UltimateZoneBuilder/Source/BuilderModes/ClassicModes/SectorsMode.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;
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using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Editing;
using System.Drawing;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.BuilderModes.Interface;
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#endregion
namespace CodeImp.DoomBuilder.BuilderModes
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{
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[EditMode(DisplayName = "Sectors Mode",
SwitchAction = "sectorsmode", // Action name used to switch to this mode
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ButtonImage = "SectorsMode.png", // Image resource name for the button
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ButtonOrder = int.MinValue + 200, // Position of the button (lower is more to the left)
UseByDefault = true)]
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public class SectorsMode : BaseClassicMode
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{
#region ================== Constants
#endregion
#region ================== Variables
// Highlighted item
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protected Sector highlighted;
private Association highlightasso = new Association();
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// Interface
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protected bool editpressed;
// The methods GetSelected* and MarkSelected* on the MapSet do not
// retain the order in which items were selected.
// This list keeps in order while sectors are selected/deselected.
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protected List<Sector> orderedselection;
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#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
// Constructor
public SectorsMode()
{
// Make ordered selection list
orderedselection = new List<Sector>();
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}
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// Disposer
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public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
orderedselection = null;
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// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Methods
// Support function for joining and merging sectors
private void JoinMergeSectors(bool removelines)
{
// Remove lines in betwen joining sectors?
if(removelines)
{
// Go for all selected linedefs
ICollection<Linedef> selectedlines = General.Map.Map.GetSelectedLinedefs(true);
foreach(Linedef ld in selectedlines)
{
// Front and back side?
if((ld.Front != null) && (ld.Back != null))
{
// Both a selected sector, but not the same?
if(ld.Front.Sector.Selected && ld.Back.Sector.Selected &&
(ld.Front.Sector != ld.Back.Sector))
{
// Remove this line
ld.Dispose();
}
}
}
}
// Join all selected sectors with the first
for(int i = 1; i < orderedselection.Count; i++)
orderedselection[i].Join(orderedselection[0]);
}
// This highlights a new item
protected void Highlight(Sector s)
{
bool completeredraw = false;
// Often we can get away by simply undrawing the previous
// highlight and drawing the new highlight. But if associations
// are or were drawn we need to redraw the entire display.
// Previous association highlights something?
if((highlighted != null) && (highlighted.Tag > 0)) completeredraw = true;
// Set highlight association
if(s != null)
highlightasso.Set(s.Tag, UniversalType.SectorTag);
else
highlightasso.Set(0, 0);
// New association highlights something?
if((s != null) && (s.Tag > 0)) completeredraw = true;
// If we're changing associations, then we
// need to redraw the entire display
if(completeredraw)
{
// Set new highlight and redraw completely
highlighted = s;
General.Interface.RedrawDisplay();
}
else
{
// Update display
if(renderer.StartPlotter(false))
{
// Undraw previous highlight
if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotSector(highlighted);
/*
// Undraw highlighted things
if(highlighted != null)
foreach(Thing t in highlighted.Things)
renderer.RenderThing(t, renderer.DetermineThingColor(t));
*/
// Set new highlight
highlighted = s;
// Render highlighted item
if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotSector(highlighted, General.Colors.Highlight);
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/*
// Render highlighted things
if(highlighted != null)
foreach(Thing t in highlighted.Things)
renderer.RenderThing(t, General.Colors.Highlight);
*/
// Done
renderer.Finish();
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renderer.Present();
}
}
// Show highlight info
if((highlighted != null) && !highlighted.IsDisposed)
General.Interface.ShowSectorInfo(highlighted);
else
General.Interface.HideInfo();
}
// This selectes or deselects a sector
protected void SelectSector(Sector s, bool selectstate)
{
bool selectionchanged = false;
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if(!s.IsDisposed)
{
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// Select the sector?
if(selectstate && !s.Selected)
{
orderedselection.Add(s);
s.Selected = true;
selectionchanged = true;
}
// Deselect the sector?
else if(!selectstate && s.Selected)
{
orderedselection.Remove(s);
s.Selected = false;
selectionchanged = true;
}
// Selection changed?
if(selectionchanged)
{
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// Make update lines selection
foreach(Sidedef sd in s.Sidedefs)
{
bool front, back;
if(sd.Line.Front != null) front = sd.Line.Front.Sector.Selected; else front = false;
if(sd.Line.Back != null) back = sd.Line.Back.Sector.Selected; else back = false;
sd.Line.Selected = front | back;
}
}
}
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else
{
// Remove from list
orderedselection.Remove(s);
}
}
#endregion
#region ================== Events
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// Cancel mode
public override void OnCancel()
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{
base.OnCancel();
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// Return to this mode
General.Editing.ChangeMode(new SectorsMode());
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}
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// Mode engages
public override void OnEngage()
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{
base.OnEngage();
renderer.SetPresentation(Presentation.Standard);
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// Convert geometry selection to sectors only
General.Map.Map.ClearAllMarks(false);
General.Map.Map.MarkSelectedVertices(true, true);
ICollection<Linedef> lines = General.Map.Map.LinedefsFromMarkedVertices(false, true, false);
foreach(Linedef l in lines) l.Selected = true;
General.Map.Map.ClearMarkedSectors(true);
foreach(Linedef l in General.Map.Map.Linedefs)
{
if(!l.Selected)
{
if(l.Front != null) l.Front.Sector.Marked = false;
if(l.Back != null) l.Back.Sector.Marked = false;
}
}
General.Map.Map.ClearAllSelected();
foreach(Sector s in General.Map.Map.Sectors)
{
if(s.Marked)
{
s.Selected = true;
foreach(Sidedef sd in s.Sidedefs) sd.Line.Selected = true;
}
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}
// Fill the list with selected sectors (these are not in order, but we have no other choice)
ICollection<Sector> selectedsectors = General.Map.Map.GetSelectedSectors(true);
foreach(Sector s in selectedsectors) orderedselection.Add(s);
}
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// Mode disengages
public override void OnDisengage()
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{
base.OnDisengage();
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// Going to EditSelectionMode?
if(General.Editing.NewMode is EditSelectionMode)
{
// No selection made? But we have a highlight!
if((General.Map.Map.GetSelectedSectors(true).Count == 0) && (highlighted != null))
{
// Make the highlight the selection
SelectSector(highlighted, true);
}
}
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// Hide highlight info
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General.Interface.HideInfo();
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}
// This redraws the display
public override void OnRedrawDisplay()
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{
renderer.RedrawSurface();
// Render lines and vertices
if(renderer.StartPlotter(true))
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{
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
renderer.PlotVerticesSet(General.Map.Map.Vertices);
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if((highlighted != null) && !highlighted.IsDisposed)
{
renderer.PlotSector(highlighted, General.Colors.Highlight);
BuilderPlug.Me.PlotReverseAssociations(renderer, highlightasso);
}
renderer.Finish();
}
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// Render things
if(renderer.StartThings(true))
{
renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA);
renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, 1.0f);
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renderer.Finish();
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}
// Render selection
if(renderer.StartOverlay(true))
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{
if((highlighted != null) && !highlighted.IsDisposed) BuilderPlug.Me.RenderReverseAssociations(renderer, highlightasso);
if(selecting) RenderMultiSelection();
renderer.Finish();
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}
renderer.Present();
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}
// Selection
protected override void OnSelectBegin()
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{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
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{
// Flip selection
SelectSector(highlighted, !highlighted.Selected);
// Update display
if(renderer.StartPlotter(false))
{
// Redraw highlight to show selection
renderer.PlotSector(highlighted);
renderer.Finish();
renderer.Present();
}
}
else
{
// Start making a selection
StartMultiSelection();
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}
base.OnSelectBegin();
}
// End selection
protected override void OnSelectEnd()
{
// Not stopping from multiselection?
if(!selecting)
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{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
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{
// Update display
if(renderer.StartPlotter(false))
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{
// Render highlighted item
renderer.PlotSector(highlighted, General.Colors.Highlight);
renderer.Finish();
renderer.Present();
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}
}
}
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base.OnSelectEnd();
}
// Start editing
protected override void OnEditBegin()
{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Edit pressed in this mode
editpressed = true;
// Highlighted item not selected?
if(!highlighted.Selected)
{
// Make this the only selection
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
SelectSector(highlighted, true);
General.Interface.RedrawDisplay();
}
// Update display
if(renderer.StartPlotter(false))
{
// Redraw highlight to show selection
renderer.PlotSector(highlighted);
renderer.Finish();
renderer.Present();
}
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}
else
{
// Start drawing mode
DrawGeometryMode drawmode = new DrawGeometryMode();
bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
DrawnVertex v = DrawGeometryMode.GetCurrentPosition(mousemappos, snaptonearest, snaptogrid, renderer, new List<DrawnVertex>());
drawmode.DrawPointAt(v);
General.Editing.ChangeMode(drawmode);
}
base.OnEditBegin();
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}
// Done editing
protected override void OnEditEnd()
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{
// Edit pressed in this mode?
if(editpressed)
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{
// Anything selected?
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
if(selected.Count > 0)
{
if(General.Interface.IsActiveWindow)
{
// Show sector edit dialog
General.Interface.ShowEditSectors(selected);
// When a single sector was selected, deselect it now
if(selected.Count == 1)
{
orderedselection.Clear();
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
}
// Update entire display
General.Interface.RedrawDisplay();
}
}
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}
editpressed = false;
base.OnEditEnd();
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}
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// Mouse moves
public override void OnMouseMove(MouseEventArgs e)
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{
base.OnMouseMove(e);
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// Not holding any buttons?
if(e.Button == MouseButtons.None)
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{
// Find the nearest linedef within highlight range
Linedef l = General.Map.Map.NearestLinedef(mousemappos);
if(l != null)
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{
// Check on which side of the linedef the mouse is
float side = l.SideOfLine(mousemappos);
if(side > 0)
{
// Is there a sidedef here?
if(l.Back != null)
{
// Highlight if not the same
if(l.Back.Sector != highlighted) Highlight(l.Back.Sector);
}
else
{
// Highlight nothing
if(highlighted != null) Highlight(null);
}
}
else
{
// Is there a sidedef here?
if(l.Front != null)
{
// Highlight if not the same
if(l.Front.Sector != highlighted) Highlight(l.Front.Sector);
}
else
{
// Highlight nothing
if(highlighted != null) Highlight(null);
}
}
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}
else
{
// Highlight nothing
if(highlighted != null) Highlight(null);
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}
}
}
// Mouse leaves
public override void OnMouseLeave(EventArgs e)
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{
base.OnMouseLeave(e);
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// Highlight nothing
Highlight(null);
}
// Mouse wants to drag
protected override void OnDragStart(MouseEventArgs e)
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{
base.OnDragStart(e);
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// Edit button used?
if(General.Actions.CheckActionActive(null, "classicedit"))
{
// Anything highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Highlighted item not selected?
if(!highlighted.Selected)
{
// Select only this sector for dragging
General.Map.Map.ClearSelectedSectors();
SelectSector(highlighted, true);
}
// Start dragging the selection
General.Editing.ChangeMode(new DragSectorsMode(mousedownmappos));
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}
}
}
// This is called wheh selection ends
protected override void OnEndMultiSelection()
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{
// Go for all lines
foreach(Linedef l in General.Map.Map.Linedefs)
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{
l.Selected = ((l.Start.Position.x >= selectionrect.Left) &&
(l.Start.Position.y >= selectionrect.Top) &&
(l.Start.Position.x <= selectionrect.Right) &&
(l.Start.Position.y <= selectionrect.Bottom) &&
(l.End.Position.x >= selectionrect.Left) &&
(l.End.Position.y >= selectionrect.Top) &&
(l.End.Position.x <= selectionrect.Right) &&
(l.End.Position.y <= selectionrect.Bottom));
}
// Go for all sectors
foreach(Sector s in General.Map.Map.Sectors)
{
// Go for all sidedefs
bool allselected = true;
foreach(Sidedef sd in s.Sidedefs)
{
if(!sd.Line.Selected)
{
allselected = false;
break;
}
}
// Sector completely selected?
SelectSector(s, allselected);
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}
// Make sure all linedefs reflect selected sectors
foreach(Sidedef sd in General.Map.Map.Sidedefs)
if(!sd.Sector.Selected && ((sd.Other == null) || !sd.Other.Sector.Selected))
sd.Line.Selected = false;
// Fill the list with selected sectors (these are not in order, but we have no other choice)
orderedselection.Clear();
ICollection<Sector> selectedsectors = General.Map.Map.GetSelectedSectors(true);
foreach(Sector s in selectedsectors) orderedselection.Add(s);
base.OnEndMultiSelection();
if(renderer.StartOverlay(true)) renderer.Finish();
General.Interface.RedrawDisplay();
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}
// This is called when the selection is updated
protected override void OnUpdateMultiSelection()
{
base.OnUpdateMultiSelection();
// Render selection
if(renderer.StartOverlay(true))
{
RenderMultiSelection();
renderer.Finish();
renderer.Present();
}
}
// When copying
public override bool OnCopyBegin()
{
// No selection made? But we have a highlight!
if((General.Map.Map.GetSelectedSectors(true).Count == 0) && (highlighted != null))
{
// Make the highlight the selection
SelectSector(highlighted, true);
}
return base.OnCopyBegin();
}
// When pasting
public override bool OnPasteBegin()
{
// No selection made? But we have a highlight!
if((General.Map.Map.GetSelectedSectors(true).Count == 0) && (highlighted != null))
{
// Make the highlight the selection
SelectSector(highlighted, true);
}
return base.OnPasteBegin();
}
// When undo is used
public override bool OnUndoBegin()
{
// Clear ordered selection
orderedselection.Clear();
return base.OnUndoBegin();
}
// When redo is used
public override bool OnRedoBegin()
{
// Clear ordered selection
orderedselection.Clear();
return base.OnRedoBegin();
}
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#endregion
#region ================== Actions
// This creates a new vertex at the mouse position
[BeginAction("insertitem", BaseAction = true)]
public virtual void InsertVertex()
{
// Mouse in window?
if(mouseinside)
{
// Create vertex at mouse position
Vertex v = General.Map.Map.CreateVertex(mousemappos);
// Snap to grid enabled?
if(General.Interface.SnapToGrid)
{
// Snap to grid
v.SnapToGrid();
}
else
{
// Snap to map format accuracy
v.SnapToAccuracy();
}
// Redraw screen
General.Interface.RedrawDisplay();
}
}
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[BeginAction("makedoor")]
public void MakeDoor()
{
// Highlighted item not selected?
if(!highlighted.Selected)
{
if(highlighted != null)
{
// Make this the only selection
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
SelectSector(highlighted, true);
General.Interface.RedrawDisplay();
}
}
// Anything selected?
if(orderedselection.Count > 0)
{
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string doortex = "";
string floortex = null;
string ceiltex = null;
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// Find ceiling and floor textures
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foreach(Sector s in orderedselection)
{
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if(floortex == null) floortex = s.FloorTexture; else if(floortex != s.FloorTexture) floortex = "";
if(ceiltex == null) ceiltex = s.CeilTexture; else if(ceiltex != s.CeilTexture) ceiltex = "";
}
// Show the dialog
MakeDoorForm form = new MakeDoorForm();
if(form.Show(General.Interface, doortex, ceiltex, floortex) == DialogResult.OK)
{
doortex = form.DoorTexture;
ceiltex = form.CeilingTexture;
floortex = form.FloorTexture;
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// Create undo
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General.Map.UndoRedo.CreateUndo("Make door (" + doortex + ")");
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// Go for all selected sectors
foreach(Sector s in orderedselection)
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{
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// Lower the ceiling down to the floor
s.CeilHeight = s.FloorHeight;
// Make a unique tag (not sure if we need it yet, depends on the args)
int tag = General.Map.Map.GetNewTag();
// Go for all it's sidedefs
foreach(Sidedef sd in s.Sidedefs)
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{
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// Singlesided?
if(sd.Other == null)
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{
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// Make this a doortrak
sd.SetTextureHigh("-");
sd.SetTextureMid(General.Map.Config.MakeDoorTrack);
sd.SetTextureLow("-");
// Set upper/lower unpegged flags
sd.Line.Flags[General.Map.Config.UpperUnpeggedFlag] = false;
sd.Line.Flags[General.Map.Config.LowerUnpeggedFlag] = true;
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}
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else
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{
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// Set textures
if(floortex.Length > 0) s.SetFloorTexture(floortex);
if(ceiltex.Length > 0) s.SetCeilTexture(ceiltex);
if(doortex.Length > 0) sd.Other.SetTextureHigh(doortex);
// Set upper/lower unpegged flags
sd.Line.Flags[General.Map.Config.UpperUnpeggedFlag] = false;
sd.Line.Flags[General.Map.Config.LowerUnpeggedFlag] = false;
// Get door linedef type from config
sd.Line.Action = General.Map.Config.MakeDoorAction;
// Set the linedef args
for(int i = 0; i < Linedef.NUM_ARGS; i++)
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{
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// A -1 arg indicates that the arg must be set to the new sector tag
// and only in this case we set the tag on the sector, because only
// then we know for sure that we need a tag.
if(General.Map.Config.MakeDoorArgs[i] == -1)
{
sd.Line.Args[i] = tag;
s.Tag = tag;
}
else
{
sd.Line.Args[i] = General.Map.Config.MakeDoorArgs[i];
}
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}
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// Make sure the line is facing outwards
if(sd.IsFront)
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{
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sd.Line.FlipVertices();
sd.Line.FlipSidedefs();
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}
}
}
}
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// When a single sector was selected, deselect it now
if(orderedselection.Count == 1)
{
orderedselection.Clear();
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
}
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}
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// Done
form.Dispose();
General.Interface.RedrawDisplay();
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}
}
[BeginAction("deleteitem", BaseAction = true)]
public void DeleteItem()
{
// Make list of selected sectors
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed) selected.Add(highlighted);
// Anything to do?
if(selected.Count > 0)
{
// Make undo
if(selected.Count > 1)
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General.Map.UndoRedo.CreateUndo("Delete " + selected.Count + " sectors");
else
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General.Map.UndoRedo.CreateUndo("Delete sector");
// Dispose selected sectors
foreach(Sector s in selected)
{
// Get all the linedefs
General.Map.Map.ClearMarkedLinedefs(false);
foreach(Sidedef sd in s.Sidedefs) sd.Line.Marked = true;
List<Linedef> lines = General.Map.Map.GetMarkedLinedefs(true);
// Dispose the sector
s.Dispose();
// Check all the lines
for(int i = lines.Count - 1; i >= 0; i--)
{
// If the line has become orphaned, remove it
if((lines[i].Front == null) && (lines[i].Back == null))
{
// Remove line
lines[i].Dispose();
}
else
{
// If the line only has a back side left, flip the line and sides
if((lines[i].Front == null) && (lines[i].Back != null))
{
lines[i].FlipVertices();
lines[i].FlipSidedefs();
}
// Update sided flags
lines[i].ApplySidedFlags();
}
}
}
// Update cache values
General.Map.IsChanged = true;
General.Map.Map.Update();
// Redraw screen
General.Interface.RedrawDisplay();
}
}
// This joins sectors together and keeps all lines
[BeginAction("joinsectors")]
public void JoinSectors()
{
// Worth our money?
int count = General.Map.Map.GetSelectedSectors(true).Count;
if(count > 1)
{
// Make undo
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General.Map.UndoRedo.CreateUndo("Join " + count + " sectors");
// Merge
JoinMergeSectors(false);
// Deselect
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
General.Map.IsChanged = true;
// Redraw display
General.Map.Map.Update();
General.Interface.RedrawDisplay();
}
}
// This joins sectors together and removes the lines in between
[BeginAction("mergesectors")]
public void MergeSectors()
{
// Worth our money?
int count = General.Map.Map.GetSelectedSectors(true).Count;
if(count > 1)
{
// Make undo
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General.Map.UndoRedo.CreateUndo("Merge " + count + " sectors");
// Merge
JoinMergeSectors(true);
// Deselect
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
General.Map.IsChanged = true;
// Redraw display
General.Map.Map.Update();
General.Interface.RedrawDisplay();
}
}
// This clears the selection
[BeginAction("clearselection", BaseAction = true)]
public void ClearSelection()
{
// Clear selection
General.Map.Map.ClearAllSelected();
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orderedselection.Clear();
// Redraw
General.Interface.RedrawDisplay();
}
#endregion
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}
}