UltimateZoneBuilder/Source/BuilderModes/ClassicModes/DragLinedefsMode.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;
using System.Drawing;
using CodeImp.DoomBuilder.Editing;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes.Editing
{
// No action or button for this mode, it is automatic.
// The EditMode attribute does not have to be specified unless the
// mode must be activated by class name rather than direct instance.
// In that case, just specifying the attribute like this is enough:
[EditMode]
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public sealed class DragLinedefsMode : DragGeometryMode
{
#region ================== Constants
#endregion
#region ================== Variables
private ICollection<Linedef> selectedlines;
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
// Constructor to start dragging immediately
public DragLinedefsMode(EditMode basemode, Vector2D dragstartmappos)
{
// Mark what we are dragging
General.Map.Map.ClearAllMarks();
General.Map.Map.MarkSelectedLinedefs(true, true);
ICollection<Vertex> verts = General.Map.Map.GetVerticesFromLinesMarks(true);
foreach(Vertex v in verts) v.Marked = true;
// Get selected lines
selectedlines = General.Map.Map.GetLinedefsSelection(true);
// Initialize
base.StartDrag(basemode, dragstartmappos);
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Done
base.Dispose();
}
}
#endregion
#region ================== Methods
// Mode engages
public override void Engage()
{
base.Engage();
}
// Disenagaging
public override void Disengage()
{
// Select vertices from lines selection
General.Map.Map.ClearSelectedVertices();
ICollection<Vertex> verts = General.Map.Map.GetVerticesFromLinesMarks(true);
foreach(Vertex v in verts) v.Selected = true;
// Perform normal disengage
base.Disengage();
// Clear vertex selection
General.Map.Map.ClearSelectedVertices();
// When not cancelled
if(!cancelled)
{
// If only a single linedef was selected, deselect it now
if(selectedlines.Count == 1) General.Map.Map.ClearSelectedLinedefs();
}
}
// This redraws the display
public override void RedrawDisplay()
{
bool viewchanged = CheckViewChanged();
// Start rendering structure
if(renderer.StartPlotter(true))
{
// Render lines and vertices
renderer.PlotLinedefSet(snaptolines);
renderer.PlotLinedefSet(unstablelines);
renderer.PlotLinedefSet(selectedlines);
renderer.PlotVerticesSet(General.Map.Map.Vertices);
// Draw the dragged item highlighted
// This is important to know, because this item is used
// for snapping to the grid and snapping to nearest items
renderer.PlotVertex(dragitem, ColorCollection.HIGHLIGHT);
// Done
renderer.Finish();
}
if(viewchanged)
{
// Start rendering things
if(renderer.StartThings(true))
{
renderer.SetThingsRenderOrder(false);
renderer.RenderThingSet(General.Map.Map.Things);
renderer.Finish();
}
}
renderer.Present();
}
#endregion
}
}