UltimateZoneBuilder/Source/Core/Windows/SectorEditFormUDMF.cs

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#region ================== Namespaces
using System;
using System.Collections.Generic;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Controls;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Types;
#endregion
namespace CodeImp.DoomBuilder.Windows
{
internal partial class SectorEditFormUDMF : DelayedForm
{
#region ================== Events
public event EventHandler OnValuesChanged; //mxd
#endregion
#region ================== Constants
private const string NO_SOUND_SEQUENCE = "None"; //mxd
private const string NO_TERRAIN = "Default"; //mxd
private const string NO_DAMAGETYPE = "None"; //mxd
#endregion
#region ================== Variables
private ICollection<Sector> sectors;
private Dictionary<Sector, SectorProperties> sectorprops; //mxd
private bool preventchanges; //mxd
private bool undocreated; //mxd
private StepsList anglesteps; //mxd
private readonly List<string> renderstyles; //mxd
private readonly List<string> portalrenderstyles; //mxd
//mxd. Slope pivots
private Vector2D globalslopepivot;
private Dictionary<Sector, Vector2D> slopepivots;
private bool oldmapischanged;
#endregion
#region ================== Structs
private struct SectorProperties //mxd
{
public readonly int Brightness;
public readonly int FloorHeight;
public readonly int CeilHeight;
public readonly string FloorTexture;
public readonly string CeilTexture;
//UDMF stuff
public readonly int LightColor;
public readonly int FadeColor;
public readonly int FogDensity;
//public float Desaturation;
//UDMF Ceiling
2020-05-21 12:20:02 +00:00
public readonly double CeilOffsetX;
public readonly double CeilOffsetY;
public readonly double CeilScaleX;
public readonly double CeilScaleY;
//public float CeilAlpha;
2020-05-21 12:20:02 +00:00
public readonly double CeilRotation;
public readonly int CeilBrightness;
public readonly bool CeilLightAbsoulte;
public readonly int CeilGlowColor;
2020-05-21 12:20:02 +00:00
public readonly double CeilGlowHeight;
//UDMF Floor
2020-05-21 12:20:02 +00:00
public readonly double FloorOffsetX;
public readonly double FloorOffsetY;
public readonly double FloorScaleX;
public readonly double FloorScaleY;
//public float FloorAlpha;
2020-05-21 12:20:02 +00:00
public readonly double FloorRotation;
public readonly int FloorBrightness;
public readonly bool FloorLightAbsoulte;
public readonly int FloorGlowColor;
2020-05-21 12:20:02 +00:00
public readonly double FloorGlowHeight;
//UDMF slopes. Angles are in degrees
public readonly Vector3D FloorSlope;
public readonly Vector3D CeilSlope;
public readonly double FloorSlopeAngleXY;
public readonly double FloorSlopeAngleZ;
public readonly double FloorSlopeOffset;
public readonly double CeilSlopeAngleXY;
public readonly double CeilSlopeAngleZ;
public readonly double CeilSlopeOffset;
//[ZZ] UDMF Doom64 sector colors
public readonly int D64ColorCeiling;
public readonly int D64ColorWallTop;
public readonly int D64ColorWallBottom;
public readonly int D64ColorFloor;
public readonly int D64ColorThings;
public SectorProperties(Sector s)
{
Brightness = s.Brightness;
FloorHeight = s.FloorHeight;
CeilHeight = s.CeilHeight;
FloorTexture = s.FloorTexture;
CeilTexture = s.CeilTexture;
//UDMF stuff
LightColor = UniFields.GetInteger(s.Fields, "lightcolor", PixelColor.INT_WHITE_NO_ALPHA);
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
FadeColor = UniFields.GetInteger(s.Fields, "fadecolor", 0);
FogDensity = UniFields.GetInteger(s.Fields, "fogdensity", 0);
//UDMF Ceiling
CeilOffsetX = UniFields.GetFloat(s.Fields, "xpanningceiling", 0.0);
CeilOffsetY = UniFields.GetFloat(s.Fields, "ypanningceiling", 0.0);
CeilScaleX = UniFields.GetFloat(s.Fields, "xscaleceiling", 1.0);
CeilScaleY = UniFields.GetFloat(s.Fields, "yscaleceiling", 1.0);
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
//CeilAlpha = UniFields.GetFloat(s.Fields, "alphaceiling", 1.0f);
CeilRotation = s.Fields.GetValue("rotationceiling", 0.0);
CeilBrightness = s.Fields.GetValue("lightceiling", 0);
CeilLightAbsoulte = s.Fields.GetValue("lightceilingabsolute", false);
CeilGlowColor = s.Fields.GetValue("ceilingglowcolor", 0);
CeilGlowHeight = s.Fields.GetValue("ceilingglowheight", 0.0);
//UDMF Floor
FloorOffsetX = UniFields.GetFloat(s.Fields, "xpanningfloor", 0.0);
FloorOffsetY = UniFields.GetFloat(s.Fields, "ypanningfloor", 0.0);
FloorScaleX = UniFields.GetFloat(s.Fields, "xscalefloor", 1.0);
FloorScaleY = UniFields.GetFloat(s.Fields, "yscalefloor", 1.0);
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
//FloorAlpha = UniFields.GetFloat(s.Fields, "alphafloor", 1.0f);
FloorRotation = s.Fields.GetValue("rotationfloor", 0.0);
FloorBrightness = s.Fields.GetValue("lightfloor", 0);
FloorLightAbsoulte = s.Fields.GetValue("lightfloorabsolute", false);
FloorGlowColor = s.Fields.GetValue("floorglowcolor", 0);
FloorGlowHeight = s.Fields.GetValue("floorglowheight", 0.0);
//UDMF slopes
if(s.FloorSlope.GetLengthSq() > 0)
{
FloorSlopeAngleXY = General.ClampAngle(Math.Round(Angle2D.RadToDeg(s.FloorSlope.GetAngleXY()) - 180, 1));
FloorSlopeAngleZ = -Math.Round(Angle2D.RadToDeg(s.FloorSlope.GetAngleZ()) - 90, 1);
FloorSlopeOffset = (double.IsNaN(s.FloorSlopeOffset) ? s.FloorHeight : s.FloorSlopeOffset);
}
else
{
FloorSlopeAngleXY = 0;
FloorSlopeAngleZ = 0;
FloorSlopeOffset = -s.FloorHeight;
}
FloorSlope = s.FloorSlope;
if(s.CeilSlope.GetLengthSq() > 0)
{
CeilSlopeAngleXY = General.ClampAngle(Math.Round(Angle2D.RadToDeg(s.CeilSlope.GetAngleXY()) - 180, 1));
CeilSlopeAngleZ = -Math.Round(270 - Angle2D.RadToDeg(s.CeilSlope.GetAngleZ()), 1);
CeilSlopeOffset = (double.IsNaN(s.CeilSlopeOffset) ? s.CeilHeight : s.CeilSlopeOffset);
}
else
{
CeilSlopeAngleXY = 0;
CeilSlopeAngleZ = 0;
CeilSlopeOffset = s.CeilHeight;
}
CeilSlope = s.CeilSlope;
D64ColorCeiling = s.Fields.GetValue("color_ceiling", PixelColor.INT_WHITE_NO_ALPHA);
D64ColorWallTop = s.Fields.GetValue("color_walltop", PixelColor.INT_WHITE_NO_ALPHA);
D64ColorThings = s.Fields.GetValue("color_sprites", PixelColor.INT_WHITE_NO_ALPHA);
D64ColorWallBottom = s.Fields.GetValue("color_wallbottom", PixelColor.INT_WHITE_NO_ALPHA);
D64ColorFloor = s.Fields.GetValue("color_floor", PixelColor.INT_WHITE_NO_ALPHA);
}
}
#endregion
#region ================== Constructor
public SectorEditFormUDMF()
{
InitializeComponent();
//mxd. Load settings
if(General.Settings.StoreSelectedEditTab)
{
int activetab = General.Settings.ReadSetting("windows." + configname + ".activetab", 0);
tabs.SelectTab(activetab);
}
// Fill flags list
foreach(KeyValuePair<string, string> lf in General.Map.Config.SectorFlags)
flags.Add(lf.Value, lf.Key);
flags.Enabled = General.Map.Config.SectorFlags.Count > 0;
// Fill floor protal flags list
foreach(KeyValuePair<string, string> lf in General.Map.Config.FloorPortalFlags)
floorportalflags.Add(lf.Value, lf.Key);
floorportalflags.Enabled = General.Map.Config.FloorPortalFlags.Count > 0;
// Fill ceiling protal flags list
foreach(KeyValuePair<string, string> lf in General.Map.Config.CeilingPortalFlags)
ceilportalflags.Add(lf.Value, lf.Key);
ceilportalflags.Enabled = General.Map.Config.CeilingPortalFlags.Count > 0;
// Setup renderstyles
if(General.Map.Config.SectorRenderStyles.Count > 0)
{
string[] rskeys = new string[General.Map.Config.SectorRenderStyles.Count];
General.Map.Config.SectorRenderStyles.Keys.CopyTo(rskeys, 0);
renderstyles = new List<string>(rskeys);
}
else
{
renderstyles = new List<string>();
}
floorRenderStyle.Enabled = (renderstyles.Count > 0);
labelfloorrenderstyle.Enabled = (renderstyles.Count > 0);
ceilRenderStyle.Enabled = (renderstyles.Count > 0);
labelceilrenderstyle.Enabled = (renderstyles.Count > 0);
// Fill renderstyles
foreach(string name in General.Map.Config.SectorRenderStyles.Values)
{
floorRenderStyle.Items.Add(name);
ceilRenderStyle.Items.Add(name);
}
// Setup portal renderstyles
if(General.Map.Config.SectorPortalRenderStyles.Count > 0)
{
string[] rskeys = new string[General.Map.Config.SectorPortalRenderStyles.Count];
General.Map.Config.SectorPortalRenderStyles.Keys.CopyTo(rskeys, 0);
portalrenderstyles = new List<string>(rskeys);
}
else
{
portalrenderstyles = new List<string>();
}
floorportalrenderstyle.Enabled = (portalrenderstyles.Count > 0);
floorportalrenderstylelabel.Enabled = (portalrenderstyles.Count > 0);
ceilportalrenderstyle.Enabled = (portalrenderstyles.Count > 0);
ceilportalrenderstylelabel.Enabled = (portalrenderstyles.Count > 0);
// Fill portal renderstyles
foreach(string name in General.Map.Config.SectorPortalRenderStyles.Values)
{
floorportalrenderstyle.Items.Add(name);
ceilportalrenderstyle.Items.Add(name);
}
// Fill effects list
effect.GeneralizedOptions = General.Map.Config.GenEffectOptions; //mxd
effect.AddInfo(General.Map.Config.SortedSectorEffects.ToArray());
// Fill sound sequences list
soundsequence.Items.Add(NO_SOUND_SEQUENCE);
soundsequence.Items.AddRange(General.Map.Data.SoundSequences);
// Fill damagetype list
damagetype.Items.Add(NO_DAMAGETYPE);
damagetype.Items.AddRange(General.Map.Data.DamageTypes);
// Fill terrain type lists
ceilterrain.Items.Add(NO_TERRAIN);
ceilterrain.Items.AddRange(General.Map.Data.TerrainNames);
floorterrain.Items.Add(NO_TERRAIN);
floorterrain.Items.AddRange(General.Map.Data.TerrainNames);
// Initialize custom fields editor
fieldslist.Setup("sector");
// Fill universal fields list
fieldslist.ListFixedFields(General.Map.Config.SectorFields);
// Initialize image selectors
floortex.Initialize();
ceilingtex.Initialize();
// Set steps for brightness field
brightness.StepValues = General.Map.Config.BrightnessLevels;
// Apply settings
ceilScale.LinkValues = General.Settings.ReadSetting("windows." + configname + ".linkceilingscale", false);
floorScale.LinkValues = General.Settings.ReadSetting("windows." + configname + ".linkfloorscale", false);
cbUseCeilLineAngles.Checked = General.Settings.ReadSetting("windows." + configname + ".useceillineangles", false);
cbUseFloorLineAngles.Checked = General.Settings.ReadSetting("windows." + configname + ".usefloorlineangles", false);
ceilingslopecontrol.UseLineAngles = General.Settings.ReadSetting("windows." + configname + ".useceilslopelineangles", false);
floorslopecontrol.UseLineAngles = General.Settings.ReadSetting("windows." + configname + ".usefloorslopelineangles", false);
ceilingslopecontrol.PivotMode = (SlopePivotMode)General.Settings.ReadSetting("windows." + configname + ".ceilpivotmode", (int)SlopePivotMode.LOCAL);
floorslopecontrol.PivotMode = (SlopePivotMode)General.Settings.ReadSetting("windows." + configname + ".floorpivotmode", (int)SlopePivotMode.LOCAL);
// Diable brightness controls?
if(!General.Map.Config.DistinctFloorAndCeilingBrightness)
{
ceilBrightness.Enabled = false;
ceilLightAbsolute.Enabled = false;
resetceillight.Enabled = false;
floorBrightness.Enabled = false;
floorLightAbsolute.Enabled = false;
resetfloorlight.Enabled = false;
}
}
#endregion
#region ================== Methods
// This sets up the form to edit the given sectors
public void Setup(ICollection<Sector> sectors)
{
preventchanges = true; //mxd
oldmapischanged = General.Map.IsChanged;
undocreated = false;
2017-02-08 12:18:01 +00:00
// Keep this list
this.sectors = sectors;
if(sectors.Count > 1) this.Text = "Edit Sectors (" + sectors.Count + ")";
sectorprops = new Dictionary<Sector, SectorProperties>(sectors.Count); //mxd
//mxd. Set default height offset
heightoffset.Text = "0";
CreateHelperProps(sectors); //mxd
////////////////////////////////////////////////////////////////////////
// Set all options to the first sector properties
////////////////////////////////////////////////////////////////////////
// Get first sector
Sector sc = General.GetByIndex(sectors, 0);
// Flags
foreach(CheckBox c in flags.Checkboxes)
if(sc.Flags.ContainsKey(c.Tag.ToString())) c.Checked = sc.Flags[c.Tag.ToString()];
// Portal flags
foreach(CheckBox c in floorportalflags.Checkboxes)
if(sc.Flags.ContainsKey(c.Tag.ToString())) c.Checked = sc.Flags[c.Tag.ToString()];
foreach(CheckBox c in ceilportalflags.Checkboxes)
if(sc.Flags.ContainsKey(c.Tag.ToString())) c.Checked = sc.Flags[c.Tag.ToString()];
// Effects
effect.Value = sc.Effect;
brightness.Text = sc.Brightness.ToString();
// Floor/ceiling
floorheight.Text = sc.FloorHeight.ToString();
ceilingheight.Text = sc.CeilHeight.ToString();
floortex.TextureName = sc.FloorTexture;
ceilingtex.TextureName = sc.CeilTexture;
// UDMF stuff
// Texture offsets
ceilOffsets.SetValuesFrom(sc.Fields, true);
floorOffsets.SetValuesFrom(sc.Fields, true);
// Texture scale
ceilScale.SetValuesFrom(sc.Fields, true);
floorScale.SetValuesFrom(sc.Fields, true);
// Texture rotation
double ceilAngle = sc.Fields.GetValue("rotationceiling", 0.0);
double floorAngle = sc.Fields.GetValue("rotationfloor", 0.0);
ceilRotation.Text = ceilAngle.ToString();
floorRotation.Text = floorAngle.ToString();
ceilAngleControl.Angle = General.ClampAngle(360 - (int)ceilAngle);
floorAngleControl.Angle = General.ClampAngle(360 - (int)floorAngle);
// Texture brightness
ceilBrightness.Text = sc.Fields.GetValue("lightceiling", 0).ToString();
floorBrightness.Text = sc.Fields.GetValue("lightfloor", 0).ToString();
ceilLightAbsolute.Checked = sc.Fields.GetValue("lightceilingabsolute", false);
floorLightAbsolute.Checked = sc.Fields.GetValue("lightfloorabsolute", false);
// Portal alpha
alphaceiling.Text = General.Clamp(sc.Fields.GetValue("alphaceiling", 1.0), 0.0, 1.0).ToString();
alphafloor.Text = General.Clamp(sc.Fields.GetValue("alphafloor", 1.0), 0.0, 1.0).ToString();
// Reflectivity
ceiling_reflect.Text = General.Clamp(sc.Fields.GetValue("ceiling_reflect", 0.0), 0.0, 1.0).ToString();
floor_reflect.Text = General.Clamp(sc.Fields.GetValue("floor_reflect", 0.0), 0.0, 1.0).ToString();
// Fog density
fogdensity.Text = General.Clamp(sc.Fields.GetValue("fogdensity", 0), 0, 510).ToString();
// Floor/ceiling glow
int ceilingglowcolorval = sc.Fields.GetValue("ceilingglowcolor", 0);
int floorglowcolorval = sc.Fields.GetValue("floorglowcolor", 0);
ceilingglowcolor.SetValueFrom(sc.Fields, true);
floorglowcolor.SetValueFrom(sc.Fields, true);
// Floor/ceiling glow height
ceilingglowheight.Text = sc.Fields.GetValue("ceilingglowheight", 0.0).ToString();
floorglowheight.Text = sc.Fields.GetValue("floorglowheight", 0.0).ToString();
// Render style
ceilRenderStyle.SelectedIndex = renderstyles.IndexOf(sc.Fields.GetValue("renderstyleceiling", "translucent"));
floorRenderStyle.SelectedIndex = renderstyles.IndexOf(sc.Fields.GetValue("renderstylefloor", "translucent"));
// Portal render style
if (portalrenderstyles.Count > 0)
{
ceilportalrenderstyle.SelectedIndex = portalrenderstyles.IndexOf(sc.Fields.GetValue("portal_ceil_overlaytype", portalrenderstyles[0]));
floorportalrenderstyle.SelectedIndex = portalrenderstyles.IndexOf(sc.Fields.GetValue("portal_floor_overlaytype", portalrenderstyles[0]));
}
// Damage
damagetype.Text = sc.Fields.GetValue("damagetype", NO_DAMAGETYPE);
damageamount.Text = sc.Fields.GetValue("damageamount", 0).ToString();
damageinterval.Text = sc.Fields.GetValue("damageinterval", 32).ToString();
leakiness.Text = General.Clamp(sc.Fields.GetValue("leakiness", 0), 0, 256).ToString();
// Terrain
ceilterrain.Text = sc.Fields.GetValue("ceilingterrain", NO_TERRAIN);
floorterrain.Text = sc.Fields.GetValue("floorterrain", NO_TERRAIN);
// Misc
soundsequence.Text = sc.Fields.GetValue("soundsequence", NO_SOUND_SEQUENCE);
gravity.Text = sc.Fields.GetValue("gravity", 1.0).ToString();
desaturation.Text = General.Clamp(sc.Fields.GetValue("desaturation", 0.0), 0.0, 1.0).ToString();
// Sector colors
fadeColor.SetValueFrom(sc.Fields, true);
lightColor.SetValueFrom(sc.Fields, true);
// [ZZ]
ceilingColor.SetValueFrom(sc.Fields, true);
upperWallColor.SetValueFrom(sc.Fields, true);
thingsColor.SetValueFrom(sc.Fields, true);
lowerWallColor.SetValueFrom(sc.Fields, true);
floorColor.SetValueFrom(sc.Fields, true);
// Slopes
SetupFloorSlope(sc, true);
SetupCeilingSlope(sc, true);
// Custom fields
fieldslist.SetValues(sc.Fields, true);
// Comments
commenteditor.SetValues(sc.Fields, true);
anglesteps = new StepsList();
////////////////////////////////////////////////////////////////////////
// Now go for all sectors and change the options when a setting is different
////////////////////////////////////////////////////////////////////////
// Go for all sectors
foreach(Sector s in sectors)
{
// Flags
SetupFlags(flags, s);
SetupFlags(ceilportalflags, s);
SetupFlags(floorportalflags, s);
// Effects
if(s.Effect != effect.Value) effect.Empty = true;
if(s.Brightness.ToString() != brightness.Text) brightness.Text = "";
// Floor/Ceiling
if(s.FloorHeight.ToString() != floorheight.Text) floorheight.Text = "";
if(s.CeilHeight.ToString() != ceilingheight.Text) ceilingheight.Text = "";
if(s.FloorTexture != floortex.TextureName)
{
floortex.MultipleTextures = true; //mxd
floortex.TextureName = "";
}
if(s.CeilTexture != ceilingtex.TextureName)
{
ceilingtex.MultipleTextures = true; //mxd
ceilingtex.TextureName = "";
}
// UDMF stuff
// Texture offsets
ceilOffsets.SetValuesFrom(s.Fields, false);
floorOffsets.SetValuesFrom(s.Fields, false);
// Texture scale
ceilScale.SetValuesFrom(s.Fields, false);
floorScale.SetValuesFrom(s.Fields, false);
// Texture rotation
if(s.Fields.GetValue("rotationceiling", 0.0).ToString() != ceilRotation.Text)
{
ceilRotation.Text = "";
2016-04-27 09:13:07 +00:00
ceilAngleControl.Angle = AngleControlEx.NO_ANGLE;
}
if(s.Fields.GetValue("rotationfloor", 0.0).ToString() != floorRotation.Text)
{
floorRotation.Text = "";
2016-04-27 09:13:07 +00:00
floorAngleControl.Angle = AngleControlEx.NO_ANGLE;
}
// Texture brightness
if(s.Fields.GetValue("lightceiling", 0).ToString() != ceilBrightness.Text) ceilBrightness.Text = "";
if(s.Fields.GetValue("lightfloor", 0).ToString() != floorBrightness.Text) floorBrightness.Text = "";
if(s.Fields.GetValue("lightceilingabsolute", false) != ceilLightAbsolute.Checked)
{
ceilLightAbsolute.ThreeState = true;
ceilLightAbsolute.CheckState = CheckState.Indeterminate;
}
if(s.Fields.GetValue("lightfloorabsolute", false) != floorLightAbsolute.Checked)
{
floorLightAbsolute.ThreeState = true;
floorLightAbsolute.CheckState = CheckState.Indeterminate;
}
// Portal alpha
if(s.Fields.GetValue("alphaceiling", 1.0).ToString() != alphaceiling.Text) alphaceiling.Text = "";
if(s.Fields.GetValue("alphafloor", 1.0).ToString() != alphafloor.Text) alphafloor.Text = "";
// Reflectivity
if(s.Fields.GetValue("ceiling_reflect", 0.0).ToString() != ceiling_reflect.Text) ceiling_reflect.Text = "";
if(s.Fields.GetValue("floor_reflect", 0.0).ToString() != floor_reflect.Text) floor_reflect.Text = "";
// Fog density
if(s.Fields.GetValue("fogdensity", 0).ToString() != fogdensity.Text) fogdensity.Text = "";
// Floor/ceiling glow
if(floorglowcolorval != s.Fields.GetValue("floorglowcolor", 0)) floorglowcolorval = 0;
if(ceilingglowcolorval != s.Fields.GetValue("ceilingglowcolor", 0)) ceilingglowcolorval = 0;
ceilingglowcolor.SetValueFrom(s.Fields, false);
floorglowcolor.SetValueFrom(s.Fields, false);
// Floor/ceiling glow height
if(s.Fields.GetValue("ceilingglowheight", 0.0).ToString() != ceilingglowheight.Text) ceilingglowheight.Text = "";
if(s.Fields.GetValue("floorglowheight", 0.0).ToString() != floorglowheight.Text) floorglowheight.Text = "";
// Render style
if(ceilRenderStyle.SelectedIndex > -1 && ceilRenderStyle.SelectedIndex != renderstyles.IndexOf(s.Fields.GetValue("renderstyleceiling", "translucent")))
ceilRenderStyle.SelectedIndex = -1;
if(floorRenderStyle.SelectedIndex > -1 && floorRenderStyle.SelectedIndex != renderstyles.IndexOf(s.Fields.GetValue("renderstylefloor", "translucent")))
floorRenderStyle.SelectedIndex = -1;
// Portal render style
if(ceilportalrenderstyle.SelectedIndex > -1 && ceilportalrenderstyle.SelectedIndex != portalrenderstyles.IndexOf(s.Fields.GetValue("portal_ceil_overlaytype", portalrenderstyles[0])))
ceilportalrenderstyle.SelectedIndex = -1;
if(floorportalrenderstyle.SelectedIndex > -1 && floorportalrenderstyle.SelectedIndex != portalrenderstyles.IndexOf(s.Fields.GetValue("portal_floor_overlaytype", portalrenderstyles[0])))
floorportalrenderstyle.SelectedIndex = -1;
// Damage
if(damagetype.SelectedIndex > -1 && s.Fields.GetValue("damagetype", NO_DAMAGETYPE) != damagetype.Text)
damagetype.SelectedIndex = -1;
if(s.Fields.GetValue("damageamount", 0).ToString() != damageamount.Text) damageamount.Text = "";
if(s.Fields.GetValue("damageinterval", 32).ToString() != damageinterval.Text) damageinterval.Text = "";
if(s.Fields.GetValue("leakiness", 0).ToString() != leakiness.Text) leakiness.Text = "";
// Terrain
if(ceilterrain.SelectedIndex > -1 && s.Fields.GetValue("ceilingterrain", NO_TERRAIN) != ceilterrain.Text)
ceilterrain.SelectedIndex = -1;
if(floorterrain.SelectedIndex > -1 && s.Fields.GetValue("floorterrain", NO_TERRAIN) != floorterrain.Text)
floorterrain.SelectedIndex = -1;
// Misc
if(soundsequence.SelectedIndex > -1 && s.Fields.GetValue("soundsequence", NO_SOUND_SEQUENCE) != soundsequence.Text)
soundsequence.SelectedIndex = -1;
if(s.Fields.GetValue("gravity", 1.0).ToString() != gravity.Text) gravity.Text = "";
if(s.Fields.GetValue("desaturation", 0.0).ToString() != desaturation.Text) desaturation.Text = "";
// Sector colors
fadeColor.SetValueFrom(s.Fields, false);
lightColor.SetValueFrom(s.Fields, false);
// [ZZ]
ceilingColor.SetValueFrom(s.Fields, false);
upperWallColor.SetValueFrom(s.Fields, false);
thingsColor.SetValueFrom(s.Fields, false);
lowerWallColor.SetValueFrom(s.Fields, false);
floorColor.SetValueFrom(s.Fields, false);
// Slopes
SetupFloorSlope(s, false);
SetupCeilingSlope(s, false);
// Custom fields
fieldslist.SetValues(s.Fields, false);
//mxd. Comments
commenteditor.SetValues(s.Fields, false);
//mxd. Angle steps
foreach(Sidedef side in s.Sidedefs)
{
int angle;
if(side.Line.Front != null && side.Index == side.Line.Front.Index)
angle = General.ClampAngle(270 - side.Line.AngleDeg);
else
angle = General.ClampAngle(90 - side.Line.AngleDeg);
if(!anglesteps.Contains(angle)) anglesteps.Add(angle);
}
}
//mxd. Glow is disabled?
if (floorglowcolorval == -1)
floorGlowEnabled.Checked = false;
if (ceilingglowcolorval == -1)
ceilingGlowEnabled.Checked = false;
//mxd. Update "Reset" buttons...
if(ceiling_reflect.Text == "0") reset_ceiling_reflect.Visible = false;
if(floor_reflect.Text == "0") reset_floor_reflect.Visible = false;
if(ceilingglowheight.Text == "0") resetceilingglowheight.Visible = false;
if(floorglowheight.Text == "0") resetfloorglowheight.Visible = false;
//mxd. Cause Graf was not into non-zero default glow height...
UpdateCeilingGlowHeightWarning();
UpdateFloorGlowHeightWarning();
//mxd. Setup tags
tagsselector.SetValues(sectors);
//mxd. Update slope controls
ceilingslopecontrol.UpdateControls();
floorslopecontrol.UpdateControls();
// Show sector height
UpdateSectorHeight();
//mxd. Update brightness reset buttons
resetceillight.Visible = (ceilLightAbsolute.CheckState != CheckState.Unchecked || ceilBrightness.GetResult(0) != 0);
resetfloorlight.Visible = (floorLightAbsolute.CheckState != CheckState.Unchecked || floorBrightness.GetResult(0) != 0);
//mxd. Angle steps
anglesteps.Sort();
if(cbUseCeilLineAngles.Checked) ceilRotation.StepValues = anglesteps;
if(cbUseFloorLineAngles.Checked) floorRotation.StepValues = anglesteps;
if(ceilingslopecontrol.UseLineAngles) ceilingslopecontrol.StepValues = anglesteps;
if(floorslopecontrol.UseLineAngles) floorslopecontrol.StepValues = anglesteps;
//mxd. Comments
commenteditor.FinishSetup();
preventchanges = false; //mxd
}
//mxd
private static void SetupFlags(CheckboxArrayControl control, Sector s)
{
foreach(CheckBox c in control.Checkboxes)
{
if(c.CheckState == CheckState.Indeterminate) continue; //mxd
if(s.IsFlagSet(c.Tag.ToString()) != c.Checked)
{
c.ThreeState = true;
c.CheckState = CheckState.Indeterminate;
}
}
}
//mxd
private static void ApplyFlags(CheckboxArrayControl control, Sector s)
{
foreach(CheckBox c in control.Checkboxes)
{
switch(c.CheckState)
{
case CheckState.Checked: s.SetFlag(c.Tag.ToString(), true); break;
case CheckState.Unchecked: s.SetFlag(c.Tag.ToString(), false); break;
}
}
}
//mxd
private static void ApplyFloatProperty(ButtonsNumericTextbox control, Sector s, float defaultvalue)
{
if(!string.IsNullOrEmpty(control.Text))
{
double ceilAlphaVal = General.Clamp(control.GetResultFloat(s.Fields.GetValue(control.Name, defaultvalue)), 0.0, 1.0);
UniFields.SetFloat(s.Fields, control.Name, ceilAlphaVal, defaultvalue);
}
}
//mxd
private void MakeUndo()
{
if(undocreated) return;
undocreated = true;
//mxd. Make undo
General.Map.UndoRedo.CreateUndo("Edit " + (sectors.Count > 1 ? sectors.Count + " sectors" : "sector"));
foreach(Sector s in sectors) s.Fields.BeforeFieldsChange();
}
// mxd
private void CreateHelperProps(ICollection<Sector> sectors)
{
slopepivots = new Dictionary<Sector, Vector2D>(sectors.Count);
foreach(Sector s in sectors)
{
if(slopepivots.ContainsKey(s)) continue;
Vector2D pivot = new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2);
globalslopepivot += pivot;
slopepivots.Add(s, pivot);
// Store initial properties
sectorprops.Add(s, new SectorProperties(s));
}
globalslopepivot /= sectors.Count;
}
// This updates the sector height field
private void UpdateSectorHeight()
{
int delta = int.MinValue;
// Check all selected sectors
foreach(Sector s in sectors)
{
if(delta == int.MinValue)
{
// First sector in list
delta = s.CeilHeight - s.FloorHeight;
}
else if(delta != (s.CeilHeight - s.FloorHeight))
{
// We can't show heights because the delta
// heights for the sectors is different
delta = int.MinValue;
break;
}
}
if(delta != int.MinValue)
{
sectorheight.Text = delta.ToString();
sectorheight.Visible = true;
sectorheightlabel.Visible = true;
}
else
{
sectorheight.Visible = false;
sectorheightlabel.Visible = false;
}
}
//mxd
private void UpdateCeilingHeight()
{
int offset;
if(heightoffset.Text == "++" || heightoffset.Text == "--") // Raise or lower by sector height
{
int sign = (heightoffset.Text == "++" ? 1 : -1);
foreach(Sector s in sectors)
{
offset = sectorprops[s].CeilHeight - sectorprops[s].FloorHeight;
s.CeilHeight += offset * sign;
}
}
else
{
//restore values
if(string.IsNullOrEmpty(ceilingheight.Text))
{
// Reset increment steps, otherwise it's just keep counting and counting
heightoffset.ResetIncrementStep();
foreach (Sector s in sectors)
{
// To get the steps for ---/+++ into effect the offset has to be retrieved again for each sector
offset = heightoffset.GetResult(0);
s.CeilHeight = sectorprops[s].CeilHeight + offset;
}
}
else //update values
{
// Reset increment steps, otherwise it's just keep counting and counting
heightoffset.ResetIncrementStep();
foreach (Sector s in sectors)
{
// To get the steps for ---/+++ into effect the offset has to be retrieved again for each sector
offset = heightoffset.GetResult(0);
s.CeilHeight = ceilingheight.GetResult(sectorprops[s].CeilHeight) + offset;
}
}
}
}
//mxd
private void UpdateFloorHeight()
{
int offset;
if(heightoffset.Text == "++" || heightoffset.Text == "--")
{
// Raise or lower by sector height
int sign = (heightoffset.Text == "++" ? 1 : -1);
foreach(Sector s in sectors)
{
offset = sectorprops[s].CeilHeight - sectorprops[s].FloorHeight;
s.FloorHeight += offset * sign;
}
}
else
{
// Reset increment steps, otherwise it's just keep counting and counting
heightoffset.ResetIncrementStep();
//restore values
if(string.IsNullOrEmpty(floorheight.Text))
{
foreach(Sector s in sectors)
{
// To get the steps for ---/+++ into effect the offset has to be retrieved again for each sector
offset = heightoffset.GetResult(0);
s.FloorHeight = sectorprops[s].FloorHeight + offset;
}
}
else //update values
{
foreach(Sector s in sectors)
{
// To get the steps for ---/+++ into effect the offset has to be retrieved again for each sector
offset = heightoffset.GetResult(0);
s.FloorHeight = floorheight.GetResult(sectorprops[s].FloorHeight) + offset;
}
}
}
}
#endregion
#region ================== Events
private void apply_Click(object sender, EventArgs e)
{
// Verify the effect
if((effect.Value < General.Map.FormatInterface.MinEffect) || (effect.Value > General.Map.FormatInterface.MaxEffect))
{
General.ShowWarningMessage("Sector effect must be between " + General.Map.FormatInterface.MinEffect + " and " + General.Map.FormatInterface.MaxEffect + ".", MessageBoxButtons.OK);
return;
}
MakeUndo(); //mxd
// Go for all sectors
foreach(Sector s in sectors)
{
// Apply all flags
ApplyFlags(flags, s);
ApplyFlags(ceilportalflags, s);
ApplyFlags(floorportalflags, s);
// Effects
if(!effect.Empty) s.Effect = effect.Value;
// Fields
fieldslist.Apply(s.Fields);
//mxd. Comments
commenteditor.Apply(s.Fields);
// Portal alpha
ApplyFloatProperty(alphaceiling, s, 1.0f);
ApplyFloatProperty(alphafloor, s, 1.0f);
// Reflectivity
ApplyFloatProperty(ceiling_reflect, s, 0.0f);
ApplyFloatProperty(floor_reflect, s, 0.0f);
// Renderstyle
if(renderstyles.Count > 0)
{
if(ceilRenderStyle.SelectedIndex > -1)
UniFields.SetString(s.Fields, "renderstyleceiling", renderstyles[ceilRenderStyle.SelectedIndex], "translucent");
if(floorRenderStyle.SelectedIndex > -1)
UniFields.SetString(s.Fields, "renderstylefloor", renderstyles[floorRenderStyle.SelectedIndex], "translucent");
}
// Portal renderstyles
if(portalrenderstyles.Count > 0)
{
if(ceilportalrenderstyle.SelectedIndex > -1)
UniFields.SetString(s.Fields, "portal_ceil_overlaytype", portalrenderstyles[ceilportalrenderstyle.SelectedIndex], portalrenderstyles[0]);
if(floorportalrenderstyle.SelectedIndex > -1)
UniFields.SetString(s.Fields, "portal_floor_overlaytype", portalrenderstyles[floorportalrenderstyle.SelectedIndex], portalrenderstyles[0]);
}
//Damage
if(!string.IsNullOrEmpty(damagetype.Text))
UniFields.SetString(s.Fields, "damagetype", damagetype.Text, NO_DAMAGETYPE);
if(!string.IsNullOrEmpty(damageamount.Text))
UniFields.SetInteger(s.Fields, "damageamount", damageamount.GetResult(s.Fields.GetValue("damageamount", 0)), 0);
if(!string.IsNullOrEmpty(damageinterval.Text))
UniFields.SetInteger(s.Fields, "damageinterval", damageinterval.GetResult(s.Fields.GetValue("damageinterval", 32)), 32);
if(!string.IsNullOrEmpty(leakiness.Text))
UniFields.SetInteger(s.Fields, "leakiness", General.Clamp(leakiness.GetResult(s.Fields.GetValue("leakiness", 0)), 0, 256), 0);
//Terrain
if(!string.IsNullOrEmpty(ceilterrain.Text))
UniFields.SetString(s.Fields, "ceilingterrain", ceilterrain.Text, NO_TERRAIN);
if(!string.IsNullOrEmpty(floorterrain.Text))
UniFields.SetString(s.Fields, "floorterrain", floorterrain.Text, NO_TERRAIN);
// Misc
if(!string.IsNullOrEmpty(soundsequence.Text))
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
UniFields.SetString(s.Fields, "soundsequence", soundsequence.Text, NO_SOUND_SEQUENCE);
if(!string.IsNullOrEmpty(gravity.Text))
UniFields.SetFloat(s.Fields, "gravity", gravity.GetResultFloat(s.Fields.GetValue("gravity", 1.0)), 1.0);
if(!string.IsNullOrEmpty(desaturation.Text))
{
double val = General.Clamp(desaturation.GetResultFloat(s.Fields.GetValue("desaturation", 0.0)), 0.0, 1.0);
UniFields.SetFloat(s.Fields, "desaturation", val, 0.0);
}
// Clear horizontal slopes
double diff = Math.Abs(Math.Round(s.FloorSlopeOffset) - s.FloorSlopeOffset);
if (Math.Abs(s.FloorSlope.z) == 1.0 && diff < 0.000000001)
{
s.FloorHeight = -Convert.ToInt32(s.FloorSlopeOffset);
s.FloorSlope = new Vector3D();
s.FloorSlopeOffset = double.NaN;
}
diff = Math.Abs(Math.Round(s.CeilSlopeOffset) - s.CeilSlopeOffset);
if (Math.Abs(s.CeilSlope.z) == 1.0 && diff < 0.000000001)
{
s.CeilHeight = Convert.ToInt32(s.CeilSlopeOffset);
s.CeilSlope = new Vector3D();
s.CeilSlopeOffset = double.NaN;
}
}
//mxd. Apply tags
tagsselector.ApplyTo(sectors);
// Update the used textures
General.Map.Data.UpdateUsedTextures();
// Done
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty); //mxd
this.DialogResult = DialogResult.OK;
this.Close();
}
private void cancel_Click(object sender, EventArgs e)
{
//mxd. Let's pretend nothing of this really happened...
if (undocreated)
{
General.Map.UndoRedo.WithdrawUndo();
// Changing certain properties of the sector, like floor/ceiling textures will set General.Map.IsChanged to true.
// But if cancel is pressed and the changes are discarded, and the map was not changed before, we have to force
// General.Map.IsChanged back to false
if (General.Map.IsChanged && oldmapischanged == false)
General.Map.ForceMapIsChangedFalse();
}
// Be gone
this.DialogResult = DialogResult.Cancel;
this.Close();
}
private void browseeffect_Click(object sender, EventArgs e)
{
effect.Value = EffectBrowserForm.BrowseEffect(this, effect.Value);
}
//mxd
private void SectorEditFormUDMF_FormClosing(object sender, FormClosingEventArgs e)
{
// Save settings
General.Settings.WriteSetting("windows." + configname + ".activetab", tabs.SelectedIndex);
General.Settings.WriteSetting("windows." + configname + ".linkceilingscale", ceilScale.LinkValues);
General.Settings.WriteSetting("windows." + configname + ".linkfloorscale", floorScale.LinkValues);
General.Settings.WriteSetting("windows." + configname + ".useceillineangles", cbUseCeilLineAngles.Checked);
General.Settings.WriteSetting("windows." + configname + ".usefloorlineangles", cbUseFloorLineAngles.Checked);
General.Settings.WriteSetting("windows." + configname + ".useceilslopelineangles", ceilingslopecontrol.UseLineAngles);
General.Settings.WriteSetting("windows." + configname + ".usefloorslopelineangles", floorslopecontrol.UseLineAngles);
General.Settings.WriteSetting("windows." + configname + ".ceilpivotmode", (int)ceilingslopecontrol.PivotMode);
General.Settings.WriteSetting("windows." + configname + ".floorpivotmode", (int)floorslopecontrol.PivotMode);
}
private void SectorEditFormUDMF_HelpRequested(object sender, HelpEventArgs hlpevent)
{
General.ShowHelp("w_sectoredit.html");
hlpevent.Handled = true;
}
private void tabcustom_MouseEnter(object sender, EventArgs e)
{
fieldslist.Focus();
}
private void ceilAngleControl_AngleChanged(object sender, EventArgs e)
{
ceilRotation.Text = (General.ClampAngle(360 - ceilAngleControl.Angle)).ToString();
}
private void floorAngleControl_AngleChanged(object sender, EventArgs e)
{
floorRotation.Text = (General.ClampAngle(360 - floorAngleControl.Angle)).ToString();
}
private void cbUseCeilLineAngles_CheckedChanged(object sender, EventArgs e)
{
ceilRotation.ButtonStepsWrapAround = cbUseCeilLineAngles.Checked;
ceilRotation.StepValues = (cbUseCeilLineAngles.Checked ? anglesteps : null);
}
private void cbUseFloorLineAngles_CheckedChanged(object sender, EventArgs e)
{
floorRotation.ButtonStepsWrapAround = cbUseFloorLineAngles.Checked;
floorRotation.StepValues = (cbUseFloorLineAngles.Checked ? anglesteps : null);
}
private void resetfloorterrain_Click(object sender, EventArgs e)
{
floorterrain.Focus();
floorterrain.Text = NO_TERRAIN;
}
private void floorterrain_TextChanged(object sender, EventArgs e)
{
resetfloorterrain.Visible = (floorterrain.Text != NO_TERRAIN);
}
private void floorterrain_MouseDown(object sender, MouseEventArgs e)
{
if(floorterrain.Text == NO_TERRAIN) floorterrain.SelectAll();
}
private void resetceilterrain_Click(object sender, EventArgs e)
{
ceilterrain.Focus();
ceilterrain.Text = NO_TERRAIN;
}
private void ceilterrain_TextChanged(object sender, EventArgs e)
{
resetceilterrain.Visible = (ceilterrain.Text != NO_TERRAIN);
}
private void ceilterrain_MouseDown(object sender, MouseEventArgs e)
{
if(ceilterrain.Text == NO_TERRAIN) ceilterrain.SelectAll();
}
private void resetdamagetype_Click(object sender, EventArgs e)
{
damagetype.Focus();
damagetype.Text = NO_DAMAGETYPE;
}
private void damagetype_TextChanged(object sender, EventArgs e)
{
resetdamagetype.Visible = (damagetype.Text != NO_DAMAGETYPE);
}
private void damagetype_MouseDown(object sender, MouseEventArgs e)
{
if(damagetype.Text == NO_DAMAGETYPE) damagetype.SelectAll();
}
private void resetsoundsequence_Click(object sender, EventArgs e)
{
soundsequence.Focus();
soundsequence.Text = NO_SOUND_SEQUENCE;
}
private void soundsequence_TextChanged(object sender, EventArgs e)
{
resetsoundsequence.Visible = (soundsequence.Text != NO_SOUND_SEQUENCE);
}
private void soundsequence_MouseDown(object sender, MouseEventArgs e)
{
if(soundsequence.Text == NO_SOUND_SEQUENCE) soundsequence.SelectAll();
}
private void ceiling_reflect_WhenTextChanged(object sender, EventArgs e)
{
reset_ceiling_reflect.Visible = (string.IsNullOrEmpty(ceiling_reflect.Text) || ceiling_reflect.GetResultFloat(0.0f) != 0.0f);
}
private void floor_reflect_WhenTextChanged(object sender, EventArgs e)
{
reset_floor_reflect.Visible = (string.IsNullOrEmpty(floor_reflect.Text) || floor_reflect.GetResultFloat(0.0f) != 0.0f);
}
private void reset_ceiling_reflect_Click(object sender, EventArgs e)
{
ceiling_reflect.Focus();
ceiling_reflect.Text = "0";
}
private void reset_floor_reflect_Click(object sender, EventArgs e)
{
floor_reflect.Focus();
floor_reflect.Text = "0";
}
private void alphaceiling_WhenTextChanged(object sender, EventArgs e)
{
resetalphaceiling.Visible = (string.IsNullOrEmpty(alphaceiling.Text) || alphaceiling.GetResultFloat(1.0f) != 1.0f);
}
private void alphafloor_WhenTextChanged(object sender, EventArgs e)
{
resetalphafloor.Visible = (string.IsNullOrEmpty(alphafloor.Text) || alphafloor.GetResultFloat(1.0f) != 1.0f);
}
private void resetalphafloor_Click(object sender, EventArgs e)
{
alphafloor.Focus();
alphafloor.Text = "1";
}
private void resetalphaceiling_Click(object sender, EventArgs e)
{
alphaceiling.Focus();
alphaceiling.Text = "1";
}
#endregion
#region ================== Sector Realtime events (mxd)
private void ceilingheight_WhenTextChanged(object sender, EventArgs e)
{
if(preventchanges) return;
MakeUndo(); //mxd
UpdateCeilingHeight();
UpdateSectorHeight();
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void floorheight_WhenTextChanged(object sender, EventArgs e)
{
if(preventchanges) return;
MakeUndo(); //mxd
UpdateFloorHeight();
UpdateSectorHeight();
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void heightoffset_WhenTextChanged(object sender, EventArgs e)
{
if(preventchanges) return;
MakeUndo(); //mxd
UpdateFloorHeight();
UpdateCeilingHeight();
UpdateSectorHeight();
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void brightness_WhenTextChanged(object sender, EventArgs e)
{
if(preventchanges) return;
MakeUndo(); //mxd
// Reset increment steps, otherwise it's just keep counting and counting
brightness.ResetIncrementStep();
//restore values
if (string.IsNullOrEmpty(brightness.Text))
{
foreach(Sector s in sectors)
s.Brightness = sectorprops[s].Brightness;
}
else //update values
{
foreach(Sector s in sectors)
s.Brightness = General.Clamp(brightness.GetResult(sectorprops[s].Brightness), General.Map.FormatInterface.MinBrightness, General.Map.FormatInterface.MaxBrightness);
}
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void ceilingtex_OnValueChanged(object sender, EventArgs e)
{
if(preventchanges) return;
MakeUndo(); //mxd
//restore values
if(string.IsNullOrEmpty(ceilingtex.TextureName))
{
foreach(Sector s in sectors)
s.SetCeilTexture(sectorprops[s].CeilTexture);
}
else //update values
{
foreach(Sector s in sectors)
s.SetCeilTexture(ceilingtex.GetResult(s.CeilTexture));
}
// Update the used textures
General.Map.Data.UpdateUsedTextures();
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void floortex_OnValueChanged(object sender, EventArgs e)
{
if(preventchanges) return;
MakeUndo(); //mxd
//restore values
if(string.IsNullOrEmpty(floortex.TextureName))
{
foreach(Sector s in sectors)
s.SetFloorTexture(sectorprops[s].FloorTexture);
}
else //update values
{
foreach(Sector s in sectors)
s.SetFloorTexture(floortex.GetResult(s.FloorTexture));
}
// Update the used textures
General.Map.Data.UpdateUsedTextures();
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void floorRotation_WhenTextChanged(object sender, EventArgs e)
{
if(preventchanges) return;
MakeUndo(); //mxd
// Reset increment steps, otherwise it's just keep counting and counting
floorRotation.ResetIncrementStep();
//restore values
if (string.IsNullOrEmpty(floorRotation.Text))
{
2016-04-27 09:13:07 +00:00
floorAngleControl.Angle = AngleControlEx.NO_ANGLE;
foreach(Sector s in sectors)
{
UniFields.SetFloat(s.Fields, "rotationfloor", sectorprops[s].FloorRotation, 0.0);
s.UpdateNeeded = true;
}
}
else //update values
{
floorAngleControl.Angle = (int)General.ClampAngle(360 - floorRotation.GetResultFloat(0));
foreach(Sector s in sectors)
{
UniFields.SetFloat(s.Fields, "rotationfloor", floorRotation.GetResultFloat(sectorprops[s].FloorRotation), 0.0);
s.UpdateNeeded = true;
}
}
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void ceilRotation_WhenTextChanged(object sender, EventArgs e)
{
if(preventchanges) return;
MakeUndo(); //mxd
// Reset increment steps, otherwise it's just keep counting and counting
ceilRotation.ResetIncrementStep();
//restore values
if (string.IsNullOrEmpty(ceilRotation.Text))
{
2016-04-27 09:13:07 +00:00
ceilAngleControl.Angle = AngleControlEx.NO_ANGLE;
foreach(Sector s in sectors)
{
UniFields.SetFloat(s.Fields, "rotationceiling", sectorprops[s].CeilRotation, 0.0);
s.UpdateNeeded = true;
}
}
else //update values
{
ceilAngleControl.Angle = (int)General.ClampAngle(360 - ceilRotation.GetResultFloat(0));
foreach(Sector s in sectors)
{
UniFields.SetFloat(s.Fields, "rotationceiling", ceilRotation.GetResultFloat(sectorprops[s].CeilRotation), 0.0);
s.UpdateNeeded = true;
}
}
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void lightColor_OnValueChanged(object sender, EventArgs e)
{
if(preventchanges) return;
MakeUndo(); //mxd
foreach(Sector s in sectors)
{
lightColor.ApplyTo(s.Fields, sectorprops[s].LightColor);
s.UpdateNeeded = true;
}
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void fadeColor_OnValueChanged(object sender, EventArgs e)
{
if(preventchanges) return;
MakeUndo(); //mxd
foreach(Sector s in sectors)
{
fadeColor.ApplyTo(s.Fields, sectorprops[s].FadeColor);
s.UpdateNeeded = true;
}
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
#endregion
#region ================== Ceiling/Floor realtime events (mxd)
private void ceilOffsets_OnValuesChanged(object sender, EventArgs e)
{
if(preventchanges) return;
MakeUndo(); //mxd
// Reset increment steps, otherwise it's just keep counting and counting
ceilOffsets.ResetIncrementStep();
foreach (Sector s in sectors)
{
ceilOffsets.ApplyTo(s.Fields, General.Map.FormatInterface.MinTextureOffset, General.Map.FormatInterface.MaxTextureOffset, sectorprops[s].CeilOffsetX, sectorprops[s].CeilOffsetY);
s.UpdateNeeded = true;
}
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void floorOffsets_OnValuesChanged(object sender, EventArgs e)
{
if(preventchanges) return;
MakeUndo(); //mxd
// Reset increment steps, otherwise it's just keep counting and counting
floorOffsets.ResetIncrementStep();
foreach (Sector s in sectors)
{
floorOffsets.ApplyTo(s.Fields, General.Map.FormatInterface.MinTextureOffset, General.Map.FormatInterface.MaxTextureOffset, sectorprops[s].FloorOffsetX, sectorprops[s].FloorOffsetY);
s.UpdateNeeded = true;
}
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void ceilScale_OnValuesChanged(object sender, EventArgs e)
{
if(preventchanges) return;
MakeUndo(); //mxd
// Reset increment steps, otherwise it's just keep counting and counting
ceilScale.ResetIncrementStep();
foreach (Sector s in sectors)
{
ceilScale.ApplyTo(s.Fields, General.Map.FormatInterface.MinTextureOffset, General.Map.FormatInterface.MaxTextureOffset, sectorprops[s].CeilScaleX, sectorprops[s].CeilScaleY);
s.UpdateNeeded = true;
}
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void floorScale_OnValuesChanged(object sender, EventArgs e)
{
if(preventchanges) return;
MakeUndo(); //mxd
// Reset increment steps, otherwise it's just keep counting and counting
floorScale.ResetIncrementStep();
foreach (Sector s in sectors)
{
floorScale.ApplyTo(s.Fields, General.Map.FormatInterface.MinTextureOffset, General.Map.FormatInterface.MaxTextureOffset, sectorprops[s].FloorScaleX, sectorprops[s].FloorScaleY);
s.UpdateNeeded = true;
}
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void ceilBrightness_WhenTextChanged(object sender, EventArgs e)
{
if(preventchanges) return;
MakeUndo(); //mxd
// Reset increment steps, otherwise it's just keep counting and counting
ceilBrightness.ResetIncrementStep();
//restore values
if (string.IsNullOrEmpty(ceilBrightness.Text))
{
foreach(Sector s in sectors)
{
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
UniFields.SetInteger(s.Fields, "lightceiling", sectorprops[s].CeilBrightness, 0);
s.UpdateNeeded = true;
}
}
else //update values
{
foreach(Sector s in sectors)
{
bool absolute = false;
switch(ceilLightAbsolute.CheckState)
{
case CheckState.Indeterminate:
absolute = s.Fields.GetValue("lightceilingabsolute", false);
break;
case CheckState.Checked:
absolute = true;
break;
}
int value = General.Clamp(ceilBrightness.GetResult(sectorprops[s].CeilBrightness), (absolute ? 0 : -255), 255);
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
UniFields.SetInteger(s.Fields, "lightceiling", value, 0);
s.UpdateNeeded = true;
}
}
resetceillight.Visible = (ceilLightAbsolute.CheckState != CheckState.Unchecked || ceilBrightness.Text != "0");
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void floorBrightness_WhenTextChanged(object sender, EventArgs e)
{
if(preventchanges) return;
MakeUndo(); //mxd
// Reset increment steps, otherwise it's just keep counting and counting
floorBrightness.ResetIncrementStep();
//restore values
if (string.IsNullOrEmpty(floorBrightness.Text))
{
foreach(Sector s in sectors)
{
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
UniFields.SetInteger(s.Fields, "lightfloor", sectorprops[s].FloorBrightness, 0);
s.UpdateNeeded = true;
}
}
else //update values
{
foreach(Sector s in sectors)
{
bool absolute = false;
switch(floorLightAbsolute.CheckState)
{
case CheckState.Indeterminate:
absolute = s.Fields.GetValue("lightfloorabsolute", false);
break;
case CheckState.Checked:
absolute = true;
break;
}
int value = General.Clamp(floorBrightness.GetResult(sectorprops[s].FloorBrightness), (absolute ? 0 : -255), 255);
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
UniFields.SetInteger(s.Fields, "lightfloor", value, 0);
s.UpdateNeeded = true;
}
}
resetfloorlight.Visible = (floorLightAbsolute.CheckState != CheckState.Unchecked || floorBrightness.Text != "0");
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void ceilLightAbsolute_CheckedChanged(object sender, EventArgs e)
{
if(preventchanges) return;
MakeUndo(); //mxd
if(ceilLightAbsolute.Checked)
{
foreach(Sector s in sectors)
{
s.Fields["lightceilingabsolute"] = new UniValue(UniversalType.Boolean, true);
s.UpdateNeeded = true;
}
}
else if(ceilLightAbsolute.CheckState == CheckState.Indeterminate)
{
foreach(Sector s in sectors)
{
if(sectorprops[s].CeilLightAbsoulte)
{
s.Fields["lightceilingabsolute"] = new UniValue(UniversalType.Boolean, true);
s.UpdateNeeded = true;
}
else if(s.Fields.ContainsKey("lightceilingabsolute"))
{
s.Fields.Remove("lightceilingabsolute");
s.UpdateNeeded = true;
}
}
}
else
{
foreach(Sector s in sectors)
{
if(s.Fields.ContainsKey("lightceilingabsolute"))
{
s.Fields.Remove("lightceilingabsolute");
s.UpdateNeeded = true;
}
}
}
resetceillight.Visible = (ceilLightAbsolute.CheckState != CheckState.Unchecked || ceilBrightness.Text != "0");
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void floorLightAbsolute_CheckedChanged(object sender, EventArgs e)
{
if(preventchanges) return;
MakeUndo(); //mxd
if(floorLightAbsolute.Checked)
{
foreach(Sector s in sectors)
{
s.Fields["lightfloorabsolute"] = new UniValue(UniversalType.Boolean, true);
s.UpdateNeeded = true;
}
}
else if(floorLightAbsolute.CheckState == CheckState.Indeterminate)
{
foreach(Sector s in sectors)
{
if(sectorprops[s].FloorLightAbsoulte)
{
s.Fields["lightfloorabsolute"] = new UniValue(UniversalType.Boolean, true);
s.UpdateNeeded = true;
}
else if(s.Fields.ContainsKey("lightfloorabsolute"))
{
s.Fields.Remove("lightfloorabsolute");
s.UpdateNeeded = true;
}
}
}
else
{
foreach(Sector s in sectors)
{
if(s.Fields.ContainsKey("lightfloorabsolute"))
{
s.Fields.Remove("lightfloorabsolute");
s.UpdateNeeded = true;
}
}
}
resetfloorlight.Visible = (floorLightAbsolute.CheckState != CheckState.Unchecked || floorBrightness.Text != "0");
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void resetceillight_Click(object sender, EventArgs e)
{
MakeUndo(); //mxd
preventchanges = true;
ceilLightAbsolute.Checked = false;
ceilBrightness.Text = "0";
foreach(Sector s in sectors)
{
if(s.Fields.ContainsKey("lightceilingabsolute")) s.Fields.Remove("lightceilingabsolute");
if(s.Fields.ContainsKey("lightceiling")) s.Fields.Remove("lightceiling");
}
preventchanges = false;
resetceillight.Visible = false;
ceilBrightness.Focus();
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void resetfloorlight_Click(object sender, EventArgs e)
{
MakeUndo(); //mxd
preventchanges = true;
floorLightAbsolute.Checked = false;
floorBrightness.Text = "0";
foreach(Sector s in sectors)
{
if(s.Fields.ContainsKey("lightfloorabsolute")) s.Fields.Remove("lightfloorabsolute");
if(s.Fields.ContainsKey("lightfloor")) s.Fields.Remove("lightfloor");
}
preventchanges = false;
resetfloorlight.Visible = false;
floorBrightness.Focus();
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void fogdensity_WhenTextChanged(object sender, EventArgs e)
{
if(preventchanges) return;
MakeUndo();
// Reset increment steps, otherwise it's just keep counting and counting
fogdensity.ResetIncrementStep();
// Restore values
if (string.IsNullOrEmpty(fogdensity.Text))
{
foreach(Sector s in sectors)
{
UniFields.SetInteger(s.Fields, "fogdensity", sectorprops[s].FogDensity, 0);
s.UpdateNeeded = true;
}
}
else // Update values
{
foreach(Sector s in sectors)
{
int value = General.Clamp(fogdensity.GetResult(sectorprops[s].FogDensity), 0, 510);
UniFields.SetInteger(s.Fields, "fogdensity", value, 0);
s.UpdateNeeded = true;
}
}
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
#endregion
#region ================== Slope Utility (mxd)
private void SetupFloorSlope(Sector s, bool first)
{
if(s.FloorSlope.GetLengthSq() > 0)
{
double anglexy = General.ClampAngle(Math.Round(Angle2D.RadToDeg(s.FloorSlope.GetAngleXY()) - 180, 1));
double anglez = -Math.Round(Angle2D.RadToDeg(s.FloorSlope.GetAngleZ()) - 90, 1);
double offset = Math.Round(GetVirtualSlopeOffset(s, floorslopecontrol.PivotMode, true), 1);
if(anglexy >= 180 && anglez < 0)
{
anglexy -= 180;
anglez = -anglez;
}
floorslopecontrol.SetValues(anglexy, anglez, offset, first);
}
else
{
floorslopecontrol.SetValues(0.0, 0.0, s.FloorHeight, first);
}
}
private void SetupCeilingSlope(Sector s, bool first)
{
if(s.CeilSlope.GetLengthSq() > 0)
{
double anglexy = General.ClampAngle(Math.Round(Angle2D.RadToDeg(s.CeilSlope.GetAngleXY()) - 180, 1));
double anglez = -(270 - Math.Round(Angle2D.RadToDeg(s.CeilSlope.GetAngleZ()), 1));
double offset = Math.Round(GetVirtualSlopeOffset(s, ceilingslopecontrol.PivotMode, false), 1);
if(anglexy >= 180 && anglez < 0)
{
anglexy -= 180;
anglez = -anglez;
}
ceilingslopecontrol.SetValues(anglexy, anglez, offset, first);
}
else
{
ceilingslopecontrol.SetValues(0.0, 0.0, s.CeilHeight, first);
}
}
// Gets the offset to be displayed in a SectorSlopeControl
2020-05-21 12:20:02 +00:00
private double GetVirtualSlopeOffset(Sector s, SlopePivotMode mode, bool floor)
{
2020-05-21 12:20:02 +00:00
double offset = (floor ? s.FloorSlopeOffset : s.CeilSlopeOffset);
if(double.IsNaN(offset))
{
offset = (floor ? s.FloorHeight : s.CeilHeight);
}
Vector3D normal = (floor ? s.FloorSlope : s.CeilSlope);
if(normal.GetLengthSq() > 0)
{
Vector3D center = GetSectorCenter(s, 0, mode);
Plane p = new Plane(normal, offset);
return p.GetZ(center);
}
return offset;
}
// Gets the offset to be displayed in a SectorSlopeControl
2020-05-21 12:20:02 +00:00
private double GetInitialVirtualSlopeOffset(Sector s, SlopePivotMode mode, bool floor)
{
2020-05-21 12:20:02 +00:00
double offset = (floor ? sectorprops[s].FloorSlopeOffset : sectorprops[s].CeilSlopeOffset);
Vector3D normal = (floor ? sectorprops[s].FloorSlope : sectorprops[s].CeilSlope);
if(normal.GetLengthSq() > 0)
{
Vector3D center = GetSectorCenter(s, 0, mode);
Plane p = new Plane(normal, offset);
return p.GetZ(center);
}
return offset;
}
2020-05-21 12:20:02 +00:00
private Vector3D GetSectorCenter(Sector s, double offset, SlopePivotMode mode)
{
switch(mode)
{
case SlopePivotMode.GLOBAL: //translate from the center of selection
return new Vector3D(globalslopepivot, offset);
case SlopePivotMode.LOCAL: //translate from sector's bounding box center
return new Vector3D(slopepivots[s], offset);
case SlopePivotMode.ORIGIN: //don't translate
return new Vector3D(0, 0, offset);
default:
throw new NotImplementedException("Unknown SlopePivotMode: " + (int)mode);
}
}
#endregion
#region ================== Slopes realtime events (mxd)
private void ceilingslopecontrol_OnAnglesChanged(object sender, EventArgs e)
{
if(preventchanges) return;
MakeUndo(); //mxd
//Set or restore values
foreach(Sector s in sectors)
{
double anglexy = General.ClampAngle(ceilingslopecontrol.GetAngleXY(sectorprops[s].CeilSlopeAngleXY) + 270);
double anglez = -(ceilingslopecontrol.GetAngleZ(sectorprops[s].CeilSlopeAngleZ) + 90);
2020-05-21 12:20:02 +00:00
double virtualoffset = GetInitialVirtualSlopeOffset(s, ceilingslopecontrol.PivotMode, false);
Vector3D center = GetSectorCenter(s, ceilingslopecontrol.GetOffset(virtualoffset), ceilingslopecontrol.PivotMode);
Plane p = new Plane(center, Angle2D.DegToRad(anglexy), Angle2D.DegToRad(anglez), false);
s.CeilSlope = p.Normal;
s.CeilSlopeOffset = p.Offset;
s.UpdateNeeded = true;
}
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void floorslopecontrol_OnAnglesChanged(object sender, EventArgs e)
{
if(preventchanges) return;
MakeUndo(); //mxd
//Set or restore values
foreach(Sector s in sectors)
{
2020-05-21 12:20:02 +00:00
double anglexy = General.ClampAngle(floorslopecontrol.GetAngleXY(sectorprops[s].FloorSlopeAngleXY) + 90);
double anglez = -(floorslopecontrol.GetAngleZ(sectorprops[s].FloorSlopeAngleZ) + 90);
2020-05-21 12:20:02 +00:00
double virtualoffset = GetInitialVirtualSlopeOffset(s, floorslopecontrol.PivotMode, true);
Vector3D center = GetSectorCenter(s, floorslopecontrol.GetOffset(virtualoffset), floorslopecontrol.PivotMode);
Plane p = new Plane(center, Angle2D.DegToRad(anglexy), Angle2D.DegToRad(anglez), true);
s.FloorSlope = p.Normal;
s.FloorSlopeOffset = p.Offset;
s.UpdateNeeded = true;
}
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
// Update displayed ceiling offset value
private void ceilingslopecontrol_OnPivotModeChanged(object sender, EventArgs e)
{
MakeUndo(); //mxd
bool first = true;
foreach(Sector s in sectors)
{
SetupCeilingSlope(s, first);
first = false;
}
}
// Update displayed floor offset value
private void floorslopecontrol_OnPivotModeChanged(object sender, EventArgs e)
{
MakeUndo(); //mxd
bool first = true;
foreach(Sector s in sectors)
{
SetupFloorSlope(s, first);
first = false;
}
}
private void ceilingslopecontrol_OnResetClicked(object sender, EventArgs e)
{
MakeUndo(); //mxd
Sector fs = General.GetByIndex(sectors, 0);
// biwa. Do not reset to the z position of the plane of the center of the sector anymore, since
// that will result in pretty crazy values of 3D floor control sectors
/*
if (fs.CeilSlope.IsNormalized())
{
fs.UpdateBBox();
Plane p = new Plane(fs.CeilSlope, fs.CeilSlopeOffset);
ceilingslopecontrol.SetOffset((int)Math.Round(p.GetZ(fs.BBox.X + fs.BBox.Width / 2, fs.BBox.Y + fs.BBox.Height / 2)), true);
}
else
ceilingslopecontrol.SetOffset(fs.CeilHeight, true);
*/
ceilingslopecontrol.SetOffset(fs.CeilHeight, true);
foreach (Sector s in sectors)
{
// biwa. Do not reset to the z position of the plane of the center of the sector anymore, since
// that will result in pretty crazy values of 3D floor control sectors
/*
if (s.CeilSlope.IsNormalized())
{
s.UpdateBBox();
Plane p = new Plane(s.CeilSlope, s.CeilSlopeOffset);
s.CeilHeight = (int)Math.Round(p.GetZ(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2));
}
*/
s.CeilSlope = new Vector3D();
s.CeilSlopeOffset = double.NaN;
s.UpdateNeeded = true;
ceilingslopecontrol.SetOffset(s.CeilHeight, false);
}
ceilingslopecontrol.UpdateOffset();
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void floorslopecontrol_OnResetClicked(object sender, EventArgs e)
{
MakeUndo(); //mxd
Sector fs = General.GetByIndex(sectors, 0);
// biwa. Do not reset to the z position of the plane of the center of the sector anymore, since
// that will result in pretty crazy values of 3D floor control sectors
/*
if (fs.FloorSlope.IsNormalized())
{
fs.UpdateBBox();
Plane p = new Plane(fs.FloorSlope, fs.FloorSlopeOffset);
floorslopecontrol.SetOffset((int)Math.Round(p.GetZ(fs.BBox.X + fs.BBox.Width / 2, fs.BBox.Y + fs.BBox.Height / 2)), true);
}
else
floorslopecontrol.SetOffset(fs.FloorHeight, true);
*/
floorslopecontrol.SetOffset(fs.FloorHeight, true);
foreach (Sector s in sectors)
{
// biwa. Do not reset to the z position of the plane of the center of the sector anymore, since
// that will result in pretty crazy values of 3D floor control sectors
/*
if (s.FloorSlope.IsNormalized())
{
s.UpdateBBox();
Plane p = new Plane(s.FloorSlope, s.FloorSlopeOffset);
s.FloorHeight = (int)Math.Round(p.GetZ(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2));
}
*/
s.FloorSlope = new Vector3D();
s.FloorSlopeOffset = double.NaN;
s.UpdateNeeded = true;
floorslopecontrol.SetOffset(s.FloorHeight, false);
}
floorslopecontrol.UpdateOffset();
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void ceilingslopecontrol_OnUseLineAnglesChanged(object sender, EventArgs e)
{
ceilingslopecontrol.StepValues = (ceilingslopecontrol.UseLineAngles ? anglesteps : null);
}
private void floorslopecontrol_OnUseLineAnglesChanged(object sender, EventArgs e)
{
floorslopecontrol.StepValues = (floorslopecontrol.UseLineAngles ? anglesteps : null);
}
#endregion
#region ================== Glow realtime events (mxd)
private void UpdateCeilingGlowHeightWarning()
{
ceilingglowheightrequired.Visible = (ceilingglowcolor.Color.WithAlpha(0).ToInt() != ceilingglowcolor.DefaultValue
&& ceilingglowheight.GetResultFloat(0f) == 0f);
}
private void UpdateFloorGlowHeightWarning()
{
floorglowheightrequired.Visible = (floorglowcolor.Color.WithAlpha(0).ToInt() != floorglowcolor.DefaultValue
&& floorglowheight.GetResultFloat(0f) == 0f);
}
private void ceilingglowcolor_OnValueChanged(object sender, EventArgs e)
{
if(preventchanges) return;
MakeUndo();
foreach(Sector s in sectors)
{
ceilingglowcolor.ApplyTo(s.Fields, sectorprops[s].CeilGlowColor);
s.UpdateNeeded = true;
}
// Show height warning?
UpdateCeilingGlowHeightWarning();
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void floorglowcolor_OnValueChanged(object sender, EventArgs e)
{
if(preventchanges) return;
MakeUndo();
foreach(Sector s in sectors)
{
floorglowcolor.ApplyTo(s.Fields, sectorprops[s].FloorGlowColor);
s.UpdateNeeded = true;
}
// Show height warning?
UpdateFloorGlowHeightWarning();
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void ceilingglowheight_WhenTextChanged(object sender, EventArgs e)
{
if(preventchanges) return;
MakeUndo();
// Restore values
if(string.IsNullOrEmpty(ceilingglowheight.Text))
{
foreach(Sector s in sectors)
{
UniFields.SetFloat(s.Fields, "ceilingglowheight", sectorprops[s].CeilGlowHeight, 0.0);
s.UpdateNeeded = true;
}
}
else // Update values
{
foreach(Sector s in sectors)
{
double value = General.Clamp(ceilingglowheight.GetResultFloat(sectorprops[s].CeilGlowHeight), 0.0, double.MaxValue);
UniFields.SetFloat(s.Fields, "ceilingglowheight", value, 0.0);
s.UpdateNeeded = true;
}
}
// Update "Reset" button
resetceilingglowheight.Visible = (ceilingglowheight.GetResultFloat(0.0) != 0.0);
// Show height warning?
UpdateCeilingGlowHeightWarning();
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void floorglowheight_WhenTextChanged(object sender, EventArgs e)
{
if(preventchanges) return;
MakeUndo();
// Restore values
if(string.IsNullOrEmpty(floorglowheight.Text))
{
foreach(Sector s in sectors)
{
UniFields.SetFloat(s.Fields, "floorglowheight", sectorprops[s].FloorGlowHeight, 0.0);
s.UpdateNeeded = true;
}
}
else // Update values
{
foreach(Sector s in sectors)
{
double value = General.Clamp(floorglowheight.GetResultFloat(sectorprops[s].FloorGlowHeight), 0.0, double.MaxValue);
UniFields.SetFloat(s.Fields, "floorglowheight", value, 0.0);
s.UpdateNeeded = true;
}
}
// Update "Reset" button
resetfloorglowheight.Visible = (floorglowheight.GetResultFloat(0.0) != 0.0);
// Show height warning?
UpdateFloorGlowHeightWarning();
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void ceilingGlowEnabled_CheckedChanged(object sender, EventArgs e)
{
if (preventchanges) return;
MakeUndo();
// Update controls
ceilingglowcolor.Enabled = ceilingGlowEnabled.Checked;
ceilingglowcolor.Color = PixelColor.FromInt(0);
ceilingglowheight.Enabled = ceilingGlowEnabled.Checked;
ceilingglowheightlabel.Enabled = ceilingGlowEnabled.Checked;
if (!ceilingGlowEnabled.Checked)
{
// Set glow color to -1
foreach (Sector s in sectors)
{
UniFields.SetInteger(s.Fields, "ceilingglowcolor", -1, 0);
s.UpdateNeeded = true;
}
// Hide height warning
ceilingglowheightrequired.Visible = false;
// Trigger update
General.Map.IsChanged = true;
if (OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
else
{
// Trigger update to restore/update values
ceilingglowcolor_OnValueChanged(this, EventArgs.Empty);
}
}
private void floorGlowEnabled_CheckedChanged(object sender, EventArgs e)
{
if (preventchanges) return;
MakeUndo();
// Update controls
floorglowcolor.Enabled = floorGlowEnabled.Checked;
floorglowcolor.Color = PixelColor.FromInt(0);
floorglowheight.Enabled = floorGlowEnabled.Checked;
floorglowheightlabel.Enabled = floorGlowEnabled.Checked;
if (!floorGlowEnabled.Checked)
{
// Set glow color to -1
foreach (Sector s in sectors)
{
UniFields.SetInteger(s.Fields, "floorglowcolor", -1, 0);
s.UpdateNeeded = true;
}
// Hide height warning
floorglowheightrequired.Visible = false;
// Trigger update
General.Map.IsChanged = true;
if (OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
else
{
// Trigger glow color update to restore/update values
floorglowcolor_OnValueChanged(this, EventArgs.Empty);
}
}
private void resetceilingglowheight_Click(object sender, EventArgs e)
{
ceilingglowheight.Focus();
ceilingglowheight.Text = "0";
}
private void resetfloorglowheight_Click(object sender, EventArgs e)
{
floorglowheight.Focus();
floorglowheight.Text = "0";
}
#endregion
#region ================== D64 colors realtime events (mxd)
// generic function: use sender
private void d64color_OnValueChanged(object sender, EventArgs e)
{
if (preventchanges) return;
MakeUndo();
ColorFieldsControl colorCtl = (ColorFieldsControl)sender;
foreach (Sector s in sectors)
{
int prevv = PixelColor.INT_WHITE_NO_ALPHA;
SectorProperties props = sectorprops[s];
switch (colorCtl.Field)
{
case "color_ceiling":
prevv = props.D64ColorCeiling;
break;
case "color_walltop":
prevv = props.D64ColorWallTop;
break;
case "color_sprites":
prevv = props.D64ColorThings;
break;
case "color_wallbottom":
prevv = props.D64ColorWallBottom;
break;
case "color_floor":
prevv = props.D64ColorFloor;
break;
}
colorCtl.ApplyTo(s.Fields, prevv);
s.UpdateNeeded = true;
}
General.Map.IsChanged = true;
if (OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
#endregion
}
}