UltimateZoneBuilder/Source/BuilderModes/ClassicModes/BrightnessMode.cs

508 lines
12 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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Interface;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using System.Drawing;
using CodeImp.DoomBuilder.Controls;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(SwitchAction = "brightnessmode",
ButtonDesc = "Brightness Mode",
ButtonImage = "BrightnessMode.png",
ButtonOrder = int.MinValue + 3)]
public class BrightnessMode : ClassicMode
{
#region ================== Constants
#endregion
#region ================== Variables
// Highlighted item
private Sector highlighted;
// Interface
private bool editpressed;
// The methods GetSelected* and MarkSelected* on the MapSet do not
// retain the order in which items were selected.
// This list keeps in order while sectors are selected/deselected.
private List<Sector> orderedselection;
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
// Constructor
public BrightnessMode()
{
// Make ordered selection list
orderedselection = new List<Sector>();
// Fill the list with selected sectors (these are not in order, but we have no other choice)
ICollection<Sector> selectedsectors = General.Map.Map.GetSelectedSectors(true);
foreach(Sector s in selectedsectors) orderedselection.Add(s);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
orderedselection = null;
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Methods
// When undo is used
[EndAction("undo", BaseAction = true)]
public void Undo()
{
// Clear ordered selection
orderedselection.Clear();
}
// When redo is used
[EndAction("redo", BaseAction = true)]
public void Redo()
{
// Clear ordered selection
orderedselection.Clear();
}
// This selectes or deselects a sector
protected void SelectSector(Sector s, bool selectstate)
{
bool selectionchanged = false;
// Select the sector?
if(selectstate && !s.Selected)
{
orderedselection.Add(s);
s.Selected = true;
selectionchanged = true;
}
// Deselect the sector?
else if(!selectstate && s.Selected)
{
orderedselection.Remove(s);
s.Selected = false;
selectionchanged = true;
}
// Selection changed?
if(selectionchanged)
{
// Make update lines selection
foreach(Sidedef sd in s.Sidedefs)
{
bool front, back;
if(sd.Line.Front != null) front = sd.Line.Front.Sector.Selected; else front = false;
if(sd.Line.Back != null) back = sd.Line.Back.Sector.Selected; else back = false;
sd.Line.Selected = front | back;
}
}
}
// Cancel mode
public override void OnCancel()
{
base.OnCancel();
// Return to this mode
General.Map.ChangeMode(new SectorsMode());
}
// Mode engages
public override void OnEngage()
{
base.OnEngage();
// Make customized presentation
CustomPresentation p = new CustomPresentation();
p.AddLayer(new PresentLayer(RendererLayer.Background, BlendingMode.Mask));
p.AddLayer(new PresentLayer(RendererLayer.Grid, BlendingMode.Mask));
p.AddLayer(new PresentLayer(RendererLayer.Overlay, BlendingMode.Alpha, 1f, true));
p.AddLayer(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 1f, true));
renderer.SetPresentation(p);
}
// Mode disengages
public override void OnDisengage()
{
base.OnDisengage();
// Check which mode we are switching to
if(General.Map.NewMode is VerticesMode)
{
// Convert selection to vertices
// Clear selected sectors
General.Map.Map.ClearSelectedSectors();
}
else if(General.Map.NewMode is LinedefsMode)
{
// Convert selection to linedefs
// Clear selected sectors
General.Map.Map.ClearSelectedSectors();
}
// Hide highlight info
General.Interface.HideInfo();
}
// This redraws the display
public override void OnRedrawDisplay()
{
// Render lines and vertices
if(renderer.StartPlotter(true))
{
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
renderer.PlotVerticesSet(General.Map.Map.Vertices);
if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotSector(highlighted, General.Colors.Highlight);
renderer.Finish();
}
// Render things
if(renderer.StartThings(true))
{
renderer.Finish();
}
// Render selection
if(renderer.StartOverlay(true))
{
foreach(Sector s in General.Map.Map.Sectors)
{
PixelColor b = new PixelColor(255, (byte)s.Brightness, (byte)s.Brightness, (byte)s.Brightness);
int bint = b.ToInt();
FlatVertex[] verts = new FlatVertex[s.Triangles.Count];
int index = 0;
foreach(Vector2D v in s.Triangles)
{
Vector2D tv = v.GetTransformed(renderer.TranslateX, renderer.TranslateY, renderer.Scale, -renderer.Scale);
verts[index].x = tv.x;
verts[index].y = tv.y;
verts[index].z = 0f;
verts[index].w = 1f;
verts[index].c = bint;
index++;
}
renderer.RenderGeometry(verts, null);
}
if(selecting) RenderMultiSelection();
renderer.Finish();
}
renderer.Present();
}
// This highlights a new item
protected void Highlight(Sector s)
{
// Update display
if(renderer.StartPlotter(false))
{
// Undraw previous highlight
if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotSector(highlighted);
/*
// Undraw highlighted things
if(highlighted != null)
foreach(Thing t in highlighted.Things)
renderer.RenderThing(t, renderer.DetermineThingColor(t));
*/
// Set new highlight
highlighted = s;
// Render highlighted item
if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotSector(highlighted, General.Colors.Highlight);
/*
// Render highlighted things
if(highlighted != null)
foreach(Thing t in highlighted.Things)
renderer.RenderThing(t, General.Colors.Highlight);
*/
// Done
renderer.Finish();
renderer.Present();
}
// Show highlight info
if((highlighted != null) && !highlighted.IsDisposed)
General.Interface.ShowSectorInfo(highlighted);
else
General.Interface.HideInfo();
}
// Selection
protected override void OnSelect()
{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Flip selection
SelectSector(highlighted, !highlighted.Selected);
// Update display
if(renderer.StartPlotter(false))
{
// Redraw highlight to show selection
renderer.PlotSector(highlighted);
renderer.Finish();
renderer.Present();
}
}
else
{
// Start making a selection
StartMultiSelection();
}
base.OnSelect();
}
// End selection
protected override void OnEndSelect()
{
// Not stopping from multiselection?
if(!selecting)
{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Update display
if(renderer.StartPlotter(false))
{
// Render highlighted item
renderer.PlotSector(highlighted, General.Colors.Highlight);
renderer.Finish();
renderer.Present();
}
}
}
base.OnEndSelect();
}
// Start editing
protected override void OnEdit()
{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Edit pressed in this mode
editpressed = true;
// Highlighted item not selected?
if(!highlighted.Selected)
{
// Make this the only selection
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
SelectSector(highlighted, true);
General.Interface.RedrawDisplay();
}
// Update display
if(renderer.StartPlotter(false))
{
// Redraw highlight to show selection
renderer.PlotSector(highlighted);
renderer.Finish();
renderer.Present();
}
}
base.OnEdit();
}
// Done editing
protected override void OnEndEdit()
{
// Edit pressed in this mode?
if(editpressed)
{
}
editpressed = false;
base.OnEndEdit();
}
// Mouse moves
public override void OnMouseMove(MouseEventArgs e)
{
base.OnMouseMove(e);
// Not holding any buttons?
if(e.Button == MouseButtons.None)
{
// Find the nearest linedef within highlight range
Linedef l = General.Map.Map.NearestLinedef(mousemappos);
if(l != null)
{
// Check on which side of the linedef the mouse is
float side = l.SideOfLine(mousemappos);
if(side > 0)
{
// Is there a sidedef here?
if(l.Back != null)
{
// Highlight if not the same
if(l.Back.Sector != highlighted) Highlight(l.Back.Sector);
}
else
{
// Highlight nothing
if(highlighted != null) Highlight(null);
}
}
else
{
// Is there a sidedef here?
if(l.Front != null)
{
// Highlight if not the same
if(l.Front.Sector != highlighted) Highlight(l.Front.Sector);
}
else
{
// Highlight nothing
if(highlighted != null) Highlight(null);
}
}
}
else
{
// Highlight nothing
if(highlighted != null) Highlight(null);
}
}
}
// Mouse leaves
public override void OnMouseLeave(EventArgs e)
{
base.OnMouseLeave(e);
// Highlight nothing
Highlight(null);
}
// This is called wheh selection ends
protected override void OnEndMultiSelection()
{
// Go for all lines
foreach(Linedef l in General.Map.Map.Linedefs)
{
l.Selected = ((l.Start.Position.x >= selectionrect.Left) &&
(l.Start.Position.y >= selectionrect.Top) &&
(l.Start.Position.x <= selectionrect.Right) &&
(l.Start.Position.y <= selectionrect.Bottom) &&
(l.End.Position.x >= selectionrect.Left) &&
(l.End.Position.y >= selectionrect.Top) &&
(l.End.Position.x <= selectionrect.Right) &&
(l.End.Position.y <= selectionrect.Bottom));
}
// Go for all sectors
foreach(Sector s in General.Map.Map.Sectors)
{
// Go for all sidedefs
bool allselected = true;
foreach(Sidedef sd in s.Sidedefs)
{
if(!sd.Line.Selected)
{
allselected = false;
break;
}
}
// Sector completely selected?
s.Selected = allselected;
}
// Make sure all linedefs reflect selected sectors
foreach(Sector s in General.Map.Map.Sectors)
SelectSector(s, s.Selected);
base.OnEndMultiSelection();
if(renderer.StartOverlay(true)) renderer.Finish();
General.Interface.RedrawDisplay();
}
// This is called when the selection is updated
protected override void OnUpdateMultiSelection()
{
base.OnUpdateMultiSelection();
// Render selection
if(renderer.StartOverlay(true))
{
RenderMultiSelection();
renderer.Finish();
renderer.Present();
}
}
#endregion
#region ================== Actions
#endregion
}
}