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.Interface;
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;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes.Editing
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{
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[EditMode(SwitchAction = "sectorsmode", // Action name used to switch to this mode
ButtonDesc = "Sectors Mode", // Description on the button in toolbar/menu
ButtonImage = "SectorsMode.png", // Image resource name for the button
ButtonOrder = int.MinValue + 2)] // Position of the button (lower is more to the left)
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public class SectorsMode : ClassicMode
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{
#region ================== Constants
#endregion
#region ================== Variables
// Highlighted item
private Sector highlighted;
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
// Constructor
public SectorsMode()
{
}
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// Disposer
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public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Methods
// This selectes or deselects a sector
protected void SelectSector(Sector s, bool selectstate)
{
// Flip selection
s.Selected = selectstate;
// 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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// Cancel mode
public override void Cancel()
{
base.Cancel();
// Return to this mode
General.Map.ChangeMode(new SectorsMode());
}
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// Mode engages
public override void Engage()
{
base.Engage();
}
// Mode disengages
public override void Disengage()
{
base.Disengage();
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// Check which mode we are switching to
if(General.Map.NewMode is VerticesMode)
{
// Convert selection to vertices
// Clear selected sectors
General.Map.Map.ClearSelectedSectors();
}
else if(General.Map.NewMode is LinedefsMode)
{
// Convert selection to linedefs
// Clear selected sectors
General.Map.Map.ClearSelectedSectors();
}
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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 RedrawDisplay()
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{
// 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);
renderer.Finish();
}
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// Render things
if(renderer.StartThings(true))
{
renderer.SetThingsRenderOrder(false);
renderer.RenderThingSet(General.Map.Map.Things);
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renderer.Finish();
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}
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// Selecting?
if(selecting)
{
// Render selection
if(renderer.StartOverlay(true))
{
RenderMultiSelection();
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renderer.Finish();
}
}
renderer.Present();
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}
// This highlights a new item
protected void Highlight(Sector s)
{
// Update display
if(renderer.StartPlotter(false))
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{
// Undraw previous highlight
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if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotSector(highlighted);
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/*
// Undraw highlighted things
if(highlighted != null)
foreach(Thing t in highlighted.Things)
renderer.RenderThing(t, renderer.DetermineThingColor(t));
*/
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// Set new highlight
highlighted = s;
// Render highlighted item
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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);
*/
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// Done
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renderer.Finish();
renderer.Present();
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}
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// Show highlight info
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if((highlighted != null) && !highlighted.IsDisposed)
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General.Interface.ShowSectorInfo(highlighted);
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else
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General.Interface.HideInfo();
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}
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// Selection
protected override void Select()
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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.Select();
}
// End selection
protected override void EndSelect()
{
// 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.EndSelect();
}
// Start editing
protected override void Edit()
{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// 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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}
base.Edit();
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}
// Done editing
protected override void EndEdit()
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{
// Anything selected?
ICollection<Sector> selected = General.Map.Map.GetSectorsSelection(true);
if(selected.Count > 0)
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{
// Show sector edit dialog
General.Interface.ShowEditSectors(selected);
// When a single sector was selected, deselect it now
if(selected.Count == 1)
{
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
}
// Update entire display
General.Interface.RedrawDisplay();
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}
base.EndEdit();
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}
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// Mouse moves
public override void MouseMove(MouseEventArgs e)
{
base.MouseMove(e);
// 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 MouseLeave(EventArgs e)
{
base.MouseLeave(e);
// Highlight nothing
Highlight(null);
}
// Mouse wants to drag
protected override void DragStart(MouseEventArgs e)
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{
base.DragStart(e);
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// Edit button used?
if(General.Interface.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.Map.ChangeMode(new DragSectorsMode(new SectorsMode(), mousedownmappos));
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}
}
}
// This is called wheh selection ends
protected override void EndMultiSelection()
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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?
s.Selected = allselected;
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}
// Make sure all linedefs reflect selected sectors
foreach(Sector s in General.Map.Map.Sectors)
SelectSector(s, s.Selected);
base.EndMultiSelection();
if(renderer.StartOverlay(true)) renderer.Finish();
General.Interface.RedrawDisplay();
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}
// This is called when the selection is updated
protected override void UpdateMultiSelection()
{
base.UpdateMultiSelection();
// Render selection
if(renderer.StartOverlay(true))
{
RenderMultiSelection();
renderer.Finish();
renderer.Present();
}
}
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#endregion
}
}