UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/BaseVisualSector.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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.VisualModes;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal class BaseVisualSector : VisualSector
{
#region ================== Constants
#endregion
#region ================== Variables
protected BaseVisualMode mode;
protected VisualFloor floor;
protected VisualCeiling ceiling;
protected Dictionary<Sidedef, VisualSidedefParts> sides;
#endregion
#region ================== Properties
public VisualFloor Floor { get { return floor; } }
public VisualCeiling Ceiling { get { return ceiling; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public BaseVisualSector(BaseVisualMode mode, Sector s) : base(s)
{
this.mode = mode;
// Initialize
Rebuild();
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!IsDisposed)
{
// Clean up
sides = null;
floor = null;
ceiling = null;
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Methods
// This (re)builds the visual sector, calculating all geometry from scratch
public void Rebuild()
{
// Forget old geometry
base.ClearGeometry();
// Create floor
floor = new VisualFloor(mode, this);
if(floor.Setup()) base.AddGeometry(floor);
// Create ceiling
ceiling = new VisualCeiling(mode, this);
if(ceiling.Setup()) base.AddGeometry(ceiling);
// Go for all sidedefs
sides = new Dictionary<Sidedef, VisualSidedefParts>(base.Sector.Sidedefs.Count);
foreach(Sidedef sd in base.Sector.Sidedefs)
{
// Doublesided or singlesided?
if(sd.Other != null)
{
// Create upper part
VisualUpper vu = new VisualUpper(mode, this, sd);
if(vu.Setup()) base.AddGeometry(vu);
// Create lower part
VisualLower vl = new VisualLower(mode, this, sd);
if(vl.Setup()) base.AddGeometry(vl);
// Create middle part
VisualMiddleDouble vm = new VisualMiddleDouble(mode, this, sd);
if(vm.Setup()) base.AddGeometry(vm);
// Store
sides.Add(sd, new VisualSidedefParts(vu, vl, vm));
}
else
{
// Create middle part
VisualMiddleSingle vm = new VisualMiddleSingle(mode, this, sd);
if(vm.Setup()) base.AddGeometry(vm);
// Store
sides.Add(sd, new VisualSidedefParts(vm));
}
}
}
// This returns the visual sidedef parts for a given sidedef
public VisualSidedefParts GetSidedefParts(Sidedef sd)
{
if(sides.ContainsKey(sd))
return sides[sd];
else
return new VisualSidedefParts();
}
#endregion
}
}