UltimateZoneBuilder/Source/Editing/SectorsMode.cs

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2007-10-20 19:50:03 +00:00
#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.Interface;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
#endregion
namespace CodeImp.DoomBuilder.Editing
{
internal class SectorsMode : ClassicMode
{
#region ================== Constants
#endregion
#region ================== Variables
// Highlighted item
private Sector highlighted;
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
// Constructor
public SectorsMode()
{
}
// Diposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Methods
// Mode engages
public override void Engage()
{
base.Engage();
// Check sectors button on main window
General.MainWindow.SetSectorsChecked(true);
}
// Mode disengages
public override void Disengage()
{
base.Disengage();
// Check sectors button on main window
General.MainWindow.SetSectorsChecked(false);
}
// This redraws the display
public unsafe override void RedrawDisplay()
{
// Start with a clear display
if(renderer.StartRendering(true, true))
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{
// Render things
renderer.SetThingsRenderOrder(false);
renderer.RenderThingSet(General.Map.Map.Things);
// Render lines and vertices
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renderer.RenderLinedefSet(General.Map.Map.Linedefs);
renderer.RenderVerticesSet(General.Map.Map.Vertices);
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// Render highlighted item
if(highlighted != null)
renderer.RenderSector(highlighted, General.Colors.Highlight);
// Done
renderer.FinishRendering();
}
}
// This highlights a new item
protected void Highlight(Sector s)
{
// Update display
if(renderer.StartRendering(false, false))
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{
// Undraw previous highlight
if(highlighted != null)
renderer.RenderSector(highlighted);
// Set new highlight
highlighted = s;
// Render highlighted item
if(highlighted != null)
renderer.RenderSector(highlighted, General.Colors.Highlight);
// Done
renderer.FinishRendering();
}
}
// Mouse moves
public override void MouseMove(MouseEventArgs e)
{
base.MouseMove(e);
// Find the nearest linedef within highlight range
Linedef l = General.Map.Map.NearestLinedef(mousemappos);
// 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);
}
}
}
// Mouse leaves
public override void MouseLeave(EventArgs e)
{
base.MouseLeave(e);
// Highlight nothing
Highlight(null);
}
#endregion
}
}