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if(l.Back.Sector != highlighted) Highlight(l.Back.Sector);
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}
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else
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{
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// Highlight nothing
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if(highlighted != null) Highlight(null);
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}
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}
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else
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{
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// Is there a sidedef here?
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if(l.Front != null)
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{
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// Highlight if not the same
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if(l.Front.Sector != highlighted) Highlight(l.Front.Sector);
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}
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else
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{
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// Highlight nothing
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if(highlighted != null) Highlight(null);
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}
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}
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}
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else
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{
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// Highlight nothing
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if(highlighted != null) Highlight(null);
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}
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}
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}
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// Mouse leaves
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public override void OnMouseLeave(EventArgs e)
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{
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base.OnMouseLeave(e);
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// Highlight nothing
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Highlight(null);
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}
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// This is called wheh selection ends
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protected override void OnEndMultiSelection()
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{
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// Go for all lines
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foreach(Linedef l in General.Map.Map.Linedefs)
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{
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l.Selected = ((l.Start.Position.x >= selectionrect.Left) &&
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(l.Start.Position.y >= selectionrect.Top) &&
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(l.Start.Position.x <= selectionrect.Right) &&
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(l.Start.Position.y <= selectionrect.Bottom) &&
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(l.End.Position.x >= selectionrect.Left) &&
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(l.End.Position.y >= selectionrect.Top) &&
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(l.End.Position.x <= selectionrect.Right) &&
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(l.End.Position.y <= selectionrect.Bottom));
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}
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// Go for all sectors
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foreach(Sector s in General.Map.Map.Sectors)
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{
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// Go for all sidedefs
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bool allselected = true;
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foreach(Sidedef sd in s.Sidedefs)
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{
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if(!sd.Line.Selected)
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{
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allselected = false;
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break;
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}
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}
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// Sector completely selected?
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s.Selected = allselected;
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}
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// Make sure all linedefs reflect selected sectors
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foreach(Sector s in General.Map.Map.Sectors)
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SelectSector(s, s.Selected);
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base.OnEndMultiSelection();
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if(renderer.StartOverlay(true)) renderer.Finish();
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General.Interface.RedrawDisplay();
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}
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// This is called when the selection is updated
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protected override void OnUpdateMultiSelection()
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{
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base.OnUpdateMultiSelection();
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// Render selection
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if(renderer.StartOverlay(true))
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{
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RenderMultiSelection();
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renderer.Finish();
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renderer.Present();
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}
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}
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#endregion
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#region ================== Actions
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||
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#endregion
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||
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}
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||
|
}
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