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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.Collections.Generic ;
using CodeImp.DoomBuilder.Map ;
using CodeImp.DoomBuilder.Plugins ;
using CodeImp.DoomBuilder.Actions ;
#endregion
namespace CodeImp.DoomBuilder.StairSectorBuilderMode
{
//
// 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.
//
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internal class ToastMessages
{
public static readonly string ENGAGEFAILED = "engagefailed" ;
}
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public class BuilderPlug : Plug
{
public struct Prefab
{
public string name ;
// General
public int numberofsectors ;
public int innervertexmultiplier ;
public int outervertexmultiplier ;
public int stairtype ;
// Straight stairs
public int sectordepth ;
public int spacing ;
public bool frontside ;
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public bool singlesteps ;
public bool distinctsectors ;
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public bool singledirection ;
public bool distinctbaseheights ;
// Auto curve
public int flipping ;
// Catmull Rom spline
public int numberofcontrolpoints ;
// Height info
public bool applyfloormod ;
public int floormod ;
public int floorbase ;
public bool applyceilingmod ;
public int ceilingmod ;
public int ceilingbase ;
// Textures
public bool applyfloortexture ;
public string floortexture ;
public bool applyceilingtexture ;
public string ceilingtexture ;
public bool applyuppertexture ;
public string uppertexture ;
public bool upperunpegged ;
public bool applymiddletexture ;
public string middletexture ;
public bool applylowertexture ;
public string lowertexture ;
public bool lowerunpegged ;
}
// 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 ; } }
private List < Prefab > prefabs ;
public List < Prefab > Prefabs { get { return prefabs ; } }
// This plugin relies on some functionality that wasn't there in older versions
public override int MinimumRevision { get { return 1310 ; } }
// 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 ) ;
prefabs = new List < Prefab > ( ) ;
// TODO: Add DB2 version check so that old DB2 versions won't crash
// General.ErrorLogger.Add(ErrorType.Error, "zomg!");
// Keep a static reference
me = this ;
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// Register toasts
General . ToastManager . RegisterToast ( ToastMessages . ENGAGEFAILED , "Stair Sector Builder Mode starting failed" , "When no linedefs or sectors are selected when entering Stair Sector Builder Mode" ) ;
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}
// 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
[BeginAction("selectsectorsoutline")]
public void SelectSectorsOutline ( )
{
// Must have sectors selected. Having sectors selected implies
// that there are also linedefs selected
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if ( General . Map . Map . SelectedSectorsCount = = 0 ) return ;
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// Get the list of selected sectors since it'll be empty after
// switching to linedefs mode
List < Sector > sectors = new List < Sector > ( General . Map . Map . GetSelectedSectors ( true ) ) ;
General . Editing . ChangeMode ( "LinedefsMode" ) ;
// Go through all selected linedefs and unselect/unmark all which
// have a selected sector on both sides
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foreach ( Linedef ld in General . Map . Map . GetSelectedLinedefs ( true ) )
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{
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if ( sectors . Contains ( ld . Front . Sector ) & & ld . Back ! = null & & sectors . Contains ( ld . Back . Sector ) )
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{
ld . Selected = false ;
ld . Marked = false ;
}
}
General . Interface . RedrawDisplay ( ) ;
}
#endregion
#region = = = = = = = = = = = = = = = = = = Methods
#endregion
}
}