UltimateZoneBuilder/Source/Plugins/BuilderModes/ClassicModes/DragVerticesMode.cs

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#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 CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
// No action or button for this mode, it is automatic.
// The EditMode attribute does not have to be specified unless the
// mode must be activated by class name rather than direct instance.
// In that case, just specifying the attribute like this is enough:
// [EditMode]
[EditMode(DisplayName = "Vertices",
AllowCopyPaste = false,
Volatile = true)]
public sealed class DragVerticesMode : DragGeometryMode
{
#region ================== Constants
#endregion
#region ================== Variables
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
// Constructor to start dragging immediately
public DragVerticesMode(Vector2D dragstartmappos)
{
// Mark what we are dragging
General.Map.Map.ClearAllMarks(false);
General.Map.Map.MarkSelectedVertices(true, true);
// Initialize
base.StartDrag(dragstartmappos);
undodescription = (selectedverts.Count == 1 ? "Drag vertex" : "Drag " + selectedverts.Count + " vertices"); //mxd
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Done
base.Dispose();
}
}
#endregion
#region ================== Methods
// Disenagaging
public override void OnDisengage()
{
// Select vertices from marks
General.Map.Map.ClearSelectedVertices();
General.Map.Map.SelectMarkedVertices(true, true);
//mxd. Mark stable lines now (marks will be carried to split lines by MapSet.StitchGeometry())
HashSet<Linedef> stablelines = (!cancelled ? new HashSet<Linedef>(General.Map.Map.LinedefsFromMarkedVertices(false, true, false)) : new HashSet<Linedef>());
foreach(Linedef l in stablelines) l.Marked = true;
//mxd. Mark moved sectors (used in Linedef.Join())
HashSet<Sector> draggeddsectors = (!cancelled ? General.Map.Map.GetUnselectedSectorsFromLinedefs(stablelines) : new HashSet<Sector>());
foreach(Sector s in draggeddsectors) s.Marked = true;
// Perform normal disengage
base.OnDisengage();
// When not cancelled
if(!cancelled)
{
//mxd. If linedefs were dragged, reattach/add/remove sidedefs
if(stablelines.Count > 0)
{
// Get new lines from linedef marks...
HashSet<Linedef> newlines = new HashSet<Linedef>(General.Map.Map.GetMarkedLinedefs(true));
// Marked lines were created during linedef splitting
HashSet<Linedef> changedlines = new HashSet<Linedef>(stablelines);
changedlines.UnionWith(newlines);
// Get sectors, which have all their linedefs selected (otherwise those would be destroyed after moving the selection)
HashSet<Sector> toadjust = General.Map.Map.GetUnselectedSectorsFromLinedefs(changedlines);
if(changedlines.Count > 0)
{
// Reattach/add/remove outer sidedefs
Tools.AdjustOuterSidedefs(toadjust, changedlines);
// Split outer sectors
Tools.SplitOuterSectors(changedlines);
// Additional verts may've been created
if(selectedverts.Count > 1)
{
foreach(Linedef l in changedlines)
{
l.Start.Selected = true;
l.End.Selected = true;
}
}
}
}
// If only a single vertex was selected, deselect it now
if(selectedverts.Count == 1) General.Map.Map.ClearSelectedVertices();
}
}
// This redraws the display
public override void OnRedrawDisplay()
{
bool viewchanged = CheckViewChanged();
renderer.RedrawSurface();
UpdateRedraw();
// Redraw things when view changed
if(viewchanged)
{
if(renderer.StartThings(true))
{
renderer.RenderThingSet(General.Map.Map.Things, General.Settings.ActiveThingsAlpha);
renderer.Finish();
}
}
renderer.Present();
}
// This redraws only the required things
protected override void UpdateRedraw()
{
// Start rendering
if(renderer.StartPlotter(true))
{
// Render lines and vertices
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
renderer.PlotVerticesSet(unselectedverts);
renderer.PlotVerticesSet(selectedverts);
// Draw the dragged item highlighted
// This is important to know, because this item is used
// for snapping to the grid and snapping to nearest items
renderer.PlotVertex(dragitem, ColorCollection.HIGHLIGHT);
// Done
renderer.Finish();
}
//mxd. Render things
if(renderer.StartThings(true))
{
renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, General.Settings.HiddenThingsAlpha);
renderer.RenderThingSet(unselectedthings, General.Settings.ActiveThingsAlpha);
renderer.RenderThingSet(selectedthings, General.Settings.ActiveThingsAlpha);
renderer.Finish();
}
// Redraw overlay
if(renderer.StartOverlay(true))
{
renderer.RenderText(labels);
renderer.Finish();
}
}
#endregion
}
}