UltimateZoneBuilder/Source/Editing/ThingsMode.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.Interface;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
#endregion
namespace CodeImp.DoomBuilder.Editing
{
internal class ThingsMode : ClassicMode
{
#region ================== Constants
protected const float THING_HIGHLIGHT_RANGE = 10f;
#endregion
#region ================== Variables
// Highlighted item
private Thing highlighted;
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
// Constructor
public ThingsMode()
{
}
// 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 things button on main window
General.MainWindow.SetThingsChecked(true);
}
// Mode disengages
public override void Disengage()
{
base.Disengage();
// Check things button on main window
General.MainWindow.SetThingsChecked(false);
}
// This redraws the display
public unsafe override void RedrawDisplay()
{
// Start with a clear display
if(renderer.StartRendering(true, true))
{
// Render lines and vertices
renderer.RenderLinedefSet(General.Map.Map.Linedefs);
renderer.RenderVerticesSet(General.Map.Map.Vertices);
// Render things
renderer.SetThingsRenderOrder(true);
renderer.RenderThingSet(General.Map.Map.Things);
// Render highlighted item
if(highlighted != null)
renderer.RenderThing(highlighted, General.Colors.Highlight);
// Done
renderer.FinishRendering();
}
}
// This highlights a new item
protected void Highlight(Thing t)
{
// Update display
if(renderer.StartRendering(false, false))
{
// Undraw previous highlight
if(highlighted != null)
renderer.RenderThing(highlighted, renderer.DetermineThingColor(highlighted));
// Set new highlight
highlighted = t;
// Render highlighted item
if(highlighted != null)
renderer.RenderThing(highlighted, General.Colors.Highlight);
// Done
renderer.FinishRendering();
}
}
// Mouse moves
public override void MouseMove(MouseEventArgs e)
{
base.MouseMove(e);
// Find the nearest vertex within highlight range
Thing t = General.Map.Map.NearestThingSquareRange(mousemappos, THING_HIGHLIGHT_RANGE / renderer.Scale);
// Highlight if not the same
if(t != highlighted) Highlight(t);
}
// Mouse leaves
public override void MouseLeave(EventArgs e)
{
base.MouseLeave(e);
// Highlight nothing
Highlight(null);
}
#endregion
}
}