UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/BaseVisualMode.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.Generic;
using System.Windows.Forms;
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
using CodeImp.DoomBuilder.BuilderModes.Interface;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.VisualModes;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.GZBuilder.Data;
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using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(DisplayName = "GZDB Visual Mode",
SwitchAction = "gzdbvisualmode", // Action name used to switch to this mode
ButtonImage = "VisualModeGZ.png", // Image resource name for the button
ButtonOrder = 1, // Position of the button (lower is more to the left)
ButtonGroup = "001_visual",
UseByDefault = true)]
public class BaseVisualMode : VisualMode
{
#region ================== Constants
// Object picking
private const long PICK_INTERVAL = 80;
private const float PICK_RANGE = 0.98f;
// Gravity
private const float GRAVITY = -0.06f;
#endregion
#region ================== Variables
// Gravity
private Vector3D gravity;
private float cameraflooroffset = 41f; // same as in doom
private float cameraceilingoffset = 10f;
// Object picking
private VisualPickResult target;
private long lastpicktime;
private bool locktarget;
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private bool useSelectionFromClassicMode;//mxd
private readonly Timer selectioninfoupdatetimer; //mxd
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// This keeps extra element info
private Dictionary<Sector, SectorData> sectordata;
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private Dictionary<Thing, ThingData> thingdata;
private Dictionary<Vertex, VertexData> vertexdata; //mxd
//private Dictionary<Thing, EffectDynamicLight> lightdata; //mxd
// This is true when a selection was made because the action is performed
// on an object that was not selected. In this case the previous selection
// is cleared and the targeted object is temporarely selected to perform
// the action on. After the action is completed, the object is deselected.
private bool singleselection;
// We keep these to determine if we need to make a new undo level
private bool selectionchanged;
private int lastundogroup;
private VisualActionResult actionresult;
private bool undocreated;
// List of selected objects when an action is performed
private List<IVisualEventReceiver> selectedobjects;
//mxd. Used in Cut/PasteSelection actions
private readonly List<ThingCopyData> copybuffer;
private Type lasthighlighttype;
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//mxd. Moved here from Tools
private struct SidedefAlignJob
{
public Sidedef sidedef;
public float offsetx;
public float scaleX; //mxd
public float scaleY; //mxd
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private Sidedef controlside; //mxd
public Sidedef controlSide
{
get
{
return controlside;
}
set
{
controlside = value;
ceilingheight = (controlside.Index != sidedef.Index && controlside.Line.Args[1] == 0 ? controlside.Sector.FloorHeight : controlside.Sector.CeilHeight);
}
}
private int ceilingheight; //mxd
public int ceilingHeight { get { return ceilingheight; } } //mxd
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// When this is true, the previous sidedef was on the left of
// this one and the texture X offset of this sidedef can be set
// directly. When this is false, the length of this sidedef
// must be subtracted from the X offset first.
public bool forward;
}
#endregion
#region ================== Properties
public override object HighlightedObject
{
get
{
// Geometry picked?
VisualGeometry vg = target.picked as VisualGeometry;
if(vg != null)
{
if(vg.Sidedef != null) return vg.Sidedef;
if(vg.Sector != null) return vg.Sector;
return null;
}
// Thing picked?
VisualThing vt = target.picked as VisualThing;
if(vt != null) return vt.Thing;
return null;
}
}
public object HighlightedTarget { get { return target.picked; } } //mxd
public bool UseSelectionFromClassicMode { get { return useSelectionFromClassicMode; } } //mxd
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new public IRenderer3D Renderer { get { return renderer; } }
public bool IsSingleSelection { get { return singleselection; } }
public bool SelectionChanged { get { return selectionchanged; } set { selectionchanged |= value; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public BaseVisualMode()
{
// Initialize
this.gravity = new Vector3D(0.0f, 0.0f, 0.0f);
this.selectedobjects = new List<IVisualEventReceiver>();
//mxd
this.copybuffer = new List<ThingCopyData>();
this.selectioninfoupdatetimer = new Timer();
selectioninfoupdatetimer.Interval = 100;
selectioninfoupdatetimer.Tick += SelectioninfoupdatetimerOnTick;
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
selectioninfoupdatetimer.Dispose(); //mxd
// Done
base.Dispose();
}
}
#endregion
#region ================== Methods
// This calculates brightness level
internal int CalculateBrightness(int level)
{
return renderer.CalculateBrightness(level);
}
//mxd. This calculates brightness level with doom-style shading
internal int CalculateBrightness(int level, Sidedef sd)
{
return renderer.CalculateBrightness(level, sd);
}
// This adds a selected object
internal void AddSelectedObject(IVisualEventReceiver obj)
{
selectedobjects.Add(obj);
selectionchanged = true;
selectioninfoupdatetimer.Start(); //mxd
}
// This removes a selected object
internal void RemoveSelectedObject(IVisualEventReceiver obj)
{
selectedobjects.Remove(obj);
selectionchanged = true;
selectioninfoupdatetimer.Start(); //mxd
}
// This is called before an action is performed
public void PreAction(int multiselectionundogroup)
{
actionresult = new VisualActionResult();
PickTargetUnlocked();
// If the action is not performed on a selected object, clear the
// current selection and make a temporary selection for the target.
if((target.picked != null) && !target.picked.Selected && (BuilderPlug.Me.VisualModeClearSelection || (selectedobjects.Count == 0)))
{
// Single object, no selection
singleselection = true;
ClearSelection();
undocreated = false;
}
else
{
singleselection = false;
// Check if we should make a new undo level
// We don't want to do this if this is the same action with the same
// selection and the action wants to group the undo levels
if((lastundogroup != multiselectionundogroup) || (lastundogroup == UndoGroup.None) ||
(multiselectionundogroup == UndoGroup.None) || selectionchanged)
{
// We want to create a new undo level, but not just yet
lastundogroup = multiselectionundogroup;
undocreated = false;
}
else
{
// We don't want to make a new undo level (changes will be combined)
undocreated = true;
}
}
}
// Called before an action is performed. This does not make an undo level
private void PreActionNoChange()
{
actionresult = new VisualActionResult();
singleselection = false;
undocreated = false;
}
// This is called after an action is performed
private void PostAction()
{
if(!string.IsNullOrEmpty(actionresult.displaystatus))
General.Interface.DisplayStatus(StatusType.Action, actionresult.displaystatus);
// Reset changed flags
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
{
BaseVisualSector bvs = (BaseVisualSector)vs.Value;
foreach(VisualFloor vf in bvs.ExtraFloors) vf.Changed = false;
foreach(VisualCeiling vc in bvs.ExtraCeilings) vc.Changed = false;
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foreach(VisualFloor vf in bvs.ExtraBackFloors) vf.Changed = false; //mxd
foreach(VisualCeiling vc in bvs.ExtraBackCeilings) vc.Changed = false; //mxd
bvs.Floor.Changed = false;
bvs.Ceiling.Changed = false;
}
selectionchanged = false;
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
if(singleselection) ClearSelection();
UpdateChangedObjects();
ShowTargetInfo();
}
// This sets the result for an action
public void SetActionResult(VisualActionResult result)
{
actionresult = result;
}
// This sets the result for an action
public void SetActionResult(string displaystatus)
{
actionresult = new VisualActionResult {displaystatus = displaystatus};
}
// This creates an undo, when only a single selection is made
// When a multi-selection is made, the undo is created by the PreAction function
public int CreateUndo(string description, int group, int grouptag)
{
if(!undocreated)
{
undocreated = true;
if(singleselection)
return General.Map.UndoRedo.CreateUndo(description, this, group, grouptag);
return General.Map.UndoRedo.CreateUndo(description, this, UndoGroup.None, 0);
}
return 0;
}
// This creates an undo, when only a single selection is made
// When a multi-selection is made, the undo is created by the PreAction function
public int CreateUndo(string description)
{
return CreateUndo(description, UndoGroup.None, 0);
}
// This makes a list of the selected object
private void RebuildSelectedObjectsList()
{
// Make list of selected objects
selectedobjects = new List<IVisualEventReceiver>();
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
{
if(vs.Value != null)
{
BaseVisualSector bvs = (BaseVisualSector)vs.Value;
if((bvs.Floor != null) && bvs.Floor.Selected) selectedobjects.Add(bvs.Floor);
if((bvs.Ceiling != null) && bvs.Ceiling.Selected) selectedobjects.Add(bvs.Ceiling);
foreach(Sidedef sd in vs.Key.Sidedefs)
{
List<VisualGeometry> sidedefgeos = bvs.GetSidedefGeometry(sd);
foreach(VisualGeometry sdg in sidedefgeos)
{
if(sdg.Selected) selectedobjects.Add((IVisualEventReceiver)sdg);
}
}
}
}
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
{
if(vt.Value != null)
{
BaseVisualThing bvt = (BaseVisualThing)vt.Value;
if(bvt.Selected) selectedobjects.Add(bvt);
}
}
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//mxd
if(General.Map.UDMF && General.Settings.GZShowVisualVertices)
{
foreach(KeyValuePair<Vertex, VisualVertexPair> pair in vertices)
{
if(pair.Value.CeilingVertex.Selected)
selectedobjects.Add((BaseVisualVertex)pair.Value.CeilingVertex);
if(pair.Value.FloorVertex.Selected)
selectedobjects.Add((BaseVisualVertex)pair.Value.FloorVertex);
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}
}
//mxd
UpdateSelectionInfo();
}
//mxd. Need this to apply changes to 3d-floor even if control sector doesn't exist as BaseVisualSector
internal BaseVisualSector CreateBaseVisualSector(Sector s)
{
BaseVisualSector vs = new BaseVisualSector(this, s);
allsectors.Add(s, vs);
return vs;
}
// This creates a visual sector
protected override VisualSector CreateVisualSector(Sector s)
{
BaseVisualSector vs = new BaseVisualSector(this, s);
allsectors.Add(s, vs); //mxd
return vs;
}
// This creates a visual thing
protected override VisualThing CreateVisualThing(Thing t)
{
BaseVisualThing vt = new BaseVisualThing(this, t);
return vt.Setup() ? vt : null;
}
// This locks the target so that it isn't changed until unlocked
public void LockTarget()
{
locktarget = true;
}
// This unlocks the target so that is changes to the aimed geometry again
public void UnlockTarget()
{
locktarget = false;
}
// This picks a new target, if not locked
private void PickTargetUnlocked()
{
if(!locktarget) PickTarget();
}
// This picks a new target
private void PickTarget()
{
// Find the object we are aiming at
Vector3D start = General.Map.VisualCamera.Position;
Vector3D delta = General.Map.VisualCamera.Target - General.Map.VisualCamera.Position;
delta = delta.GetFixedLength(General.Settings.ViewDistance * PICK_RANGE);
VisualPickResult newtarget = PickObject(start, start + delta);
// Should we update the info on panels?
bool updateinfo = (newtarget.picked != target.picked);
// Apply new target
target = newtarget;
// Show target info
if(updateinfo) ShowTargetInfo();
}
// This shows the picked target information
public void ShowTargetInfo()
{
// Any result?
if(target.picked != null)
{
// Geometry picked?
if(target.picked is VisualGeometry)
{
VisualGeometry pickedgeo = (VisualGeometry)target.picked;
// Sidedef?
if(pickedgeo is BaseVisualGeometrySidedef)
{
BaseVisualGeometrySidedef pickedsidedef = (BaseVisualGeometrySidedef)pickedgeo;
General.Interface.ShowLinedefInfo(pickedsidedef.GetControlLinedef(), pickedsidedef.Sidedef); //mxd
}
// Sector?
else if(pickedgeo is BaseVisualGeometrySector)
{
BaseVisualGeometrySector pickedsector = (BaseVisualGeometrySector)pickedgeo;
bool isceiling = (pickedsector is VisualCeiling); //mxd
General.Interface.ShowSectorInfo(pickedsector.Level.sector, isceiling, !isceiling);
}
else
{
General.Interface.HideInfo();
}
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}
// Thing picked?
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else if(target.picked is VisualThing)
{
VisualThing pickedthing = (VisualThing)target.picked;
General.Interface.ShowThingInfo(pickedthing.Thing);
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}
//mxd. Vertex picked?
else if(target.picked is VisualVertex)
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{
VisualVertex pickedvert = (VisualVertex)target.picked;
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General.Interface.ShowVertexInfo(pickedvert.Vertex);
}
}
else
{
General.Interface.HideInfo();
}
}
// This updates the VisualSectors and VisualThings that have their Changed property set
private void UpdateChangedObjects()
{
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
{
if(vs.Value != null)
{
BaseVisualSector bvs = (BaseVisualSector)vs.Value;
if(bvs.Changed) bvs.Rebuild();
}
}
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
{
if(vt.Value != null)
{
BaseVisualThing bvt = (BaseVisualThing)vt.Value;
if(bvt.Changed) bvt.Rebuild();
}
}
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//mxd
if(General.Map.UDMF)
{
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foreach(KeyValuePair<Vertex, VisualVertexPair> pair in vertices)
pair.Value.Update();
}
//mxd. Update event lines (still better than updating them on every frame redraw)
renderer.SetEventLines(LinksCollector.GetHelperShapes(General.Map.ThingsFilter.VisibleThings, blockmap));
}
//mxd
protected override void MoveSelectedThings(Vector2D direction, bool absoluteposition)
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{
List<VisualThing> visualthings = GetSelectedVisualThings(true);
if(visualthings.Count == 0) return;
PreAction(UndoGroup.ThingMove);
Vector3D[] coords = new Vector3D[visualthings.Count];
for(int i = 0; i < visualthings.Count; i++)
coords[i] = visualthings[i].Thing.Position;
//move things...
Vector3D[] translatedcoords = TranslateCoordinates(coords, direction, absoluteposition);
for(int i = 0; i < visualthings.Count; i++)
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{
BaseVisualThing t = (BaseVisualThing)visualthings[i];
t.OnMove(translatedcoords[i]);
}
// Things may've changed sectors...
FillBlockMap();
PostAction();
}
//mxd
private static Vector3D[] TranslateCoordinates(Vector3D[] coordinates, Vector2D direction, bool absolutePosition)
{
if(coordinates.Length == 0) return null;
direction.x = (float)Math.Round(direction.x);
direction.y = (float)Math.Round(direction.y);
Vector3D[] translatedCoords = new Vector3D[coordinates.Length];
//move things...
if(!absolutePosition) //...relatively (that's easy)
{
int camAngle = (int)Math.Round(Angle2D.RadToDeg(General.Map.VisualCamera.AngleXY));
int sector = General.ClampAngle(camAngle - 45) / 90;
direction = direction.GetRotated(sector * Angle2D.PIHALF);
for(int i = 0; i < coordinates.Length; i++)
translatedCoords[i] = coordinates[i] + new Vector3D(direction);
return translatedCoords;
}
//...to specified location preserving relative positioning (that's harder)
if(coordinates.Length == 1) //just move it there
{
translatedCoords[0] = new Vector3D(direction.x, direction.y, coordinates[0].z);
return translatedCoords;
}
//we need some reference
float minX = coordinates[0].x;
float maxX = minX;
float minY = coordinates[0].y;
float maxY = minY;
//get bounding coordinates for selected things
for(int i = 1; i < coordinates.Length; i++)
{
if(coordinates[i].x < minX)
minX = coordinates[i].x;
else if(coordinates[i].x > maxX)
maxX = coordinates[i].x;
if(coordinates[i].y < minY)
minY = coordinates[i].y;
else if(coordinates[i].y > maxY)
maxY = coordinates[i].y;
}
Vector2D selectionCenter = new Vector2D(minX + (maxX - minX) / 2, minY + (maxY - minY) / 2);
//move them
for(int i = 0; i < coordinates.Length; i++)
translatedCoords[i] = new Vector3D((float)Math.Round(direction.x - (selectionCenter.x - coordinates[i].x)), (float)Math.Round(direction.y - (selectionCenter.y - coordinates[i].y)), (float)Math.Round(coordinates[i].z));
return translatedCoords;
}
//mxd
public override void UpdateSelectionInfo()
{
// Collect info
int numWalls = 0;
int numFloors = 0;
int numCeilings = 0;
int numThings = 0;
int numVerts = 0;
foreach(IVisualEventReceiver obj in selectedobjects)
{
if(!obj.Selected) continue;
if(obj is BaseVisualThing) numThings++;
else if(obj is BaseVisualVertex) numVerts++;
else if(obj is VisualCeiling) numCeilings++;
else if(obj is VisualFloor) numFloors++;
else if(obj is VisualMiddleSingle || obj is VisualMiddleDouble || obj is VisualLower || obj is VisualUpper || obj is VisualMiddle3D || obj is VisualMiddleBack)
numWalls++;
}
List<string> results = new List<string>();
if(numWalls > 0) results.Add(numWalls + (numWalls > 1 ? " sidedefs" : " sidedef"));
if(numFloors > 0) results.Add(numFloors + (numFloors > 1 ? " floors" : " floor"));
if(numCeilings > 0) results.Add(numCeilings + (numCeilings > 1 ? " ceilings" : " ceiling"));
if(numThings > 0) results.Add(numThings + (numThings > 1 ? " things" : " thing"));
if(numVerts > 0) results.Add(numVerts + (numVerts > 1 ? " vertices" : " vertex"));
// Display results
string result = string.Empty;
if(results.Count > 0)
{
result = string.Join(", ", results.ToArray());
int pos = result.LastIndexOf(",", StringComparison.Ordinal);
if(pos != -1) result = result.Remove(pos, 1).Insert(pos, " and");
result += " selected.";
}
General.Interface.DisplayStatus(StatusType.Selection, result);
}
//mxd
internal void StartRealtimeInterfaceUpdate(SelectionType selectiontype)
{
switch(selectiontype)
{
case SelectionType.All:
case SelectionType.Linedefs:
case SelectionType.Sectors:
General.Interface.OnEditFormValuesChanged += Interface_OnSectorEditFormValuesChanged;
break;
case SelectionType.Things:
General.Interface.OnEditFormValuesChanged += Interface_OnThingEditFormValuesChanged;
break;
default:
General.Interface.OnEditFormValuesChanged += Interface_OnEditFormValuesChanged;
break;
}
}
//mxd
internal void StopRealtimeInterfaceUpdate(SelectionType selectiontype)
{
switch(selectiontype)
{
case SelectionType.All:
case SelectionType.Linedefs:
case SelectionType.Sectors:
General.Interface.OnEditFormValuesChanged -= Interface_OnSectorEditFormValuesChanged;
break;
case SelectionType.Things:
General.Interface.OnEditFormValuesChanged -= Interface_OnThingEditFormValuesChanged;
break;
default:
General.Interface.OnEditFormValuesChanged -= Interface_OnEditFormValuesChanged;
break;
}
}
#endregion
#region ================== Extended Methods
// This requests a sector's extra data
internal SectorData GetSectorData(Sector s)
{
// Make fresh sector data when it doesn't exist yet
if(!sectordata.ContainsKey(s))
sectordata[s] = new SectorData(this, s);
return sectordata[s];
}
//mxd. This requests a sector's extra data or null if given sector doesn't have it
internal SectorData GetSectorDataEx(Sector s)
{
return (sectordata.ContainsKey(s) ? sectordata[s] : null);
}
// This requests a things's extra data
internal ThingData GetThingData(Thing t)
{
// Make fresh sector data when it doesn't exist yet
if(!thingdata.ContainsKey(t))
thingdata[t] = new ThingData(this, t);
return thingdata[t];
}
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//mxd
internal VertexData GetVertexData(Vertex v)
{
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if(!vertexdata.ContainsKey(v))
vertexdata[v] = new VertexData(this, v);
return vertexdata[v];
}
internal BaseVisualVertex GetVisualVertex(Vertex v, bool floor)
{
if(!vertices.ContainsKey(v))
vertices.Add(v, new VisualVertexPair(new BaseVisualVertex(this, v, false), new BaseVisualVertex(this, v, true)));
return (floor ? (BaseVisualVertex)vertices[v].FloorVertex : (BaseVisualVertex)vertices[v].CeilingVertex);
}
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//mxd
internal void UpdateVertexHandle(Vertex v)
{
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if(!vertices.ContainsKey(v))
vertices.Add(v, new VisualVertexPair(new BaseVisualVertex(this, v, false), new BaseVisualVertex(this, v, true)));
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else
vertices[v].Changed = true;
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}
// This rebuilds the sector data
// This requires that the blockmap is up-to-date!
internal void RebuildElementData()
{
HashSet<Sector> effectsectors = null; //mxd
if(!General.Settings.EnhancedRenderingEffects) //mxd
{
// Store all sectors with effects
if(sectordata != null && sectordata.Count > 0)
effectsectors = new HashSet<Sector>(sectordata.Keys);
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// Remove all vertex handles from selection
if(vertices != null && vertices.Count > 0)
{
for (int i = 0; i < selectedobjects.Count; i++)
{
if (selectedobjects[i] is BaseVisualVertex)
{
RemoveSelectedObject(selectedobjects[i]);
i--;
}
}
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}
}
Dictionary<int, List<Sector>> sectortags = new Dictionary<int, List<Sector>>();
sectordata = new Dictionary<Sector, SectorData>(General.Map.Map.Sectors.Count);
thingdata = new Dictionary<Thing, ThingData>(General.Map.Map.Things.Count);
//mxd. Rebuild all sectors with effects
if(effectsectors != null)
{
foreach(Sector s in effectsectors)
{
if(!VisualSectorExists(s)) continue;
// The visual sector associated is now outdated
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(s);
vs.UpdateSectorGeometry(true);
}
}
if(General.Map.UDMF)
{
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vertexdata = new Dictionary<Vertex, VertexData>(General.Map.Map.Vertices.Count); //mxd
vertices.Clear();
}
if(!General.Settings.EnhancedRenderingEffects) return; //mxd
// Find all sector who's tag is not 0 and hash them so that we can find them quickly
foreach(Sector s in General.Map.Map.Sectors)
{
foreach(int tag in s.Tags)
{
if(tag == 0) continue;
if(!sectortags.ContainsKey(tag)) sectortags[tag] = new List<Sector>();
sectortags[tag].Add(s);
}
}
// Find sectors with 3 vertices, because they can be sloped
foreach(Sector s in General.Map.Map.Sectors)
{
// ========== Thing vertex slope, vertices with UDMF vertex offsets ==========
if(s.Sidedefs.Count == 3)
{
if(General.Map.UDMF) GetSectorData(s).AddEffectVertexOffset(); //mxd
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List<Thing> slopeceilingthings = new List<Thing>(3);
List<Thing> slopefloorthings = new List<Thing>(3);
foreach(Sidedef sd in s.Sidedefs)
{
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Vertex v = sd.IsFront ? sd.Line.End : sd.Line.Start;
// Check if a thing is at this vertex
VisualBlockEntry b = blockmap.GetBlock(blockmap.GetBlockCoordinates(v.Position));
foreach(Thing t in b.Things)
{
if((Vector2D)t.Position == v.Position)
{
switch(t.Type)
{
case 1504: slopefloorthings.Add(t); break;
case 1505: slopeceilingthings.Add(t); break;
}
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}
}
}
// Slope any floor vertices?
if(slopefloorthings.Count > 0)
{
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SectorData sd = GetSectorData(s);
sd.AddEffectThingVertexSlope(slopefloorthings, true);
}
// Slope any ceiling vertices?
if(slopeceilingthings.Count > 0)
{
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SectorData sd = GetSectorData(s);
sd.AddEffectThingVertexSlope(slopeceilingthings, false);
}
}
}
// Find interesting linedefs (such as line slopes)
foreach(Linedef l in General.Map.Map.Linedefs)
{
//mxd. Rewritten to use action ID instead of number
if(l.Action == 0 || !General.Map.Config.LinedefActions.ContainsKey(l.Action)) continue;
switch(General.Map.Config.LinedefActions[l.Action].Id.ToLowerInvariant())
{
// ========== Plane Align (181) (see http://zdoom.org/wiki/Plane_Align) ==========
case "plane_align":
if(((l.Args[0] == 1) || (l.Args[1] == 1)) && (l.Front != null))
{
SectorData sd = GetSectorData(l.Front.Sector);
sd.AddEffectLineSlope(l);
}
if(((l.Args[0] == 2) || (l.Args[1] == 2)) && (l.Back != null))
{
SectorData sd = GetSectorData(l.Back.Sector);
sd.AddEffectLineSlope(l);
}
break;
// ========== Plane Copy (118) (mxd) (see http://zdoom.org/wiki/Plane_Copy) ==========
case "plane_copy":
{
//check the flags...
bool floorCopyToBack = false;
bool floorCopyToFront = false;
bool ceilingCopyToBack = false;
bool ceilingCopyToFront = false;
if(l.Args[4] > 0 && l.Args[4] != 3 && l.Args[4] != 12)
{
floorCopyToBack = (l.Args[4] & 1) == 1;
floorCopyToFront = (l.Args[4] & 2) == 2;
ceilingCopyToBack = (l.Args[4] & 4) == 4;
ceilingCopyToFront = (l.Args[4] & 8) == 8;
}
// Copy slope to front sector
if(l.Front != null)
{
if( (l.Args[0] > 0 || l.Args[1] > 0) || (l.Back != null && (floorCopyToFront || ceilingCopyToFront)) )
{
SectorData sd = GetSectorData(l.Front.Sector);
sd.AddEffectPlaneClopySlope(l, true);
}
}
// Copy slope to back sector
if(l.Back != null)
{
if( (l.Args[2] > 0 || l.Args[3] > 0) || (l.Front != null && (floorCopyToBack || ceilingCopyToBack)) )
{
SectorData sd = GetSectorData(l.Back.Sector);
sd.AddEffectPlaneClopySlope(l, false);
}
}
}
break;
// ========== Sector 3D floor (160) (see http://zdoom.org/wiki/Sector_Set3dFloor) ==========
case "sector_set3dfloor":
if(l.Front != null)
{
//mxd. Added hi-tag/line ID check
int sectortag = (General.Map.UDMF || (l.Args[1] & (int)Effect3DFloor.FloorTypes.HiTagIsLineID) != 0) ? l.Args[0] : l.Args[0] + (l.Args[4] << 8);
if(sectortags.ContainsKey(sectortag))
{
List<Sector> sectors = sectortags[sectortag];
foreach(Sector s in sectors)
{
SectorData sd = GetSectorData(s);
sd.AddEffect3DFloor(l);
}
}
}
break;
// ========== Transfer Brightness (50) (see http://zdoom.org/wiki/ExtraFloor_LightOnly) =========
case "extrafloor_lightonly":
if(l.Front != null && sectortags.ContainsKey(l.Args[0]))
{
List<Sector> sectors = sectortags[l.Args[0]];
foreach(Sector s in sectors)
{
SectorData sd = GetSectorData(s);
sd.AddEffectBrightnessLevel(l);
}
}
break;
// ========== mxd. Transfer Floor Brightness (210) (see http://www.zdoom.org/w/index.php?title=Transfer_FloorLight) =========
case "transfer_floorlight":
if(l.Front != null && sectortags.ContainsKey(l.Args[0]))
{
List<Sector> sectors = sectortags[l.Args[0]];
foreach(Sector s in sectors)
{
SectorData sd = GetSectorData(s);
sd.AddEffectTransferFloorBrightness(l);
}
}
break;
// ========== mxd. Transfer Ceiling Brightness (211) (see http://www.zdoom.org/w/index.php?title=Transfer_CeilingLight) =========
case "transfer_ceilinglight":
if(l.Front != null && sectortags.ContainsKey(l.Args[0]))
{
List<Sector> sectors = sectortags[l.Args[0]];
foreach(Sector s in sectors)
{
SectorData sd = GetSectorData(s);
sd.AddEffectTransferCeilingBrightness(l);
}
}
break;
// ========== mxd. BOOM: Set Tagged Floor Lighting to Lighting on 1st Sidedef's Sector (213) =========
case "boom_transfer_floorlight":
if(l.Front != null && sectortags.ContainsKey(l.Tag))
{
List<Sector> sectors = sectortags[l.Tag];
foreach(Sector s in sectors)
{
SectorData sd = GetSectorData(s);
sd.AddEffectTransferFloorBrightness(l);
}
}
break;
// ========== mxd. BOOM: Set Tagged Ceiling Lighting to Lighting on 1st Sidedef's Sector (261) =========
case "boom_transfer_ceilinglight":
if(l.Front != null && sectortags.ContainsKey(l.Tag))
{
List<Sector> sectors = sectortags[l.Tag];
foreach(Sector s in sectors)
{
SectorData sd = GetSectorData(s);
sd.AddEffectTransferCeilingBrightness(l);
}
}
break;
}
}
// Find interesting things (such as sector slopes)
//TODO: rewrite using classnames instead of numbers
foreach(Thing t in General.Map.Map.Things)
{
switch(t.Type)
{
// ========== Copy slope ==========
case 9511:
case 9510:
t.DetermineSector(blockmap);
if(t.Sector != null)
{
SectorData sd = GetSectorData(t.Sector);
sd.AddEffectCopySlope(t);
}
break;
// ========== Thing line slope ==========
case 9501:
case 9500:
t.DetermineSector(blockmap);
if(t.Sector != null)
{
SectorData sd = GetSectorData(t.Sector);
sd.AddEffectThingLineSlope(t);
}
break;
// ========== Thing slope ==========
case 9503:
case 9502:
t.DetermineSector(blockmap);
if(t.Sector != null)
{
SectorData sd = GetSectorData(t.Sector);
sd.AddEffectThingSlope(t);
}
break;
}
}
}
#endregion
#region ================== Events
// Help!
public override void OnHelp()
{
General.ShowHelp("e_visual.html");
}
// When entering this mode
public override void OnEngage()
{
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//mxd
useSelectionFromClassicMode = BuilderPlug.Me.SyncSelection ? !General.Interface.ShiftState : General.Interface.ShiftState;
if(useSelectionFromClassicMode) UpdateSelectionInfo();
// Read settings
cameraflooroffset = General.Map.Config.ReadSetting("cameraflooroffset", cameraflooroffset);
cameraceilingoffset = General.Map.Config.ReadSetting("cameraceilingoffset", cameraceilingoffset);
//mxd. Update fog color (otherwise FogBoundaries won't be setup correctly)
foreach(Sector s in General.Map.Map.Sectors) s.UpdateFogColor();
// (Re)create special effects
RebuildElementData();
//mxd. Update event lines
renderer.SetEventLines(LinksCollector.GetHelperShapes(General.Map.ThingsFilter.VisibleThings, blockmap));
// [ZZ] this enables calling of this object from the outside world. Only after properly initialized pls.
base.OnEngage();
}
// When returning to another mode
public override void OnDisengage()
{
base.OnDisengage();
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//mxd
if(BuilderPlug.Me.SyncSelection ? !General.Interface.ShiftState : General.Interface.ShiftState)
{
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//clear previously selected stuff
General.Map.Map.ClearAllSelected();
//refill selection
List<int> selectedsectorindices = new List<int>();
List<int> selectedlineindices = new List<int>();
List<int> selectedvertexindices = new List<int>();
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foreach(IVisualEventReceiver obj in selectedobjects)
{
if(obj is BaseVisualThing)
{
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((BaseVisualThing)obj).Thing.Selected = true;
}
else if(obj is VisualFloor || obj is VisualCeiling)
{
VisualGeometry vg = (VisualGeometry)obj;
if(vg.Sector != null && vg.Sector.Sector != null && !selectedsectorindices.Contains(vg.Sector.Sector.Index))
{
selectedsectorindices.Add(vg.Sector.Sector.Index);
vg.Sector.Sector.Selected = true;
}
}
else if(obj is VisualLower || obj is VisualUpper || obj is VisualMiddleDouble
|| obj is VisualMiddleSingle || obj is VisualMiddle3D)
{
VisualGeometry vg = (VisualGeometry)obj;
if(vg.Sidedef != null && !selectedlineindices.Contains(vg.Sidedef.Line.Index))
{
selectedlineindices.Add(vg.Sidedef.Line.Index);
vg.Sidedef.Line.Selected = true;
}
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}
else if(obj is VisualVertex)
{
VisualVertex v = (VisualVertex)obj;
if(!selectedvertexindices.Contains(v.Vertex.Index))
{
selectedvertexindices.Add(v.Vertex.Index);
v.Vertex.Selected = true;
}
}
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}
}
General.Map.Map.Update();
}
// Processing
public override void OnProcess(long deltatime)
{
// Process things?
base.ProcessThings = (BuilderPlug.Me.ShowVisualThings != 0);
// Setup the move multiplier depending on gravity
Vector3D movemultiplier = new Vector3D(1.0f, 1.0f, 1.0f);
if(BuilderPlug.Me.UseGravity) movemultiplier.z = 0.0f;
General.Map.VisualCamera.MoveMultiplier = movemultiplier;
// Apply gravity?
if(BuilderPlug.Me.UseGravity && (General.Map.VisualCamera.Sector != null))
{
SectorData sd = GetSectorData(General.Map.VisualCamera.Sector);
if(!sd.Updated) sd.Update();
// Camera below floor level?
Vector3D feetposition = General.Map.VisualCamera.Position;
SectorLevel floorlevel = sd.GetFloorBelow(feetposition) ?? sd.Floor;
float floorheight = floorlevel.plane.GetZ(General.Map.VisualCamera.Position);
if(General.Map.VisualCamera.Position.z < (floorheight + cameraflooroffset + 0.1f))
{
// Stay above floor
gravity = new Vector3D(0.0f, 0.0f, 0.0f);
General.Map.VisualCamera.Position = new Vector3D(General.Map.VisualCamera.Position.x,
General.Map.VisualCamera.Position.y,
floorheight + cameraflooroffset);
}
else
{
// Fall down
gravity.z += GRAVITY * General.Map.VisualCamera.Gravity * deltatime;
if(gravity.z > 3.0f) gravity.z = 3.0f;
// Test if we don't go through a floor
if((General.Map.VisualCamera.Position.z + gravity.z) < (floorheight + cameraflooroffset + 0.1f))
{
// Stay above floor
gravity = new Vector3D(0.0f, 0.0f, 0.0f);
General.Map.VisualCamera.Position = new Vector3D(General.Map.VisualCamera.Position.x,
General.Map.VisualCamera.Position.y,
floorheight + cameraflooroffset);
}
else
{
// Apply gravity vector
General.Map.VisualCamera.Position += gravity;
}
}
// Camera above ceiling?
feetposition = General.Map.VisualCamera.Position - new Vector3D(0, 0, cameraflooroffset - 7.0f);
SectorLevel ceillevel = sd.GetCeilingAbove(feetposition) ?? sd.Ceiling;
float ceilheight = ceillevel.plane.GetZ(General.Map.VisualCamera.Position);
if(General.Map.VisualCamera.Position.z > (ceilheight - cameraceilingoffset - 0.01f))
{
// Stay below ceiling
General.Map.VisualCamera.Position = new Vector3D(General.Map.VisualCamera.Position.x,
General.Map.VisualCamera.Position.y,
ceilheight - cameraceilingoffset);
}
}
else
{
gravity = new Vector3D(0.0f, 0.0f, 0.0f);
}
// Do processing
base.OnProcess(deltatime);
// Process visible geometry
foreach(IVisualEventReceiver g in visiblegeometry)
{
g.OnProcess(deltatime);
}
// Time to pick a new target?
if(Clock.CurrentTime > (lastpicktime + PICK_INTERVAL))
{
PickTargetUnlocked();
lastpicktime = Clock.CurrentTime;
}
// The mouse is always in motion
MouseEventArgs args = new MouseEventArgs(General.Interface.MouseButtons, 0, 0, 0, 0);
OnMouseMove(args);
}
//mxd
public override void OnClockReset()
{
base.OnClockReset();
lastpicktime = 0;
}
// This draws a frame
public override void OnRedrawDisplay()
{
// Start drawing
if(renderer.Start())
{
// Use fog!
renderer.SetFogMode(true);
// Set target for highlighting
renderer.ShowSelection = General.Settings.GZOldHighlightMode || General.Settings.UseHighlight; //mxd
if(General.Settings.UseHighlight)
renderer.SetHighlightedObject(target.picked);
// Begin with geometry
renderer.StartGeometry();
// Render all visible sectors
foreach(VisualGeometry g in visiblegeometry)
renderer.AddSectorGeometry(g);
if(BuilderPlug.Me.ShowVisualThings != 0)
{
// Render things in cages?
renderer.DrawThingCages = ((BuilderPlug.Me.ShowVisualThings & 2) != 0);
// Render all visible things
foreach(VisualThing t in visiblethings.Values)
renderer.AddThingGeometry(t);
}
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//mxd
if(General.Map.UDMF && General.Settings.GZShowVisualVertices && vertices.Count > 0)
{
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List<VisualVertex> verts = new List<VisualVertex>();
foreach(KeyValuePair<Vertex, VisualVertexPair> pair in vertices)
verts.AddRange(pair.Value.Vertices);
renderer.SetVisualVertices(verts);
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}
// Done rendering geometry
renderer.FinishGeometry();
// Render crosshair
renderer.RenderCrosshair();
// Present!
renderer.Finish();
}
}
// After resources were reloaded
protected override void ResourcesReloaded()
{
base.ResourcesReloaded();
RebuildElementData();
UpdateChangedObjects(); //mxd
PickTarget();
}
// This usually happens when geometry is changed by undo, redo, cut or paste actions
// and uses the marks to check what needs to be reloaded.
protected override void ResourcesReloadedPartial()
{
if(General.Map.UndoRedo.GeometryChanged)
{
// Let the core do this (it will just dispose the sectors that were changed)
base.ResourcesReloadedPartial();
}
else
{
bool sectorsmarked = false;
// Neighbour sectors must be updated as well
foreach(Sector s in General.Map.Map.Sectors)
{
if(s.Marked)
{
sectorsmarked = true;
foreach(Sidedef sd in s.Sidedefs)
{
sd.Marked = true;
if(sd.Other != null) sd.Other.Marked = true;
}
}
}
// Go for all sidedefs to update
foreach(Sidedef sd in General.Map.Map.Sidedefs)
{
if(sd.Marked && VisualSectorExists(sd.Sector))
{
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(sd.Sector);
VisualSidedefParts parts = vs.GetSidedefParts(sd);
parts.SetupAllParts();
}
}
// Go for all sectors to update
foreach(Sector s in General.Map.Map.Sectors)
{
if(s.Marked)
{
SectorData sd = GetSectorDataEx(s);
if(sd != null)
{
sd.Reset(false); //mxd (changed Reset implementation)
// UpdateSectorGeometry for associated sectors (sd.UpdateAlso) as well!
foreach(KeyValuePair<Sector, bool> us in sd.UpdateAlso)
{
if(VisualSectorExists(us.Key))
{
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(us.Key);
vs.UpdateSectorGeometry(us.Value);
}
}
}
// And update for this sector ofcourse
if(VisualSectorExists(s))
{
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(s);
vs.UpdateSectorGeometry(false);
}
}
}
if(!sectorsmarked)
{
// No sectors or geometry changed. So we only have
// to update things when they have changed.
HashSet<Thing> toremove = new HashSet<Thing>(); //mxd
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
{
if((vt.Value != null) && vt.Key.Marked)
{
if(vt.Key.IsDisposed) toremove.Add(vt.Key); //mxd. Disposed things will cause problems
else ((BaseVisualThing)vt.Value).Rebuild();
}
}
//mxd. Remove disposed things
foreach(Thing t in toremove)
{
if(allthings[t] != null) allthings[t].Dispose();
allthings.Remove(t);
}
}
else
{
// Things depend on the sector they are in and because we can't
// easily determine which ones changed, we dispose all things
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
if(vt.Value != null) vt.Value.Dispose();
// Apply new lists
allthings = new Dictionary<Thing, VisualThing>(allthings.Count);
}
// Clear visibility collections
visiblesectors.Clear();
visibleblocks.Clear();
visiblegeometry.Clear();
visiblethings.Clear();
// Make new blockmap
if(sectorsmarked || General.Map.UndoRedo.PopulationChanged)
FillBlockMap();
RebuildElementData();
UpdateChangedObjects();
// Visibility culling (this re-creates the needed resources)
DoCulling();
}
// Determine what we're aiming at now
PickTarget();
}
// Mouse moves
public override void OnMouseMove(MouseEventArgs e)
{
base.OnMouseMove(e);
IVisualEventReceiver o = GetTargetEventReceiver(true);
o.OnMouseMove(e);
//mxd. Show hints!
if(o.GetType() != lasthighlighttype)
{
if(General.Interface.ActiveDockerTabName == "Help")
{
if(o is BaseVisualGeometrySidedef)
{
General.Hints.ShowHints(this.GetType(), "sidedefs");
}
else if(o is BaseVisualGeometrySector)
{
General.Hints.ShowHints(this.GetType(), "sectors");
}
else if(o is BaseVisualThing)
{
General.Hints.ShowHints(this.GetType(), "things");
}
else if(o is BaseVisualVertex)
{
General.Hints.ShowHints(this.GetType(), "vertices");
}
else
{
General.Hints.ShowHints(this.GetType(), HintsManager.GENERAL);
}
}
lasthighlighttype = o.GetType();
}
}
// Undo performed
public override void OnUndoEnd()
{
base.OnUndoEnd();
//mxd. Effects may've become invalid
if(sectordata != null && sectordata.Count > 0) RebuildElementData();
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//mxd. As well as geometry...
foreach(KeyValuePair<Sector, VisualSector> group in visiblesectors)
{
BaseVisualSector vs = (BaseVisualSector)group.Value;
if(vs != null) vs.Rebuild();
}
RebuildSelectedObjectsList();
// We can't group with this undo level anymore
lastundogroup = UndoGroup.None;
}
// Redo performed
public override void OnRedoEnd()
{
base.OnRedoEnd();
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//mxd. Effects may've become invalid
if(sectordata != null && sectordata.Count > 0) RebuildElementData();
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//mxd. As well as geometry...
foreach(KeyValuePair<Sector, VisualSector> group in visiblesectors)
{
BaseVisualSector vs = (BaseVisualSector)group.Value;
if(vs != null) vs.Rebuild();
}
RebuildSelectedObjectsList();
}
//mxd
private void Interface_OnSectorEditFormValuesChanged(object sender, EventArgs e)
{
if(allsectors == null) return;
// Reset changed flags
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
{
BaseVisualSector bvs = (BaseVisualSector)vs.Value;
foreach(VisualFloor vf in bvs.ExtraFloors) vf.Changed = false;
foreach(VisualCeiling vc in bvs.ExtraCeilings) vc.Changed = false;
foreach(VisualFloor vf in bvs.ExtraBackFloors) vf.Changed = false;
foreach(VisualCeiling vc in bvs.ExtraBackCeilings) vc.Changed = false;
bvs.Floor.Changed = false;
bvs.Ceiling.Changed = false;
}
UpdateChangedObjects();
ShowTargetInfo();
}
//mxd
private void Interface_OnThingEditFormValuesChanged(object sender, EventArgs e)
{
//update visual sectors, which are affected by certain things
List<Thing> things = GetSelectedThings();
foreach(Thing t in things)
{
if(thingdata.ContainsKey(t))
{
// Update what must be updated
ThingData td = GetThingData(t);
foreach(KeyValuePair<Sector, bool> s in td.UpdateAlso)
{
if(VisualSectorExists(s.Key))
{
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(s.Key);
vs.UpdateSectorGeometry(s.Value);
}
}
}
}
UpdateChangedObjects();
ShowTargetInfo();
}
//mxd
private void Interface_OnEditFormValuesChanged(object sender, EventArgs e)
{
UpdateChangedObjects();
ShowTargetInfo();
}
//mxd
private void SelectioninfoupdatetimerOnTick(object sender, EventArgs eventArgs)
{
selectioninfoupdatetimer.Stop();
UpdateSelectionInfo();
}
#endregion
#region ================== Action Assist
// Because some actions can only be called on a single (the targeted) object because
// they show a dialog window or something, these functions help applying the result
// to all compatible selected objects.
// Apply texture offsets
public void ApplyTextureOffsetChange(int dx, int dy)
{
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List<IVisualEventReceiver> objs = GetSelectedObjects(false, true, false, false);
//mxd. Because Upper/Middle/Lower textures offsets should be threated separately in UDMF
//MaxW. But they're not for Eternity, so this needs its own config setting
if(General.Map.UDMF && General.Map.Config.UseLocalSidedefTextureOffsets)
{
HashSet<BaseVisualGeometrySidedef> donesides = new HashSet<BaseVisualGeometrySidedef>();
foreach(IVisualEventReceiver i in objs)
{
BaseVisualGeometrySidedef vs = (BaseVisualGeometrySidedef)i; //mxd
if(!donesides.Contains(vs))
{
//mxd. added scaling by texture scale
if(vs.Texture.UsedInMap) //mxd. Otherwise it's MissingTexture3D and we probably don't want to drag that
vs.OnChangeTextureOffset((int)(dx / vs.Texture.Scale.x), (int)(dy / vs.Texture.Scale.y), false);
donesides.Add(vs);
}
}
}
else
{
HashSet<Sidedef> donesides = new HashSet<Sidedef>();
foreach(IVisualEventReceiver i in objs)
{
BaseVisualGeometrySidedef vs = (BaseVisualGeometrySidedef)i; //mxd
if(!donesides.Contains(vs.Sidedef))
{
//mxd. added scaling by texture scale
if(vs.Texture.UsedInMap) //mxd. Otherwise it's MissingTexture3D and we probably don't want to drag that
vs.OnChangeTextureOffset((int)(dx / vs.Texture.Scale.x), (int)(dy / vs.Texture.Scale.y), false);
donesides.Add(vs.Sidedef);
}
}
}
}
// Apply flat offsets
public void ApplyFlatOffsetChange(int dx, int dy)
{
HashSet<int> donesectors = new HashSet<int>();
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List<IVisualEventReceiver> objs = GetSelectedObjects(true, false, false, false);
foreach(IVisualEventReceiver i in objs)
{
BaseVisualGeometrySector bvs = (BaseVisualGeometrySector)i;
if(bvs != null && !donesectors.Contains(bvs.Sector.Sector.Index))
{
//mxd. Sector surface belongs to 3d-floor?
if(bvs.Level.sector.Index != bvs.Sector.Sector.Index)
{
// Don't update control sector several times
if(!donesectors.Contains(bvs.Level.sector.Index))
{
// Update the offsets
bvs.OnChangeTextureOffset(dx, dy, false);
// Update control sector
SectorData sd = GetSectorData(bvs.Level.sector);
sd.Update();
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(bvs.Level.sector);
vs.Rebuild();
// Add to collection
donesectors.Add(bvs.Level.sector.Index);
// Update 3d-floors
List<Sector> updatealso = new List<Sector>(sd.UpdateAlso.Keys);
foreach(Sector other in updatealso)
{
if(!donesectors.Contains(other.Index))
{
BaseVisualSector vsother = (BaseVisualSector)GetVisualSector(other);
vsother.Rebuild();
// Add to collection
donesectors.Add(other.Index);
}
}
}
}
else
{
//mxd. Regular sector surface. Just update the offsets
bvs.OnChangeTextureOffset(dx, dy, false);
//mxd. Add to collection
donesectors.Add(bvs.Sector.Sector.Index);
}
//mxd. Update sector geometry
bvs.Sector.Rebuild();
}
}
}
// Apply upper unpegged flag
public void ApplyUpperUnpegged(bool set)
{
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List<IVisualEventReceiver> objs = GetSelectedObjects(false, true, false, false);
foreach(IVisualEventReceiver i in objs)
{
i.ApplyUpperUnpegged(set);
}
}
// Apply lower unpegged flag
public void ApplyLowerUnpegged(bool set)
{
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List<IVisualEventReceiver> objs = GetSelectedObjects(false, true, false, false);
foreach(IVisualEventReceiver i in objs)
{
i.ApplyLowerUnpegged(set);
}
}
// Apply texture change
public void ApplySelectTexture(string texture, bool flat)
{
List<IVisualEventReceiver> objs;
if(General.Map.Config.MixTexturesFlats)
{
// Apply on all compatible types
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objs = GetSelectedObjects(true, true, false, false);
}
else
{
// We don't want to mix textures and flats, so apply only on the appropriate type
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objs = GetSelectedObjects(flat, !flat, false, false);
}
foreach(IVisualEventReceiver i in objs)
{
i.ApplyTexture(texture);
}
}
// This returns all selected objects
internal List<IVisualEventReceiver> GetSelectedObjects(bool includesectors, bool includesidedefs, bool includethings, bool includevertices)
{
List<IVisualEventReceiver> objs = new List<IVisualEventReceiver>();
foreach(IVisualEventReceiver i in selectedobjects)
{
if(includesectors && (i is BaseVisualGeometrySector)) objs.Add(i);
else if(includesidedefs && (i is BaseVisualGeometrySidedef)) objs.Add(i);
else if(includethings && (i is BaseVisualThing)) objs.Add(i);
else if(includevertices && (i is BaseVisualVertex)) objs.Add(i); //mxd
}
// Add highlight?
if(selectedobjects.Count == 0)
{
IVisualEventReceiver i = (target.picked as IVisualEventReceiver);
if(includesectors && (i is BaseVisualGeometrySector)) objs.Add(i);
else if(includesidedefs && (i is BaseVisualGeometrySidedef)) objs.Add(i);
else if(includethings && (i is BaseVisualThing)) objs.Add(i);
else if(includevertices && (i is BaseVisualVertex)) objs.Add(i); //mxd
}
return objs;
}
//mxd
private static IEnumerable<IVisualEventReceiver> RemoveDuplicateSidedefs(IEnumerable<IVisualEventReceiver> objs)
{
HashSet<Sidedef> processed = new HashSet<Sidedef>();
List<IVisualEventReceiver> result = new List<IVisualEventReceiver>();
if(General.Map.UDMF)
{
// For UDMF maps, we only need to remove duplicate extrafloor sidedefs
foreach(IVisualEventReceiver i in objs)
{
if(i is VisualMiddle3D)
{
VisualMiddle3D vm = i as VisualMiddle3D;
if(!processed.Contains(vm.Sidedef))
{
processed.Add(vm.Sidedef);
result.Add(i);
}
}
else
{
result.Add(i);
}
}
}
else
{
// For Doom/Hexen maps, we need to remove all duplicates
foreach(IVisualEventReceiver i in objs)
{
BaseVisualGeometrySidedef sidedef = i as BaseVisualGeometrySidedef;
if(sidedef != null)
{
if(!processed.Contains(sidedef.Sidedef))
{
processed.Add(sidedef.Sidedef);
result.Add(i);
}
}
else
{
result.Add(i);
}
}
}
return result;
}
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// This returns all selected sectors, no doubles
public List<Sector> GetSelectedSectors()
{
HashSet<Sector> added = new HashSet<Sector>();
List<Sector> sectors = new List<Sector>();
foreach(IVisualEventReceiver i in selectedobjects)
{
BaseVisualGeometrySector sector = i as BaseVisualGeometrySector;
if(sector != null && !added.Contains(sector.Level.sector))
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{
sectors.Add(sector.Level.sector);
added.Add(sector.Level.sector);
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}
}
// Add highlight?
if((selectedobjects.Count == 0) && (target.picked is BaseVisualGeometrySector))
{
Sector s = ((BaseVisualGeometrySector)target.picked).Level.sector;
if(!added.Contains(s)) sectors.Add(s);
}
return sectors;
}
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// This returns all selected linedefs, no doubles
public List<Linedef> GetSelectedLinedefs()
{
HashSet<Linedef> added = new HashSet<Linedef>();
List<Linedef> linedefs = new List<Linedef>();
foreach(IVisualEventReceiver i in selectedobjects)
{
BaseVisualGeometrySidedef sidedef = i as BaseVisualGeometrySidedef;
if(sidedef != null)
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{
Linedef l = sidedef.GetControlLinedef(); //mxd
if(!added.Contains(l))
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{
linedefs.Add(l);
added.Add(l);
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}
}
}
// Add highlight?
if((selectedobjects.Count == 0) && (target.picked is BaseVisualGeometrySidedef))
{
Linedef l = ((BaseVisualGeometrySidedef)target.picked).GetControlLinedef(); //mxd
if(!added.Contains(l)) linedefs.Add(l);
}
return linedefs;
}
// This returns all selected sidedefs, no doubles
public List<Sidedef> GetSelectedSidedefs()
{
HashSet<Sidedef> added = new HashSet<Sidedef>();
List<Sidedef> sidedefs = new List<Sidedef>();
foreach(IVisualEventReceiver i in selectedobjects)
{
BaseVisualGeometrySidedef sidedef = i as BaseVisualGeometrySidedef;
if(sidedef != null && !added.Contains(sidedef.Sidedef))
{
sidedefs.Add(sidedef.Sidedef);
added.Add(sidedef.Sidedef);
}
}
// Add highlight?
if((selectedobjects.Count == 0) && (target.picked is BaseVisualGeometrySidedef))
{
Sidedef sd = ((BaseVisualGeometrySidedef)target.picked).Sidedef;
if(!added.Contains(sd)) sidedefs.Add(sd);
}
return sidedefs;
}
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// This returns all selected things, no doubles
public List<Thing> GetSelectedThings()
{
HashSet<Thing> added = new HashSet<Thing>();
List<Thing> things = new List<Thing>();
foreach(IVisualEventReceiver i in selectedobjects)
{
BaseVisualThing thing = i as BaseVisualThing;
if(thing != null && !added.Contains(thing.Thing))
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{
things.Add(thing.Thing);
added.Add(thing.Thing);
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}
}
// Add highlight?
if((selectedobjects.Count == 0) && (target.picked is BaseVisualThing))
{
Thing t = ((BaseVisualThing)target.picked).Thing;
if(!added.Contains(t)) things.Add(t);
}
return things;
}
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//mxd. This returns all selected vertices, no doubles
public List<Vertex> GetSelectedVertices()
{
HashSet<Vertex> added = new HashSet<Vertex>();
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List<Vertex> verts = new List<Vertex>();
foreach(IVisualEventReceiver i in selectedobjects)
{
BaseVisualVertex vertex = i as BaseVisualVertex;
if(vertex != null && !added.Contains(vertex.Vertex))
{
verts.Add(vertex.Vertex);
added.Add(vertex.Vertex);
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}
}
// Add highlight?
if((selectedobjects.Count == 0) && (target.picked is BaseVisualVertex))
{
Vertex v = ((BaseVisualVertex)target.picked).Vertex;
if(!added.Contains(v)) verts.Add(v);
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}
return verts;
}
// This returns the IVisualEventReceiver on which the action must be performed
private IVisualEventReceiver GetTargetEventReceiver(bool targetonly)
{
if(target.picked != null)
{
if(singleselection || target.picked.Selected || targetonly)
{
return (IVisualEventReceiver)target.picked;
}
if(selectedobjects.Count > 0)
{
return selectedobjects[0];
}
return (IVisualEventReceiver)target.picked;
}
return new NullVisualEventReceiver();
}
//mxd. Copied from BuilderModes.ThingsMode
// This creates a new thing
private static Thing CreateThing(Vector2D pos)
{
if(pos.x < General.Map.Config.LeftBoundary || pos.x > General.Map.Config.RightBoundary ||
pos.y > General.Map.Config.TopBoundary || pos.y < General.Map.Config.BottomBoundary)
{
General.Interface.DisplayStatus(StatusType.Warning, "Failed to insert thing: outside of map boundaries.");
return null;
}
// Create thing
Thing t = General.Map.Map.CreateThing();
if(t != null)
{
General.Settings.ApplyDefaultThingSettings(t);
t.Move(pos);
t.UpdateConfiguration();
General.Map.IsChanged = true;
// Update things filter so that it includes this thing
General.Map.ThingsFilter.Update();
// Snap to grid enabled?
if(General.Interface.SnapToGrid)
{
// Snap to grid
t.SnapToGrid();
}
else
{
// Snap to map format accuracy
t.SnapToAccuracy();
}
}
return t;
}
#endregion
#region ================== Actions
// [ZZ] I moved this out of ClearSelection because "cut selection" action needs this to only affect things.
private void ClearSelection(bool clearsectors, bool clearsidedefs, bool clearthings, bool clearvertices, bool displaystatus)
{
selectedobjects.RemoveAll(obj =>
{
return ((obj is BaseVisualGeometrySector && clearsectors) ||
(obj is BaseVisualGeometrySidedef && clearsidedefs) ||
(obj is BaseVisualThing && clearthings) ||
(obj is BaseVisualVertex && clearvertices));
});
//
foreach (KeyValuePair<Sector, VisualSector> vs in allsectors)
{
if (vs.Value != null)
{
BaseVisualSector bvs = (BaseVisualSector)vs.Value;
if (clearsectors)
{
if (bvs.Floor != null) bvs.Floor.Selected = false;
if (bvs.Ceiling != null) bvs.Ceiling.Selected = false;
foreach (VisualFloor vf in bvs.ExtraFloors) vf.Selected = false;
foreach (VisualCeiling vc in bvs.ExtraCeilings) vc.Selected = false;
foreach (VisualFloor vf in bvs.ExtraBackFloors) vf.Selected = false; //mxd
foreach (VisualCeiling vc in bvs.ExtraBackCeilings) vc.Selected = false; //mxd
}
if (clearsidedefs)
{
foreach (Sidedef sd in vs.Key.Sidedefs)
{
//mxd. VisualSidedefParts can contain references to visual geometry, which is not present in VisualSector.sidedefgeometry
bvs.GetSidedefParts(sd).DeselectAllParts();
}
}
}
}
if (clearthings)
{
foreach (KeyValuePair<Thing, VisualThing> vt in allthings)
{
if (vt.Value != null)
{
BaseVisualThing bvt = (BaseVisualThing)vt.Value;
bvt.Selected = false;
}
}
}
//mxd
if (clearvertices)
{
if (General.Map.UDMF)
{
foreach (KeyValuePair<Vertex, VisualVertexPair> pair in vertices) pair.Value.Deselect();
}
}
//mxd
if (displaystatus)
{
General.Interface.DisplayStatus(StatusType.Selection, string.Empty);
}
}
[BeginAction("clearselection", BaseAction = true)]
public void ClearSelection()
{
ClearSelection(true, true, true, true, true);
}
[BeginAction("visualselect", BaseAction = true)]
public void BeginSelect()
{
PreActionNoChange();
PickTargetUnlocked();
GetTargetEventReceiver(true).OnSelectBegin();
PostAction();
}
[EndAction("visualselect", BaseAction = true)]
public void EndSelect()
{
IVisualEventReceiver target = GetTargetEventReceiver(true);
target.OnSelectEnd();
//mxd
if((General.Interface.ShiftState || General.Interface.CtrlState) && selectedobjects.Count > 0)
{
if(General.Interface.AltState)
{
target.SelectNeighbours(target.Selected, General.Interface.ShiftState, General.Interface.CtrlState);
}
else
{
IVisualEventReceiver[] selection = new IVisualEventReceiver[selectedobjects.Count];
selectedobjects.CopyTo(selection);
foreach(IVisualEventReceiver obj in selection)
obj.SelectNeighbours(target.Selected, General.Interface.ShiftState, General.Interface.CtrlState);
}
}
Renderer.ShowSelection = true;
Renderer.ShowHighlight = true;
PostAction();
}
[BeginAction("visualedit", BaseAction = true)]
public void BeginEdit()
{
PreAction(UndoGroup.None);
GetTargetEventReceiver(false).OnEditBegin();
PostAction();
}
[EndAction("visualedit", BaseAction = true)]
public void EndEdit()
{
PreActionNoChange();
GetTargetEventReceiver(false).OnEditEnd();
PostAction();
}
[BeginAction("raisesector8")]
public void RaiseSector8()
{
PreAction(UndoGroup.SectorHeightChange);
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List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(8);
PostAction();
}
[BeginAction("lowersector8")]
public void LowerSector8()
{
PreAction(UndoGroup.SectorHeightChange);
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List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(-8);
PostAction();
}
[BeginAction("raisesector1")]
public void RaiseSector1()
{
PreAction(UndoGroup.SectorHeightChange);
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List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(1);
PostAction();
}
[BeginAction("lowersector1")]
public void LowerSector1()
{
PreAction(UndoGroup.SectorHeightChange);
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List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(-1);
PostAction();
}
//mxd
[BeginAction("raisesectortonearest")]
public void RaiseSectorToNearest()
{
Dictionary<Sector, VisualFloor> floors = new Dictionary<Sector, VisualFloor>();
Dictionary<Sector, VisualCeiling> ceilings = new Dictionary<Sector, VisualCeiling>();
List<BaseVisualThing> things = new List<BaseVisualThing>();
bool withinSelection = General.Interface.CtrlState;
// Get selection
if(selectedobjects.Count == 0)
{
if(target.picked is VisualFloor)
{
VisualFloor vf = (VisualFloor)target.picked;
floors.Add(vf.Level.sector, vf);
}
else if(target.picked is VisualCeiling)
{
VisualCeiling vc = (VisualCeiling)target.picked;
ceilings.Add(vc.Level.sector, vc);
}
else if(target.picked is BaseVisualThing)
{
things.Add((BaseVisualThing)target.picked);
}
}
else
{
foreach(IVisualEventReceiver i in selectedobjects)
{
if(i is VisualFloor)
{
VisualFloor vf = (VisualFloor)i;
floors.Add(vf.Level.sector, vf);
}
else if(i is VisualCeiling)
{
VisualCeiling vc = (VisualCeiling)i;
ceilings.Add(vc.Level.sector, vc);
}
else if(i is BaseVisualThing)
{
things.Add((BaseVisualThing)i);
}
}
}
// Check what we have
if(floors.Count + ceilings.Count == 0 && (things.Count == 0 || !General.Map.FormatInterface.HasThingHeight))
{
General.Interface.DisplayStatus(StatusType.Warning, "No suitable objects found!");
return;
}
if(withinSelection)
{
string s = string.Empty;
if(floors.Count == 1) s = "floors";
if(ceilings.Count == 1)
{
if(!string.IsNullOrEmpty(s)) s += " and ";
s += "ceilings";
}
if(!string.IsNullOrEmpty(s))
{
General.Interface.DisplayStatus(StatusType.Warning, "Can't do: at least 2 selected " + s + " are required!");
return;
}
}
// Process floors...
int maxSelectedHeight = int.MinValue;
int minSelectedCeilingHeight = int.MaxValue;
int targetCeilingHeight = int.MaxValue;
// Get highest ceiling height from selection
foreach(KeyValuePair<Sector, VisualCeiling> group in ceilings)
{
if(group.Key.CeilHeight > maxSelectedHeight) maxSelectedHeight = group.Key.CeilHeight;
}
if(withinSelection)
{
// We are raising, so we don't need to check anything
targetCeilingHeight = maxSelectedHeight;
}
else
{
// Get next higher floor or ceiling from surrounding unselected sectors
foreach(Sector s in BuilderModesTools.GetSectorsAround(this, ceilings.Keys))
{
if(s.FloorHeight < targetCeilingHeight && s.FloorHeight > maxSelectedHeight)
targetCeilingHeight = s.FloorHeight;
else if(s.CeilHeight < targetCeilingHeight && s.CeilHeight > maxSelectedHeight)
targetCeilingHeight = s.CeilHeight;
}
}
// Ceilings...
maxSelectedHeight = int.MinValue;
int targetFloorHeight = int.MaxValue;
// Get maximum floor and minimum ceiling heights from selection
foreach(KeyValuePair<Sector, VisualFloor> group in floors)
{
if(group.Key.FloorHeight > maxSelectedHeight) maxSelectedHeight = group.Key.FloorHeight;
if(group.Key.CeilHeight < minSelectedCeilingHeight) minSelectedCeilingHeight = group.Key.CeilHeight;
}
if(withinSelection)
{
// Check heights
if(minSelectedCeilingHeight < maxSelectedHeight)
{
General.Interface.DisplayStatus(StatusType.Warning, "Can't do: lowest ceiling is lower than highest floor!");
return;
}
targetFloorHeight = maxSelectedHeight;
}
else
{
// Get next higher floor or ceiling from surrounding unselected sectors
foreach(Sector s in BuilderModesTools.GetSectorsAround(this, floors.Keys))
{
if(s.FloorHeight > maxSelectedHeight && s.FloorHeight < targetFloorHeight && s.FloorHeight <= minSelectedCeilingHeight)
targetFloorHeight = s.FloorHeight;
else if(s.CeilHeight > maxSelectedHeight && s.CeilHeight < targetFloorHeight && s.CeilHeight <= minSelectedCeilingHeight)
targetFloorHeight = s.CeilHeight;
}
}
//CHECK VALUES
string alignFailDescription = string.Empty;
if(floors.Count > 0 && targetFloorHeight == int.MaxValue)
{
// Raise to lowest ceiling?
if(!withinSelection && minSelectedCeilingHeight > maxSelectedHeight)
{
targetFloorHeight = minSelectedCeilingHeight;
}
else
{
alignFailDescription = floors.Count > 1 ? "floors" : "floor";
}
}
if(ceilings.Count > 0 && targetCeilingHeight == int.MaxValue)
{
if(!string.IsNullOrEmpty(alignFailDescription)) alignFailDescription += " and ";
alignFailDescription += ceilings.Count > 1 ? "ceilings" : "ceiling";
}
if(!string.IsNullOrEmpty(alignFailDescription))
{
General.Interface.DisplayStatus(StatusType.Warning, "Unable to align selected " + alignFailDescription + "!");
return;
}
//APPLY VALUES
PreAction(UndoGroup.SectorHeightChange);
// Change floors heights
if(floors.Count > 0)
{
foreach(KeyValuePair<Sector, VisualFloor> group in floors)
{
if(targetFloorHeight != group.Key.FloorHeight)
group.Value.OnChangeTargetHeight(targetFloorHeight - group.Key.FloorHeight);
}
}
// Change ceilings heights
if(ceilings.Count > 0)
{
foreach(KeyValuePair<Sector, VisualCeiling> group in ceilings)
{
if(targetCeilingHeight != group.Key.CeilHeight)
group.Value.OnChangeTargetHeight(targetCeilingHeight - group.Key.CeilHeight);
}
}
// Change things heights. Align to higher 3d floor or actual ceiling.
if(General.Map.FormatInterface.HasThingHeight)
{
foreach(BaseVisualThing vt in things)
{
if(vt.Thing.Sector == null) continue;
SectorData sd = GetSectorData(vt.Thing.Sector);
vt.OnMove(new Vector3D(vt.Thing.Position, BuilderModesTools.GetHigherThingZ(this, sd, vt)));
}
}
PostAction();
}
//mxd
[BeginAction("lowersectortonearest")]
public void LowerSectorToNearest()
{
Dictionary<Sector, VisualFloor> floors = new Dictionary<Sector, VisualFloor>();
Dictionary<Sector, VisualCeiling> ceilings = new Dictionary<Sector, VisualCeiling>();
List<BaseVisualThing> things = new List<BaseVisualThing>();
bool withinSelection = General.Interface.CtrlState;
// Get selection
if(selectedobjects.Count == 0)
{
if(target.picked is VisualFloor)
{
VisualFloor vf = (VisualFloor)target.picked;
floors.Add(vf.Level.sector, vf);
}
else if(target.picked is VisualCeiling)
{
VisualCeiling vc = (VisualCeiling)target.picked;
ceilings.Add(vc.Level.sector, vc);
}
else if(target.picked is BaseVisualThing)
{
things.Add((BaseVisualThing)target.picked);
}
}
else
{
foreach(IVisualEventReceiver i in selectedobjects)
{
if(i is VisualFloor)
{
VisualFloor vf = (VisualFloor)i;
floors.Add(vf.Level.sector, vf);
}
else if(i is VisualCeiling)
{
VisualCeiling vc = (VisualCeiling)i;
ceilings.Add(vc.Level.sector, vc);
}
else if(i is BaseVisualThing)
{
things.Add((BaseVisualThing)i);
}
}
}
// Check what we have
if(floors.Count + ceilings.Count == 0 && (things.Count == 0 || !General.Map.FormatInterface.HasThingHeight))
{
General.Interface.DisplayStatus(StatusType.Warning, "No suitable objects found!");
return;
}
if(withinSelection)
{
string s = string.Empty;
if(floors.Count == 1) s = "floors";
if(ceilings.Count == 1)
{
if(!string.IsNullOrEmpty(s)) s += " and ";
s += "ceilings";
}
if(!string.IsNullOrEmpty(s))
{
General.Interface.DisplayStatus(StatusType.Warning, "Can't do: at least 2 selected " + s + " are required!");
return;
}
}
// Process floors...
int minSelectedHeight = int.MaxValue;
int targetFloorHeight = int.MinValue;
// Get minimum floor height from selection
foreach(KeyValuePair<Sector, VisualFloor> group in floors)
{
if(group.Key.FloorHeight < minSelectedHeight) minSelectedHeight = group.Key.FloorHeight;
}
if(withinSelection)
{
// We are lowering, so we don't need to check anything
targetFloorHeight = minSelectedHeight;
}
else
{
// Get next lower ceiling or floor from surrounding unselected sectors
foreach(Sector s in BuilderModesTools.GetSectorsAround(this, floors.Keys))
{
if(s.CeilHeight > targetFloorHeight && s.CeilHeight < minSelectedHeight)
targetFloorHeight = s.CeilHeight;
else if(s.FloorHeight > targetFloorHeight && s.FloorHeight < minSelectedHeight)
targetFloorHeight = s.FloorHeight;
}
}
// Ceilings...
minSelectedHeight = int.MaxValue;
int maxSelectedFloorHeight = int.MinValue;
int targetCeilingHeight = int.MinValue;
// Get minimum ceiling and maximum floor heights from selection
foreach(KeyValuePair<Sector, VisualCeiling> group in ceilings)
{
if(group.Key.CeilHeight < minSelectedHeight) minSelectedHeight = group.Key.CeilHeight;
if(group.Key.FloorHeight > maxSelectedFloorHeight) maxSelectedFloorHeight = group.Key.FloorHeight;
}
if(withinSelection)
{
if(minSelectedHeight < maxSelectedFloorHeight)
{
General.Interface.DisplayStatus(StatusType.Warning, "Can't do: lowest ceiling is lower than highest floor!");
return;
}
targetCeilingHeight = minSelectedHeight;
}
else
{
// Get next lower ceiling or floor from surrounding unselected sectors
foreach(Sector s in BuilderModesTools.GetSectorsAround(this, ceilings.Keys))
{
if(s.CeilHeight > targetCeilingHeight && s.CeilHeight < minSelectedHeight && s.CeilHeight >= maxSelectedFloorHeight)
targetCeilingHeight = s.CeilHeight;
else if(s.FloorHeight > targetCeilingHeight && s.FloorHeight < minSelectedHeight && s.FloorHeight >= maxSelectedFloorHeight)
targetCeilingHeight = s.FloorHeight;
}
}
//CHECK VALUES:
string alignFailDescription = string.Empty;
if(floors.Count > 0 && targetFloorHeight == int.MinValue)
alignFailDescription = floors.Count > 1 ? "floors" : "floor";
if(ceilings.Count > 0 && targetCeilingHeight == int.MinValue)
{
// Drop to highest floor?
if(!withinSelection && maxSelectedFloorHeight < minSelectedHeight)
{
targetCeilingHeight = maxSelectedFloorHeight;
}
else
{
if(!string.IsNullOrEmpty(alignFailDescription)) alignFailDescription += " and ";
alignFailDescription += ceilings.Count > 1 ? "ceilings" : "ceiling";
}
}
if(!string.IsNullOrEmpty(alignFailDescription))
{
General.Interface.DisplayStatus(StatusType.Warning, "Unable to align selected " + alignFailDescription + "!");
return;
}
//APPLY VALUES:
PreAction(UndoGroup.SectorHeightChange);
// Change floor height
if(floors.Count > 0)
{
foreach(KeyValuePair<Sector, VisualFloor> group in floors)
{
if(targetFloorHeight != group.Key.FloorHeight)
group.Value.OnChangeTargetHeight(targetFloorHeight - group.Key.FloorHeight);
}
}
// Change ceiling height
if(ceilings.Count > 0)
{
foreach(KeyValuePair<Sector, VisualCeiling> group in ceilings)
{
if(targetCeilingHeight != group.Key.CeilHeight)
group.Value.OnChangeTargetHeight(targetCeilingHeight - group.Key.CeilHeight);
}
}
// Change things height. Drop to lower 3d floor or to actual sector's floor.
if(General.Map.FormatInterface.HasThingHeight)
{
foreach(BaseVisualThing vt in things)
{
if(vt.Thing.Sector == null) continue;
SectorData sd = GetSectorData(vt.Thing.Sector);
vt.OnMove(new Vector3D(vt.Thing.Position, BuilderModesTools.GetLowerThingZ(this, sd, vt)));
}
}
PostAction();
}
//mxd
[BeginAction("matchbrightness")]
public void MatchBrightness()
{
//check input
if(!General.Map.UDMF)
{
General.Interface.DisplayStatus(StatusType.Warning, "'Match Brightness' action works only in UDMF map format!");
return;
}
if(selectedobjects.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "'Match Brightness' action requires a selection!");
return;
}
IVisualEventReceiver highlighted = (IVisualEventReceiver)target.picked;
if(highlighted is BaseVisualThing)
{
General.Interface.DisplayStatus(StatusType.Warning, "Highlight a surface, to which you want to match the brightness.");
return;
}
//get target brightness
int targetbrightness;
if(highlighted is VisualFloor)
{
VisualFloor v = (VisualFloor)highlighted;
targetbrightness = v.Level.sector.Fields.GetValue("lightfloor", 0);
if(!v.Level.sector.Fields.GetValue("lightfloorabsolute", false))
{
targetbrightness += v.Level.sector.Brightness;
}
}
else if(highlighted is VisualCeiling)
{
VisualCeiling v = (VisualCeiling)highlighted;
targetbrightness = v.Level.sector.Fields.GetValue("lightceiling", 0);
if(!v.Level.sector.Fields.GetValue("lightceilingabsolute", false))
{
targetbrightness += v.Level.sector.Brightness;
}
}
else if(highlighted is VisualUpper || highlighted is VisualMiddleSingle || highlighted is VisualMiddleDouble || highlighted is VisualLower)
{
BaseVisualGeometrySidedef v = (BaseVisualGeometrySidedef)highlighted;
targetbrightness = v.Sidedef.Fields.GetValue("light", 0);
if(!v.Sidedef.Fields.GetValue("lightabsolute", false))
{
targetbrightness += v.Sidedef.Sector.Brightness;
}
}
else if(highlighted is VisualMiddle3D)
{
VisualMiddle3D v = (VisualMiddle3D)highlighted;
Sidedef sd = v.GetControlLinedef().Front;
if(sd == null)
{
General.Interface.DisplayStatus(StatusType.Warning, "Highlight a surface, to which you want to match the brightness.");
return;
}
targetbrightness = sd.Fields.GetValue("light", 0);
if(!sd.Fields.GetValue("lightabsolute", false))
{
targetbrightness += sd.Sector.Brightness;
}
}
else
{
General.Interface.DisplayStatus(StatusType.Warning, "Highlight a surface, to which you want to match the brightness.");
return;
}
//make undo
CreateUndo("Match Brightness");
targetbrightness = General.Clamp(targetbrightness, 0, 255);
//apply new brightness
foreach(IVisualEventReceiver obj in selectedobjects)
{
if(obj == highlighted) continue;
if(obj is VisualFloor)
{
VisualFloor v = (VisualFloor)obj;
v.Level.sector.Fields.BeforeFieldsChange();
v.Sector.Changed = true;
if(v.Level.sector.Fields.GetValue("lightfloorabsolute", false))
{
v.Level.sector.Fields["lightfloor"] = new UniValue(UniversalType.Integer, targetbrightness);
}
else
{
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
UniFields.SetInteger(v.Level.sector.Fields, "lightfloor", targetbrightness - v.Level.sector.Brightness, 0);
}
v.Sector.UpdateSectorGeometry(false);
}
else if(obj is VisualCeiling)
{
VisualCeiling v = (VisualCeiling)obj;
v.Level.sector.Fields.BeforeFieldsChange();
v.Sector.Changed = true;
v.Sector.Sector.UpdateNeeded = true;
if(v.Level.sector.Fields.GetValue("lightceilingabsolute", false))
{
v.Level.sector.Fields["lightceiling"] = new UniValue(UniversalType.Integer, targetbrightness);
}
else
{
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
UniFields.SetInteger(v.Level.sector.Fields, "lightceiling", targetbrightness - v.Level.sector.Brightness, 0);
}
v.Sector.UpdateSectorGeometry(false);
}
else if(obj is VisualUpper || obj is VisualMiddleSingle || obj is VisualMiddleDouble || obj is VisualLower)
{
BaseVisualGeometrySidedef v = (BaseVisualGeometrySidedef)obj;
v.Sidedef.Fields.BeforeFieldsChange();
v.Sector.Changed = true;
if(v.Sidedef.Fields.GetValue("lightabsolute", false))
{
v.Sidedef.Fields["light"] = new UniValue(UniversalType.Integer, targetbrightness);
}
else
{
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
UniFields.SetInteger(v.Sidedef.Fields, "light", targetbrightness - v.Sidedef.Sector.Brightness, 0);
}
//Update 'lightfog' flag
Tools.UpdateLightFogFlag(v.Sidedef);
}
}
//Done
General.Interface.DisplayStatus(StatusType.Action, "Matched brightness for " + selectedobjects.Count + " surfaces.");
Interface_OnSectorEditFormValuesChanged(this, EventArgs.Empty);
}
[BeginAction("showvisualthings")]
public void ShowVisualThings()
{
BuilderPlug.Me.ShowVisualThings++;
if(BuilderPlug.Me.ShowVisualThings > 2) BuilderPlug.Me.ShowVisualThings = 0;
}
[BeginAction("raisebrightness8")]
public void RaiseBrightness8()
{
PreAction(UndoGroup.SectorBrightnessChange);
2013-03-18 13:52:27 +00:00
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetBrightness(true);
PostAction();
}
[BeginAction("lowerbrightness8")]
public void LowerBrightness8()
{
PreAction(UndoGroup.SectorBrightnessChange);
2013-03-18 13:52:27 +00:00
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetBrightness(false);
PostAction();
}
[BeginAction("movetextureleft")] public void MoveTextureLeft1() { MoveTextureByOffset(-1, 0); }
[BeginAction("movetextureright")] public void MoveTextureRight1() { MoveTextureByOffset(1, 0); }
[BeginAction("movetextureup")] public void MoveTextureUp1() { MoveTextureByOffset(0, -1); }
[BeginAction("movetexturedown")] public void MoveTextureDown1() { MoveTextureByOffset(0, 1); }
[BeginAction("movetextureleft8")] public void MoveTextureLeft8() { MoveTextureByOffset(-8, 0); }
[BeginAction("movetextureright8")] public void MoveTextureRight8() { MoveTextureByOffset(8, 0); }
[BeginAction("movetextureup8")] public void MoveTextureUp8() { MoveTextureByOffset(0, -8); }
[BeginAction("movetexturedown8")] public void MoveTextureDown8() { MoveTextureByOffset(0, 8); }
[BeginAction("movetextureleftgs")] public void MoveTextureLeftGrid() { MoveTextureByOffset(-General.Map.Grid.GridSize, 0); } //mxd
[BeginAction("movetexturerightgs")] public void MoveTextureRightGrid() { MoveTextureByOffset(General.Map.Grid.GridSize, 0); } //mxd
[BeginAction("movetextureupgs")] public void MoveTextureUpGrid() { MoveTextureByOffset(0, -General.Map.Grid.GridSize); } //mxd
[BeginAction("movetexturedowngs")] public void MoveTextureDownGrid() { MoveTextureByOffset(0, General.Map.Grid.GridSize); } //mxd
//mxd
private void MoveTextureByOffset(int ox, int oy)
{
PreAction(UndoGroup.TextureOffsetChange);
IEnumerable<IVisualEventReceiver> objs = RemoveDuplicateSidedefs(GetSelectedObjects(true, true, false, false));
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureOffset(ox, oy, true);
PostAction();
}
//mxd
[BeginAction("scaleup")] public void ScaleTextureUp() { ScaleTexture(1, 1); }
[BeginAction("scaledown")] public void ScaleTextureDown() { ScaleTexture(-1, -1); }
[BeginAction("scaleupx")] public void ScaleTextureUpX() { ScaleTexture(1, 0); }
[BeginAction("scaledownx")] public void ScaleTextureDownX() { ScaleTexture(-1, 0); }
[BeginAction("scaleupy")] public void ScaleTextureUpY() { ScaleTexture(0, 1); }
[BeginAction("scaledowny")] public void ScaleTextureDownY() { ScaleTexture(0, -1); }
//mxd
private void ScaleTexture(int incrementx, int incrementy)
{
PreAction(UndoGroup.TextureScaleChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, false);
foreach(IVisualEventReceiver i in objs) i.OnChangeScale(incrementx, incrementy);
PostAction();
}
[BeginAction("textureselect")]
public void TextureSelect()
{
PreAction(UndoGroup.None);
renderer.SetCrosshairBusy(true);
General.Interface.RedrawDisplay();
GetTargetEventReceiver(false).OnSelectTexture();
renderer.SetCrosshairBusy(false);
PostAction();
}
[BeginAction("texturecopy")]
public void TextureCopy()
{
PreActionNoChange();
IVisualEventReceiver i = GetTargetEventReceiver(true);
i.OnCopyTexture(); //mxd
if(!(i is VisualThing)) copybuffer.Clear(); //mxd. Not copying things any more...
PostAction();
}
[BeginAction("texturepaste")]
public void TexturePaste()
{
PreAction(UndoGroup.None);
2013-03-18 13:52:27 +00:00
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach(IVisualEventReceiver i in objs) i.OnPasteTexture();
PostAction();
}
//mxd
[BeginAction("visualautoalign")]
public void TextureAutoAlign()
{
PreAction(UndoGroup.None);
renderer.SetCrosshairBusy(true);
General.Interface.RedrawDisplay();
GetTargetEventReceiver(false).OnTextureAlign(true, true);
UpdateChangedObjects();
renderer.SetCrosshairBusy(false);
PostAction();
}
[BeginAction("visualautoalignx")]
public void TextureAutoAlignX()
{
PreAction(UndoGroup.None);
renderer.SetCrosshairBusy(true);
General.Interface.RedrawDisplay();
GetTargetEventReceiver(false).OnTextureAlign(true, false);
UpdateChangedObjects();
renderer.SetCrosshairBusy(false);
PostAction();
}
[BeginAction("visualautoaligny")]
public void TextureAutoAlignY()
{
PreAction(UndoGroup.None);
renderer.SetCrosshairBusy(true);
General.Interface.RedrawDisplay();
GetTargetEventReceiver(false).OnTextureAlign(false, true);
UpdateChangedObjects();
renderer.SetCrosshairBusy(false);
PostAction();
}
//mxd
[BeginAction("visualautoaligntoselection")]
public void TextureAlignToSelected()
{
PreAction(UndoGroup.None);
renderer.SetCrosshairBusy(true);
General.Interface.RedrawDisplay();
AutoAlignTexturesToSelected(true, true);
UpdateChangedObjects();
renderer.SetCrosshairBusy(false);
PostAction();
}
//mxd
[BeginAction("visualautoaligntoselectionx")]
public void TextureAlignToSelectedX()
{
PreAction(UndoGroup.None);
renderer.SetCrosshairBusy(true);
General.Interface.RedrawDisplay();
AutoAlignTexturesToSelected(true, false);
UpdateChangedObjects();
renderer.SetCrosshairBusy(false);
PostAction();
}
//mxd
[BeginAction("visualautoaligntoselectiony")]
public void TextureAlignToSelectedY()
{
PreAction(UndoGroup.None);
renderer.SetCrosshairBusy(true);
General.Interface.RedrawDisplay();
AutoAlignTexturesToSelected(false, true);
UpdateChangedObjects();
renderer.SetCrosshairBusy(false);
PostAction();
}
//mxd
private void AutoAlignTexturesToSelected(bool alignX, bool alignY)
{
string rest;
if(alignX && alignY) rest = "(X and Y)";
else if(alignX) rest = "(X)";
else rest = "(Y)";
CreateUndo("Auto-align textures to selected sidedefs " + rest);
SetActionResult("Auto-aligned textures to selected sidedefs " + rest + ".");
// Clear all marks, this will align everything it can
General.Map.Map.ClearMarkedSidedefs(false);
//get selection
List<IVisualEventReceiver> objs = GetSelectedObjects(false, true, false, false);
//align
foreach(IVisualEventReceiver i in objs)
{
BaseVisualGeometrySidedef side = (BaseVisualGeometrySidedef)i;
// Make sure the texture is loaded (we need the texture size)
if(!side.Texture.IsImageLoaded) side.Texture.LoadImage();
//Align textures
AutoAlignTextures(side, side.Texture, alignX, alignY, false, false);
// Get the changed sidedefs
List<Sidedef> changes = General.Map.Map.GetMarkedSidedefs(true);
foreach(Sidedef sd in changes)
{
// Update the parts for this sidedef!
if(VisualSectorExists(sd.Sector))
{
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(sd.Sector);
VisualSidedefParts parts = vs.GetSidedefParts(sd);
parts.SetupAllParts();
}
}
}
}
//mxd
[BeginAction("visualfittextures")]
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
private void FitTextures()
{
PreAction(UndoGroup.None);
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
// Get selection
List<IVisualEventReceiver> objs = GetSelectedObjects(false, true, false, false);
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
List<BaseVisualGeometrySidedef> sides = new List<BaseVisualGeometrySidedef>();
foreach(IVisualEventReceiver i in objs)
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
{
BaseVisualGeometrySidedef side = (BaseVisualGeometrySidedef)i;
if(side != null) sides.Add(side);
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
}
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
if(sides.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "Fit Textures action requires selected sidedefs.");
return;
}
// Show form
FitTexturesForm form = new FitTexturesForm();
// Undo changes?
if(form.Setup(sides) && form.ShowDialog((Form)General.Interface) == DialogResult.Cancel)
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
General.Map.UndoRedo.WithdrawUndo();
PostAction();
}
[BeginAction("toggleupperunpegged")]
public void ToggleUpperUnpegged()
{
PreAction(UndoGroup.None);
GetTargetEventReceiver(false).OnToggleUpperUnpegged();
PostAction();
}
[BeginAction("togglelowerunpegged")]
public void ToggleLowerUnpegged()
{
PreAction(UndoGroup.None);
GetTargetEventReceiver(false).OnToggleLowerUnpegged();
PostAction();
}
[BeginAction("togglegravity")]
public void ToggleGravity()
{
BuilderPlug.Me.UseGravity = !BuilderPlug.Me.UseGravity;
string onoff = BuilderPlug.Me.UseGravity ? "ON" : "OFF";
General.Interface.DisplayStatus(StatusType.Action, "Gravity is now " + onoff + ".");
}
[BeginAction("resettexture")]
public void ResetTexture()
{
PreAction(UndoGroup.None);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, false);
foreach(IVisualEventReceiver i in objs) i.OnResetTextureOffset();
PostAction();
}
[BeginAction("resettextureudmf")]
public void ResetLocalOffsets()
{
PreAction(UndoGroup.None);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, false);
foreach(IVisualEventReceiver i in objs) i.OnResetLocalTextureOffset();
PostAction();
}
[BeginAction("floodfilltextures")]
public void FloodfillTextures()
{
PreAction(UndoGroup.None);
GetTargetEventReceiver(false).OnTextureFloodfill();
PostAction();
}
[BeginAction("texturecopyoffsets")]
public void TextureCopyOffsets()
{
PreActionNoChange();
GetTargetEventReceiver(true).OnCopyTextureOffsets(); //mxd
PostAction();
}
[BeginAction("texturepasteoffsets")]
public void TexturePasteOffsets()
{
PreAction(UndoGroup.None);
2013-03-18 13:52:27 +00:00
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach(IVisualEventReceiver i in objs) i.OnPasteTextureOffsets();
PostAction();
}
[BeginAction("copyproperties")]
public void CopyProperties()
{
PreActionNoChange();
GetTargetEventReceiver(true).OnCopyProperties(); //mxd
PostAction();
}
[BeginAction("pasteproperties")]
public void PasteProperties()
{
PreAction(UndoGroup.None);
2013-03-18 13:52:27 +00:00
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, true);
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
foreach(IVisualEventReceiver i in objs) i.OnPasteProperties(false);
PostAction();
}
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
//mxd
[BeginAction("pastepropertieswithoptions")]
public void PastePropertiesWithOptions()
{
// Which options to show?
HashSet<int> added;
var targettypes = new List<MapElementType>();
var selection = new List<IVisualEventReceiver>();
// Sectors selected?
var obj = GetSelectedObjects(true, false, false, false);
if(obj.Count > 0)
{
targettypes.Add(MapElementType.SECTOR);
// Don't add duplicates
added = new HashSet<int>();
foreach(IVisualEventReceiver receiver in obj)
{
VisualGeometry vg = (VisualGeometry)receiver;
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
if(vg != null && !added.Contains(vg.Sector.GetHashCode()))
{
selection.Add(receiver);
added.Add(vg.Sector.GetHashCode());
}
}
}
// Sidedefs selected?
obj = GetSelectedObjects(false, true, false, false);
if(obj.Count > 0)
{
targettypes.Add(MapElementType.SIDEDEF);
// Don't add duplicates
added = new HashSet<int>();
foreach(IVisualEventReceiver receiver in obj)
{
VisualGeometry vg = (VisualGeometry)receiver;
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
if(vg != null && !added.Contains(vg.Sidedef.Line.GetHashCode()))
{
selection.Add(receiver);
added.Add(vg.Sidedef.Line.GetHashCode());
}
}
}
// Things selected?
obj = GetSelectedObjects(false, false, true, false);
if(obj.Count > 0)
{
targettypes.Add(MapElementType.THING);
// Don't add duplicates
added = new HashSet<int>();
foreach(IVisualEventReceiver receiver in obj)
{
VisualThing vt = (VisualThing)receiver;
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
if(vt != null && !added.Contains(vt.Thing.GetHashCode()))
{
selection.Add(receiver);
added.Add(vt.Thing.GetHashCode());
}
}
}
// Vertices selected?
obj = GetSelectedObjects(false, false, false, true);
if(obj.Count > 0)
{
targettypes.Add(MapElementType.VERTEX);
// Don't add duplicates
added = new HashSet<int>();
foreach(IVisualEventReceiver receiver in obj)
{
VisualVertex vv = (VisualVertex)receiver;
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
if(vv != null && !added.Contains(vv.Vertex.GetHashCode()))
{
selection.Add(receiver);
added.Add(vv.Vertex.GetHashCode());
}
}
}
// Anything selected?
if(selection.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires highlight or selection!");
return;
}
// Show the form
PastePropertiesOptionsForm form = new PastePropertiesOptionsForm();
if(form.Setup(targettypes) && form.ShowDialog(General.Interface) == DialogResult.OK)
{
// Paste properties
PreAction(UndoGroup.None);
foreach(IVisualEventReceiver i in selection)i.OnPasteProperties(true);
PostAction();
}
}
//mxd. now we can insert things in Visual modes
[BeginAction("insertitem", BaseAction = true)]
public void InsertThing()
{
Vector2D hitpos = GetHitPosition();
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
if(!hitpos.IsFinite())
{
General.Interface.DisplayStatus(StatusType.Warning, "Cannot insert thing here!");
return;
}
ClearSelection();
PreActionNoChange();
General.Map.UndoRedo.ClearAllRedos();
General.Map.UndoRedo.CreateUndo("Insert thing");
Thing t = CreateThing(new Vector2D(hitpos.x, hitpos.y));
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
if(t == null)
{
General.Map.UndoRedo.WithdrawUndo();
return;
}
// Edit the thing?
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
if(BuilderPlug.Me.EditNewThing) General.Interface.ShowEditThings(new List<Thing> { t });
//add thing to blockmap
blockmap.AddThing(t);
General.Interface.DisplayStatus(StatusType.Action, "Inserted a new thing.");
PostAction();
}
//mxd
[BeginAction("deleteitem", BaseAction = true)]
public void Delete()
{
PreAction(UndoGroup.None);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, true);
foreach (IVisualEventReceiver i in objs)
{
if (i is BaseVisualThing)
visiblethings.Remove(((BaseVisualThing)i).Thing); // [ZZ] if any
i.OnDelete();
}
PostAction();
ClearSelection();
}
//mxd
[BeginAction("copyselection", BaseAction = true)]
public void CopySelection()
{
List<IVisualEventReceiver> objs = GetSelectedObjects(false, false, true, false);
if(objs.Count == 0) return;
copybuffer.Clear();
foreach(IVisualEventReceiver i in objs)
{
VisualThing vt = (VisualThing)i;
if(vt != null) copybuffer.Add(new ThingCopyData(vt.Thing));
}
string rest = copybuffer.Count + (copybuffer.Count > 1 ? " things." : " thing.");
General.Interface.DisplayStatus(StatusType.Info, "Copied " + rest);
}
//mxd
[BeginAction("cutselection", BaseAction = true)]
public void CutSelection()
{
CopySelection();
//Create undo
string rest = copybuffer.Count + (copybuffer.Count > 1 ? " things." : " thing.");
CreateUndo("Cut " + rest);
General.Interface.DisplayStatus(StatusType.Info, "Cut " + rest);
List<IVisualEventReceiver> objs = GetSelectedObjects(false, false, true, false);
foreach(IVisualEventReceiver i in objs)
{
BaseVisualThing thing = (BaseVisualThing)i;
visiblethings.Remove(thing.Thing); // [ZZ] if any
thing.Thing.Fields.BeforeFieldsChange();
thing.Thing.Dispose();
thing.Dispose();
}
General.Map.IsChanged = true;
General.Map.ThingsFilter.Update();
// [ZZ] Clear selected things.
ClearSelection(false, false, true, false, false);
// Update event lines
renderer.SetEventLines(LinksCollector.GetHelperShapes(General.Map.ThingsFilter.VisibleThings, blockmap));
}
//mxd. We'll just use currently selected objects
[BeginAction("pasteselection", BaseAction = true)]
public void PasteSelection()
{
if(copybuffer.Count == 0)
{
TexturePaste(); // I guess we may paste a texture or two instead
return;
}
Vector2D hitpos = GetHitPosition();
if(!hitpos.IsFinite())
{
General.Interface.DisplayStatus(StatusType.Warning, "Cannot paste here!");
return;
}
string rest = copybuffer.Count + (copybuffer.Count > 1 ? " things." : " thing.");
General.Map.UndoRedo.CreateUndo("Paste " + rest);
General.Interface.DisplayStatus(StatusType.Info, "Pasted " + rest);
PreActionNoChange();
ClearSelection();
//get translated positions
Vector3D[] coords = new Vector3D[copybuffer.Count];
for(int i = 0; i < copybuffer.Count; i++ )
coords[i] = copybuffer[i].Position;
Vector3D[] translatedCoords = TranslateCoordinates(coords, hitpos, true);
//create things from copyBuffer
for(int i = 0; i < copybuffer.Count; i++)
{
Thing t = CreateThing(new Vector2D());
if(t != null)
{
copybuffer[i].ApplyTo(t);
t.Move(translatedCoords[i]);
//add thing to blockmap
blockmap.AddThing(t);
}
}
General.Map.IsChanged = true;
General.Map.ThingsFilter.Update();
PostAction();
}
//mxd. Rotate clockwise
[BeginAction("rotateclockwise")]
public void RotateCW()
{
RotateThingsAndTextures(General.Map.Config.DoomThingRotationAngles ? 45 : 5, 5);
}
//mxd. Rotate counterclockwise
[BeginAction("rotatecounterclockwise")]
public void RotateCCW()
{
RotateThingsAndTextures(General.Map.Config.DoomThingRotationAngles ? -45 : -5, - 5);
}
//mxd
private void RotateThingsAndTextures(int thingangleincrement, int textureangleincrement)
{
PreAction(UndoGroup.ThingAngleChange);
List<IVisualEventReceiver> selection = GetSelectedObjects(true, false, true, false);
if(selection.Count == 0) return;
foreach(IVisualEventReceiver obj in selection)
{
if(obj is BaseVisualThing)
{
BaseVisualThing t = (BaseVisualThing)obj;
int newangle = t.Thing.AngleDoom + thingangleincrement;
if(General.Map.Config.DoomThingRotationAngles) newangle = newangle / 45 * 45;
t.SetAngle(General.ClampAngle(newangle));
// Visual sectors may be affected by this thing...
if(thingdata.ContainsKey(t.Thing))
{
// Update what must be updated
ThingData td = GetThingData(t.Thing);
foreach(KeyValuePair<Sector, bool> s in td.UpdateAlso)
{
if(VisualSectorExists(s.Key))
{
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(s.Key);
vs.UpdateSectorGeometry(s.Value);
}
}
}
}
else if(obj is VisualFloor)
{
VisualFloor vf = (VisualFloor)obj;
vf.OnChangeTextureRotation(General.ClampAngle(vf.GetControlSector().Fields.GetValue("rotationfloor", 0.0f) + textureangleincrement));
}
else if(obj is VisualCeiling)
{
VisualCeiling vc = (VisualCeiling)obj;
vc.OnChangeTextureRotation(General.ClampAngle(vc.GetControlSector().Fields.GetValue("rotationceiling", 0.0f) + textureangleincrement));
}
}
PostAction();
}
//mxd. Change pitch clockwise
[BeginAction("pitchclockwise")]
public void PitchCW()
{
ChangeThingsPitch(-5);
}
//mxd. Change pitch counterclockwise
[BeginAction("pitchcounterclockwise")]
public void PitchCCW()
{
ChangeThingsPitch(5);
}
//mxd
private void ChangeThingsPitch(int increment)
{
PreAction(UndoGroup.ThingPitchChange);
List<IVisualEventReceiver> selection = GetSelectedObjects(false, false, true, false);
if(selection.Count == 0) return;
foreach(IVisualEventReceiver obj in selection)
{
BaseVisualThing t = (BaseVisualThing)obj;
if(t != null) t.SetPitch(General.ClampAngle(t.Thing.Pitch + increment));
}
PostAction();
}
//mxd. Change pitch clockwise
[BeginAction("rollclockwise")]
public void RollCW()
{
ChangeThingsRoll(-5);
}
//mxd. Change pitch counterclockwise
[BeginAction("rollcounterclockwise")]
public void RollCCW()
{
ChangeThingsRoll(5);
}
//mxd
private void ChangeThingsRoll(int increment)
{
PreAction(UndoGroup.ThingRollChange);
List<IVisualEventReceiver> selection = GetSelectedObjects(false, false, true, false);
if(selection.Count == 0) return;
foreach(IVisualEventReceiver obj in selection)
{
BaseVisualThing t = (BaseVisualThing)obj;
if(t != null) t.SetRoll(General.ClampAngle(t.Thing.Roll + increment));
}
PostAction();
}
//mxd
[BeginAction("gztoggleenhancedrendering", BaseAction = true)]
public void ToggleEnhancedRendering()
{
// Actual toggling is done in MainForm.ToggleEnhancedRendering(), so we only need to update the view here
RebuildElementData();
UpdateChangedObjects();
}
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//mxd
[BeginAction("thingaligntowall")]
public void AlignThingsToWall()
{
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List<VisualThing> visualThings = GetSelectedVisualThings(true);
if(visualThings.Count == 0)
{
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General.Interface.DisplayStatus(StatusType.Warning, "This action requires selected Things!");
return;
}
List<Thing> things = new List<Thing>();
foreach(VisualThing vt in visualThings)
things.Add(vt.Thing);
// Make undo
if(things.Count > 1)
{
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General.Map.UndoRedo.CreateUndo("Align " + things.Count + " things");
General.Interface.DisplayStatus(StatusType.Action, "Aligned " + things.Count + " things.");
}
else
{
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General.Map.UndoRedo.CreateUndo("Align thing");
General.Interface.DisplayStatus(StatusType.Action, "Aligned a thing.");
}
//align things
foreach(Thing t in things)
{
HashSet<Linedef> excludedLines = new HashSet<Linedef>();
bool aligned;
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do
{
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Linedef l = General.Map.Map.NearestLinedef(t.Position, excludedLines);
aligned = Tools.TryAlignThingToLine(t, l);
if(!aligned)
{
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excludedLines.Add(l);
if(excludedLines.Count == General.Map.Map.Linedefs.Count)
{
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ThingTypeInfo tti = General.Map.Data.GetThingInfo(t.Type);
General.ErrorLogger.Add(ErrorType.Warning, "Unable to align " + tti.Title + " (index " + t.Index + ") to any linedef!");
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aligned = true;
}
}
} while(!aligned);
}
//apply changes to Visual Things
for(int i = 0; i < visualThings.Count; i++)
{
BaseVisualThing t = (BaseVisualThing)visualThings[i];
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t.Changed = true;
// Update what must be updated
ThingData td = GetThingData(t.Thing);
foreach(KeyValuePair<Sector, bool> s in td.UpdateAlso)
{
if(VisualSectorExists(s.Key))
{
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BaseVisualSector vs = (BaseVisualSector)GetVisualSector(s.Key);
vs.UpdateSectorGeometry(s.Value);
}
}
}
UpdateChangedObjects();
ShowTargetInfo();
}
//mxd
[BeginAction("lookthroughthing")]
public void LookThroughThing()
{
List<VisualThing> visualThings = GetSelectedVisualThings(true);
if(visualThings.Count != 1)
{
General.Interface.DisplayStatus(StatusType.Warning, "Look Through Selection action requires 1 selected Thing!");
return;
}
//set position and angles
Thing t = visualThings[0].Thing;
if((t.Type == 9072 || t.Type == 9073) && t.Args[3] > 0) //AimingCamera or MovingCamera with target?
{
//position
if(t.Type == 9072 && (t.Args[0] > 0 || t.Args[1] > 0)) //positon MovingCamera at targeted interpolation point
{
int ipTag = t.Args[0] + (t.Args[1] << 8);
Thing ip = null;
//find interpolation point
foreach(Thing tgt in General.Map.Map.Things)
{
if(tgt.Tag == ipTag && tgt.Type == 9070)
{
ip = tgt;
break;
}
}
if(ip != null)
{
VisualThing vTarget = !VisualThingExists(ip) ? CreateVisualThing(ip) : GetVisualThing(ip);
Vector3D targetPos;
if(vTarget == null)
{
targetPos = ip.Position;
if(ip.Sector != null) targetPos.z += ip.Sector.FloorHeight;
}
else
{
targetPos = vTarget.CenterV3D;
}
General.Map.VisualCamera.Position = targetPos; //position at interpolation point
}
else
{
General.Map.VisualCamera.Position = visualThings[0].CenterV3D; //position at camera
}
}
else
{
General.Map.VisualCamera.Position = visualThings[0].CenterV3D; //position at camera
}
//angle
Thing target = null;
foreach(Thing tgt in General.Map.Map.Things)
{
if(tgt.Tag == t.Args[3])
{
target = tgt;
break;
}
}
if(target == null)
{
General.Interface.DisplayStatus(StatusType.Warning, "Camera target with Tag " + t.Args[3] + " does not exist!");
General.Map.VisualCamera.AngleXY = t.Angle - Angle2D.PI;
General.Map.VisualCamera.AngleZ = Angle2D.PI;
}
else
{
VisualThing vTarget = !VisualThingExists(target) ? CreateVisualThing(target) : GetVisualThing(target);
Vector3D targetPos;
if(vTarget == null)
{
targetPos = target.Position;
if(target.Sector != null) targetPos.z += target.Sector.FloorHeight;
}
else
{
targetPos = vTarget.CenterV3D;
}
bool pitch = (t.Args[2] & 4) != 0;
Vector3D delta = General.Map.VisualCamera.Position - targetPos;
General.Map.VisualCamera.AngleXY = delta.GetAngleXY();
General.Map.VisualCamera.AngleZ = pitch ? -delta.GetAngleZ() : Angle2D.PI;
}
}
else if((t.Type == 9025 || t.Type == 9073 || t.Type == 9070) && t.Args[0] != 0) //InterpolationPoint, SecurityCamera or AimingCamera with pitch?
{
General.Map.VisualCamera.Position = visualThings[0].CenterV3D; //position at camera
General.Map.VisualCamera.AngleXY = t.Angle - Angle2D.PI;
General.Map.VisualCamera.AngleZ = Angle2D.PI + Angle2D.DegToRad(t.Args[0]);
}
else //nope, just a generic thing
{
General.Map.VisualCamera.Position = visualThings[0].CenterV3D; //position at thing
General.Map.VisualCamera.AngleXY = t.Angle - Angle2D.PI;
General.Map.VisualCamera.AngleZ = Angle2D.PI;
}
}
//mxd
[BeginAction("toggleslope")]
public void ToggleSlope()
{
List<VisualGeometry> selection = GetSelectedSurfaces();
if(selection.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "Toggle Slope action requires selected surfaces!");
return;
}
List<BaseVisualSector> toUpdate = new List<BaseVisualSector>();
General.Map.UndoRedo.CreateUndo("Toggle Slope");
//check selection
foreach(VisualGeometry vg in selection)
{
bool update = false;
//assign/remove action
if(vg.GeometryType == VisualGeometryType.WALL_LOWER)
{
if(vg.Sidedef.Line.Action == 0 || (vg.Sidedef.Line.Action == 181 && vg.Sidedef.Line.Args[0] == 0))
{
//check if the sector already has floor slopes
foreach(Sidedef side in vg.Sidedef.Sector.Sidedefs)
{
if(side == vg.Sidedef || side.Line.Action != 181) continue;
int arg = (side == side.Line.Front ? 1 : 2);
if(side.Line.Args[0] == arg)
{
//if only floor is affected, remove action
if(side.Line.Args[1] == 0)
side.Line.Action = 0;
else //clear floor alignment
side.Line.Args[0] = 0;
}
}
//set action
vg.Sidedef.Line.Action = 181;
vg.Sidedef.Line.Args[0] = (vg.Sidedef == vg.Sidedef.Line.Front ? 1 : 2);
update = true;
}
}
else if(vg.GeometryType == VisualGeometryType.WALL_UPPER)
{
if(vg.Sidedef.Line.Action == 0 || (vg.Sidedef.Line.Action == 181 && vg.Sidedef.Line.Args[1] == 0))
{
//check if the sector already has ceiling slopes
foreach(Sidedef side in vg.Sidedef.Sector.Sidedefs)
{
if(side == vg.Sidedef || side.Line.Action != 181) continue;
int arg = (side == side.Line.Front ? 1 : 2);
if(side.Line.Args[1] == arg)
{
//if only ceiling is affected, remove action
if(side.Line.Args[0] == 0)
side.Line.Action = 0;
else //clear ceiling alignment
side.Line.Args[1] = 0;
}
}
//set action
vg.Sidedef.Line.Action = 181;
vg.Sidedef.Line.Args[1] = (vg.Sidedef == vg.Sidedef.Line.Front ? 1 : 2);
update = true;
}
}
else if(vg.GeometryType == VisualGeometryType.CEILING)
{
//check if the sector has ceiling slopes
foreach(Sidedef side in vg.Sector.Sector.Sidedefs)
{
if(side.Line.Action != 181) continue;
int arg = (side == side.Line.Front ? 1 : 2);
if(side.Line.Args[1] == arg)
{
//if only ceiling is affected, remove action
if(side.Line.Args[0] == 0)
side.Line.Action = 0;
else //clear ceiling alignment
side.Line.Args[1] = 0;
update = true;
}
}
}
else if(vg.GeometryType == VisualGeometryType.FLOOR)
{
//check if the sector has floor slopes
foreach(Sidedef side in vg.Sector.Sector.Sidedefs)
{
if(side.Line.Action != 181) continue;
int arg = (side == side.Line.Front ? 1 : 2);
if(side.Line.Args[0] == arg)
{
//if only floor is affected, remove action
if(side.Line.Args[1] == 0)
side.Line.Action = 0;
else //clear floor alignment
side.Line.Args[0] = 0;
update = true;
}
}
}
//add to update list
if(update) toUpdate.Add((BaseVisualSector)vg.Sector);
}
//update changed geometry
if(toUpdate.Count > 0)
{
RebuildElementData();
foreach(BaseVisualSector vs in toUpdate)
vs.UpdateSectorGeometry(true);
UpdateChangedObjects();
ClearSelection();
ShowTargetInfo();
}
General.Interface.DisplayStatus(StatusType.Action, "Toggled Slope for " + toUpdate.Count + (toUpdate.Count == 1 ? " surface." : " surfaces."));
}
//mxd
[BeginAction("alphabasedtexturehighlighting")]
public void ToggleAlphaBasedTextureHighlighting()
{
BuilderPlug.Me.AlphaBasedTextureHighlighting = !BuilderPlug.Me.AlphaBasedTextureHighlighting;
General.Interface.DisplayStatus(StatusType.Info, "Alpha-based textures highlighting is " + (BuilderPlug.Me.AlphaBasedTextureHighlighting ? "ENABLED" : "DISABLED"));
}
#endregion
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#region ================== Texture Alignment
//mxd. If checkSelectedSidedefParts is set to true, only selected linedef parts will be aligned (when a sidedef has both top and bottom parts, but only bottom is selected, top texture won't be aligned)
internal void AutoAlignTextures(BaseVisualGeometrySidedef start, ImageData texture, bool alignx, bool aligny, bool resetsidemarks, bool checkSelectedSidedefParts)
{
if(General.Map.UDMF && General.Map.Config.UseLocalSidedefTextureOffsets)
AutoAlignTexturesUDMF(start, texture, alignx, aligny, resetsidemarks, checkSelectedSidedefParts);
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else
AutoAlignTextures(start, texture, alignx, aligny, resetsidemarks);
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}
//mxd. Moved here from Tools
// This performs texture alignment along all walls that match with the same texture
// NOTE: This method uses the sidedefs marking to indicate which sides have been aligned
// When resetsidemarks is set to true, all sidedefs will first be marked false (not aligned).
// Setting resetsidemarks to false is usefull to align only within a specific selection
// (set the marked property to true for the sidedefs outside the selection)
private void AutoAlignTextures(BaseVisualGeometrySidedef start, ImageData texture, bool alignx, bool aligny, bool resetsidemarks)
{
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Stack<SidedefAlignJob> todo = new Stack<SidedefAlignJob>(50);
float scalex = (General.Map.Config.ScaledTextureOffsets && !texture.WorldPanning) ? texture.Scale.x : 1.0f;
float scaley = (General.Map.Config.ScaledTextureOffsets && !texture.WorldPanning) ? texture.Scale.y : 1.0f;
// Mark all sidedefs false (they will be marked true when the texture is aligned).
if(resetsidemarks) General.Map.Map.ClearMarkedSidedefs(false);
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// Begin with first sidedef
SidedefAlignJob first = new SidedefAlignJob();
first.sidedef = start.Sidedef;
first.offsetx = start.Sidedef.OffsetX;
int ystartalign = start.Sidedef.OffsetY; //mxd
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//mxd
if(start.GeometryType == VisualGeometryType.WALL_MIDDLE_3D)
{
first.controlSide = start.GetControlLinedef().Front;
first.offsetx += first.controlSide.OffsetX;
ystartalign += first.controlSide.OffsetY;
}
else
{
first.controlSide = start.Sidedef;
}
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//mxd
HashSet<long> texturehashes = new HashSet<long> { texture.LongName };
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first.forward = true;
todo.Push(first);
// Continue until nothing more to align
while(todo.Count > 0)
{
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// Get the align job to do
SidedefAlignJob j = todo.Pop();
if(j.forward)
{
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// Apply alignment
if(alignx) j.controlSide.OffsetX = (int)j.offsetx;
if(aligny) j.sidedef.OffsetY = (int)Math.Round((first.ceilingHeight - j.ceilingHeight) / scaley) + ystartalign;
int forwardoffset = (int)j.offsetx + (int)Math.Round(j.sidedef.Line.Length / scalex);
int backwardoffset = (int)j.offsetx;
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j.sidedef.Marked = true;
// Wrap the value within the width of the texture (to prevent ridiculous values)
// NOTE: We don't use ScaledWidth here because the texture offset is in pixels, not mappixels
if(texture.IsImageLoaded && BuilderModesTools.SidedefTextureMatch(this, j.sidedef, texturehashes))
{
if(alignx) j.sidedef.OffsetX %= texture.Width;
if(aligny) j.sidedef.OffsetY %= texture.Height;
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}
// Add sidedefs forward (connected to the right vertex)
Vertex v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
AddSidedefsForAlignment(todo, v, true, forwardoffset, 1.0f, texturehashes, false);
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// Add sidedefs backward (connected to the left vertex)
v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
AddSidedefsForAlignment(todo, v, false, backwardoffset, 1.0f, texturehashes, false);
}
else
{
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// Apply alignment
if(alignx) j.controlSide.OffsetX = (int)j.offsetx - (int)Math.Round(j.sidedef.Line.Length / scalex);
if(aligny) j.sidedef.OffsetY = (int)Math.Round((first.ceilingHeight - j.ceilingHeight) / scaley) + ystartalign;
int forwardoffset = (int)j.offsetx;
int backwardoffset = (int)j.offsetx - (int)Math.Round(j.sidedef.Line.Length / scalex);
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j.sidedef.Marked = true;
// Wrap the value within the width of the texture (to prevent ridiculous values)
// NOTE: We don't use ScaledWidth here because the texture offset is in pixels, not mappixels
if(texture.IsImageLoaded && BuilderModesTools.SidedefTextureMatch(this, j.sidedef, texturehashes))
{
if(alignx) j.sidedef.OffsetX %= texture.Width;
if(aligny) j.sidedef.OffsetY %= texture.Height;
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}
// Add sidedefs backward (connected to the left vertex)
Vertex v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
AddSidedefsForAlignment(todo, v, false, backwardoffset, 1.0f, texturehashes, false);
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// Add sidedefs forward (connected to the right vertex)
v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
AddSidedefsForAlignment(todo, v, true, forwardoffset, 1.0f, texturehashes, false);
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}
}
}
//mxd. Moved here from GZDoomEditing plugin
// This performs UDMF texture alignment along all walls that match with the same texture
// NOTE: This method uses the sidedefs marking to indicate which sides have been aligned
// When resetsidemarks is set to true, all sidedefs will first be marked false (not aligned).
// Setting resetsidemarks to false is usefull to align only within a specific selection
// (set the marked property to true for the sidedefs outside the selection)
private void AutoAlignTexturesUDMF(BaseVisualGeometrySidedef start, ImageData texture, bool alignx, bool aligny, bool resetsidemarks, bool checkselectedsidedefparts)
{
// Mark all sidedefs false (they will be marked true when the texture is aligned)
if(resetsidemarks) General.Map.Map.ClearMarkedSidedefs(false);
if(!texture.IsImageLoaded) return;
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Stack<SidedefAlignJob> todo = new Stack<SidedefAlignJob>(50);
float scalex = (General.Map.Config.ScaledTextureOffsets && !texture.WorldPanning) ? texture.Scale.x : 1.0f;
float scaley = (General.Map.Config.ScaledTextureOffsets && !texture.WorldPanning) ? texture.Scale.y : 1.0f;
SidedefAlignJob first = new SidedefAlignJob { sidedef = start.Sidedef, offsetx = start.Sidedef.OffsetX };
first.controlSide = (start.GeometryType == VisualGeometryType.WALL_MIDDLE_3D ? start.GetControlLinedef().Front : start.Sidedef);
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//mxd. We potentially need to deal with 2 textures (because of long and short texture names)...
HashSet<long> texturehashes = new HashSet<long> { texture.LongName };
switch(start.GeometryType)
{
case VisualGeometryType.WALL_LOWER:
texturehashes.Add(first.controlSide.LongLowTexture);
break;
case VisualGeometryType.WALL_MIDDLE:
case VisualGeometryType.WALL_MIDDLE_3D:
texturehashes.Add(first.controlSide.LongMiddleTexture);
break;
case VisualGeometryType.WALL_UPPER:
texturehashes.Add(first.controlSide.LongHighTexture);
break;
}
//mxd
List<BaseVisualGeometrySidedef> selectedVisualSides = new List<BaseVisualGeometrySidedef>();
if(checkselectedsidedefparts && !singleselection)
{
foreach(IVisualEventReceiver i in selectedobjects)
{
BaseVisualGeometrySidedef side = i as BaseVisualGeometrySidedef;
if(side != null && !selectedVisualSides.Contains(side)) selectedVisualSides.Add(side);
}
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}
//mxd. Scale
switch(start.GeometryType)
{
case VisualGeometryType.WALL_UPPER:
first.scaleX = start.Sidedef.Fields.GetValue("scalex_top", 1.0f);
first.scaleY = start.Sidedef.Fields.GetValue("scaley_top", 1.0f);
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break;
case VisualGeometryType.WALL_MIDDLE:
case VisualGeometryType.WALL_MIDDLE_3D:
first.scaleX = first.controlSide.Fields.GetValue("scalex_mid", 1.0f);
first.scaleY = first.controlSide.Fields.GetValue("scaley_mid", 1.0f);
break;
case VisualGeometryType.WALL_LOWER:
first.scaleX = start.Sidedef.Fields.GetValue("scalex_bottom", 1.0f);
first.scaleY = start.Sidedef.Fields.GetValue("scaley_bottom", 1.0f);
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break;
}
// Determine the Y alignment
float ystartalign = start.Sidedef.OffsetY;
switch(start.GeometryType)
{
case VisualGeometryType.WALL_UPPER:
ystartalign += Tools.GetSidedefTopOffsetY(start.Sidedef, start.Sidedef.Fields.GetValue("offsety_top", 0.0f), first.scaleY / scaley, false);//mxd
break;
case VisualGeometryType.WALL_MIDDLE:
ystartalign += Tools.GetSidedefMiddleOffsetY(start.Sidedef, start.Sidedef.Fields.GetValue("offsety_mid", 0.0f), first.scaleY / scaley, false);//mxd
break;
case VisualGeometryType.WALL_MIDDLE_3D: //mxd. 3d-floors are not affected by Lower/Upper unpegged flags
ystartalign += first.controlSide.OffsetY - (start.Sidedef.Sector.CeilHeight - first.ceilingHeight);
ystartalign += start.Sidedef.Fields.GetValue("offsety_mid", 0.0f);
ystartalign += first.controlSide.Fields.GetValue("offsety_mid", 0.0f);
break;
case VisualGeometryType.WALL_LOWER:
ystartalign += Tools.GetSidedefBottomOffsetY(start.Sidedef, start.Sidedef.Fields.GetValue("offsety_bottom", 0.0f), first.scaleY / scaley, false);//mxd
break;
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}
// Begin with first sidedef
switch(start.GeometryType)
{
case VisualGeometryType.WALL_UPPER:
first.offsetx += start.Sidedef.Fields.GetValue("offsetx_top", 0.0f);
break;
case VisualGeometryType.WALL_MIDDLE:
first.offsetx += start.Sidedef.Fields.GetValue("offsetx_mid", 0.0f);
break;
case VisualGeometryType.WALL_MIDDLE_3D: //mxd. Yup, 4 sets of texture offsets are used
first.offsetx += start.Sidedef.Fields.GetValue("offsetx_mid", 0.0f);
first.offsetx += first.controlSide.OffsetX;
first.offsetx += first.controlSide.Fields.GetValue("offsetx_mid", 0.0f);
break;
case VisualGeometryType.WALL_LOWER:
first.offsetx += start.Sidedef.Fields.GetValue("offsetx_bottom", 0.0f);
break;
}
first.forward = true;
2013-03-18 13:52:27 +00:00
todo.Push(first);
// Continue until nothing more to align
while(todo.Count > 0)
{
2013-03-18 13:52:27 +00:00
Vertex v;
float forwardoffset, backwardoffset;
bool matchtop = false;
bool matchmid = false;
bool matchbottom = false;
2013-03-18 13:52:27 +00:00
// Get the align job to do
SidedefAlignJob j = todo.Pop();
//mxd. Get visual parts
if(VisualSectorExists(j.sidedef.Sector))
{
VisualSidedefParts parts = ((BaseVisualSector)GetVisualSector(j.sidedef.Sector)).GetSidedefParts(j.sidedef);
VisualSidedefParts controlparts = (j.sidedef != j.controlSide ? ((BaseVisualSector)GetVisualSector(j.controlSide.Sector)).GetSidedefParts(j.controlSide) : parts);
matchtop = (!j.sidedef.Marked && (!singleselection || texturehashes.Contains(j.sidedef.LongHighTexture)) && (parts.upper != null && parts.upper.Triangles > 0));
matchbottom = (!j.sidedef.Marked && (!singleselection || texturehashes.Contains(j.sidedef.LongLowTexture)) && (parts.lower != null && parts.lower.Triangles > 0));
matchmid = ((!singleselection || texturehashes.Contains(j.controlSide.LongMiddleTexture))
&& ((controlparts.middledouble != null && controlparts.middledouble.Triangles > 0) || (controlparts.middlesingle != null && controlparts.middlesingle.Triangles > 0))); //mxd
//mxd. If there's a selection, check if matched part is actually selected
if(checkselectedsidedefparts && !singleselection)
{
if(matchtop) matchtop = parts.upper.Selected;
if(matchbottom) matchbottom = parts.lower.Selected;
if(matchmid) matchmid = ((parts.middledouble != null && parts.middledouble.Selected)
|| (parts.middlesingle != null && parts.middlesingle.Selected)
|| SidePartIsSelected(selectedVisualSides, j.sidedef, VisualGeometryType.WALL_MIDDLE_3D));
}
}
if(!matchbottom && !matchtop && !matchmid) continue; //mxd
//mxd. We want to skip realigning of the starting wall part
if(matchtop) matchtop = (j.sidedef != start.Sidedef || start.GeometryType != VisualGeometryType.WALL_UPPER);
if(matchmid) matchmid = (j.sidedef != start.Sidedef || (start.GeometryType != VisualGeometryType.WALL_MIDDLE && start.GeometryType != VisualGeometryType.WALL_MIDDLE_3D));
if(matchbottom) matchbottom = (j.sidedef != start.Sidedef || start.GeometryType != VisualGeometryType.WALL_LOWER);
if(matchbottom || matchtop || matchmid)
{
j.sidedef.Fields.BeforeFieldsChange();
if(j.sidedef.Index != j.controlSide.Index) j.controlSide.Fields.BeforeFieldsChange(); //mxd
}
//mxd. Apply Scale
if(matchtop)
{
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
UniFields.SetFloat(j.sidedef.Fields, "scalex_top", first.scaleX, 1.0f);
UniFields.SetFloat(j.sidedef.Fields, "scaley_top", j.scaleY, 1.0f);
}
if(matchmid)
{
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
UniFields.SetFloat(j.controlSide.Fields, "scalex_mid", first.scaleX, 1.0f);
UniFields.SetFloat(j.controlSide.Fields, "scaley_mid", j.scaleY, 1.0f);
}
if(matchbottom)
{
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
UniFields.SetFloat(j.sidedef.Fields, "scalex_bottom", first.scaleX, 1.0f);
UniFields.SetFloat(j.sidedef.Fields, "scaley_bottom", j.scaleY, 1.0f);
}
if(j.forward)
{
2013-03-18 13:52:27 +00:00
// Apply alignment
if(alignx)
{
2013-03-18 13:52:27 +00:00
float offset = j.offsetx;
offset -= j.sidedef.OffsetX;
if(matchtop)
{
ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongHighTexture);
int texwidth = (tex != null && tex.IsImageLoaded) ? tex.Width : 1;
j.sidedef.Fields["offsetx_top"] = new UniValue(UniversalType.Float, (float)Math.Round(offset % texwidth, General.Map.FormatInterface.VertexDecimals));
}
2013-03-18 13:52:27 +00:00
if(matchbottom)
{
ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongLowTexture);
int texwidth = (tex != null && tex.IsImageLoaded) ? tex.Width : 1;
j.sidedef.Fields["offsetx_bottom"] = new UniValue(UniversalType.Float, (float)Math.Round(offset % texwidth, General.Map.FormatInterface.VertexDecimals));
}
if(matchmid)
{
if(j.sidedef.Index != j.controlSide.Index) //mxd. if it's a part of 3d-floor
{
offset -= j.controlSide.OffsetX;
offset -= j.controlSide.Fields.GetValue("offsetx_mid", 0.0f);
}
ImageData tex = General.Map.Data.GetTextureImage(j.controlSide.LongMiddleTexture);
int texwidth = (tex != null && tex.IsImageLoaded) ? tex.Width : 1;
j.sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, (float)Math.Round(offset % texwidth, General.Map.FormatInterface.VertexDecimals));
}
2013-03-18 13:52:27 +00:00
}
if(aligny)
{
float offset = ((start.Sidedef.Sector.CeilHeight - j.ceilingHeight) / scaley) * j.scaleY + ystartalign; //mxd
offset -= j.sidedef.OffsetY; //mxd
2013-03-18 13:52:27 +00:00
if(matchtop)
{
ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongHighTexture);
int texheight = (tex != null && tex.IsImageLoaded) ? tex.Height : 1;
j.sidedef.Fields["offsety_top"] = new UniValue(UniversalType.Float,
(float)Math.Round(Tools.GetSidedefTopOffsetY(j.sidedef, offset, j.scaleY / scaley, true) % texheight, General.Map.FormatInterface.VertexDecimals)); //mxd
}
2013-03-18 13:52:27 +00:00
if(matchbottom)
{
ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongLowTexture);
int texheight = (tex != null && tex.IsImageLoaded) ? tex.Height : 1;
j.sidedef.Fields["offsety_bottom"] = new UniValue(UniversalType.Float,
(float)Math.Round(Tools.GetSidedefBottomOffsetY(j.sidedef, offset, j.scaleY / scaley, true) % texheight, General.Map.FormatInterface.VertexDecimals)); //mxd
}
if(matchmid)
{
2013-03-18 13:52:27 +00:00
//mxd. Side is part of a 3D floor?
if(j.sidedef.Index != j.controlSide.Index)
{
offset -= j.controlSide.OffsetY;
offset -= j.controlSide.Fields.GetValue("offsety_mid", 0.0f);
ImageData tex = General.Map.Data.GetTextureImage(j.controlSide.LongMiddleTexture);
int texheight = (tex != null && tex.IsImageLoaded) ? tex.Height : 1;
j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float,
(float)Math.Round(offset % texheight, General.Map.FormatInterface.VertexDecimals));
}
else
{
ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongMiddleTexture);
offset = Tools.GetSidedefMiddleOffsetY(j.sidedef, offset, j.scaleY / scaley, true);
if(tex != null && tex.IsImageLoaded)
{
bool startisnonwrappedmidtex = (start.Sidedef.Other != null && start.GeometryType == VisualGeometryType.WALL_MIDDLE && !start.Sidedef.IsFlagSet("wrapmidtex") && !start.Sidedef.Line.IsFlagSet("wrapmidtex"));
bool cursideisnonwrappedmidtex = (j.sidedef.Other != null && !j.sidedef.IsFlagSet("wrapmidtex") && !j.sidedef.Line.IsFlagSet("wrapmidtex"));
//mxd. Only clamp when the texture is wrapped
if(!cursideisnonwrappedmidtex) offset %= tex.Height;
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
if(!startisnonwrappedmidtex && cursideisnonwrappedmidtex)
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
{
//mxd. This should be doublesided non-wrapped line. Find the nearset aligned position
float curoffset = UniFields.GetFloat(j.sidedef.Fields, "offsety_mid") + j.sidedef.OffsetY;
offset += tex.Height * (float)Math.Round(curoffset / tex.Height - 0.5f * Math.Sign(j.scaleY));
// Make sure the surface stays between floor and ceiling
if(j.sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag) || Math.Sign(j.scaleY) == -1)
{
if(offset < -tex.Height)
offset += tex.Height;
else if(offset > j.sidedef.GetMiddleHeight())
offset -= tex.Height;
}
else
{
if(offset < -(j.sidedef.GetMiddleHeight() + tex.Height))
offset += tex.Height;
else if(offset > tex.Height)
offset -= tex.Height;
}
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
}
}
j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float,
(float)Math.Round(offset, General.Map.FormatInterface.VertexDecimals)); //mxd
2013-03-18 13:52:27 +00:00
}
}
}
forwardoffset = j.offsetx + (float)Math.Round((float)Math.Round(j.sidedef.Line.Length) / scalex * first.scaleX, General.Map.FormatInterface.VertexDecimals);
2013-03-18 13:52:27 +00:00
backwardoffset = j.offsetx;
// Done this sidedef
j.sidedef.Marked = true;
j.controlSide.Marked = true;
2013-03-18 13:52:27 +00:00
// Add sidedefs backward (connected to the left vertex)
v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
AddSidedefsForAlignment(todo, v, false, backwardoffset, j.scaleY, texturehashes, true);
2013-03-18 13:52:27 +00:00
// Add sidedefs forward (connected to the right vertex)
v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
AddSidedefsForAlignment(todo, v, true, forwardoffset, j.scaleY, texturehashes, true);
}
else
{
2013-03-18 13:52:27 +00:00
// Apply alignment
if(alignx)
{
float offset = j.offsetx - (float)Math.Round((float)Math.Round(j.sidedef.Line.Length) / scalex * first.scaleX, General.Map.FormatInterface.VertexDecimals);
2013-03-18 13:52:27 +00:00
offset -= j.sidedef.OffsetX;
if(matchtop)
{
ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongHighTexture);
int texwidth = (tex != null && tex.IsImageLoaded) ? tex.Width : 1;
j.sidedef.Fields["offsetx_top"] = new UniValue(UniversalType.Float,
(float)Math.Round(offset % texwidth, General.Map.FormatInterface.VertexDecimals));
}
2013-03-18 13:52:27 +00:00
if(matchbottom)
{
ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongLowTexture);
int texwidth = (tex != null && tex.IsImageLoaded) ? tex.Width : 1;
j.sidedef.Fields["offsetx_bottom"] = new UniValue(UniversalType.Float,
(float)Math.Round(offset % texwidth, General.Map.FormatInterface.VertexDecimals));
}
if(matchmid)
{
if(j.sidedef.Index != j.controlSide.Index) //mxd
{
offset -= j.controlSide.OffsetX;
offset -= j.controlSide.Fields.GetValue("offsetx_mid", 0.0f);
}
ImageData tex = General.Map.Data.GetTextureImage(j.controlSide.LongMiddleTexture);
int texwidth = (tex != null && tex.IsImageLoaded) ? tex.Width : 1;
j.sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float,
(float)Math.Round(offset % texwidth, General.Map.FormatInterface.VertexDecimals));
}
2013-03-18 13:52:27 +00:00
}
if(aligny)
{
float offset = ((start.Sidedef.Sector.CeilHeight - j.ceilingHeight) / scaley) * j.scaleY + ystartalign; //mxd
offset -= j.sidedef.OffsetY; //mxd
2013-03-18 13:52:27 +00:00
if(matchtop)
{
ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongHighTexture);
int texheight = (tex != null && tex.IsImageLoaded) ? tex.Height : 1;
j.sidedef.Fields["offsety_top"] = new UniValue(UniversalType.Float,
(float)Math.Round(Tools.GetSidedefTopOffsetY(j.sidedef, offset, j.scaleY / scaley, true) % texheight, General.Map.FormatInterface.VertexDecimals)); //mxd
}
2013-03-18 13:52:27 +00:00
if(matchbottom)
{
ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongLowTexture);
int texheight = (tex != null && tex.IsImageLoaded) ? tex.Height : 1;
j.sidedef.Fields["offsety_bottom"] = new UniValue(UniversalType.Float,
(float)Math.Round(Tools.GetSidedefBottomOffsetY(j.sidedef, offset, j.scaleY / scaley, true) % texheight, General.Map.FormatInterface.VertexDecimals)); //mxd
}
if(matchmid)
{
2013-03-18 13:52:27 +00:00
//mxd. Side is part of a 3D floor?
if(j.sidedef.Index != j.controlSide.Index)
{
offset -= j.controlSide.OffsetY;
offset -= j.controlSide.Fields.GetValue("offsety_mid", 0.0f);
ImageData tex = General.Map.Data.GetTextureImage(j.controlSide.LongMiddleTexture);
int texheight = (tex != null && tex.IsImageLoaded) ? tex.Height : 1;
j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float,
(float)Math.Round(offset % texheight, General.Map.FormatInterface.VertexDecimals)); //mxd
}
else
{
ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongMiddleTexture);
offset = Tools.GetSidedefMiddleOffsetY(j.sidedef, offset, j.scaleY / scaley, true);
if(tex != null && tex.IsImageLoaded)
{
bool startisnonwrappedmidtex = (start.Sidedef.Other != null && start.GeometryType == VisualGeometryType.WALL_MIDDLE && !start.Sidedef.IsFlagSet("wrapmidtex") && !start.Sidedef.Line.IsFlagSet("wrapmidtex"));
bool cursideisnonwrappedmidtex = (j.sidedef.Other != null && !j.sidedef.IsFlagSet("wrapmidtex") && !j.sidedef.Line.IsFlagSet("wrapmidtex"));
//mxd. Only clamp when the texture is wrapped
if(!cursideisnonwrappedmidtex) offset %= tex.Height;
if(!startisnonwrappedmidtex && cursideisnonwrappedmidtex)
{
//mxd. This should be doublesided non-wrapped line. Find the nearset aligned position
float curoffset = UniFields.GetFloat(j.sidedef.Fields, "offsety_mid") + j.sidedef.OffsetY;
offset += tex.Height * (float)Math.Round(curoffset / tex.Height - 0.5f * Math.Sign(j.scaleY));
// Make sure the surface stays between floor and ceiling
if(j.sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag) || Math.Sign(j.scaleY) == -1)
{
if(offset < -tex.Height)
offset += tex.Height;
else if(offset > j.sidedef.GetMiddleHeight())
offset -= tex.Height;
}
else
{
if(offset < -(j.sidedef.GetMiddleHeight() + tex.Height))
offset += tex.Height;
else if(offset > tex.Height)
offset -= tex.Height;
}
}
}
j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float,
(float)Math.Round(offset, General.Map.FormatInterface.VertexDecimals)); //mxd
2013-03-18 13:52:27 +00:00
}
}
}
2013-03-18 13:52:27 +00:00
forwardoffset = j.offsetx;
backwardoffset = j.offsetx - (float)Math.Round((float)Math.Round(j.sidedef.Line.Length) / scalex * first.scaleX, General.Map.FormatInterface.VertexDecimals);
2013-03-18 13:52:27 +00:00
// Done this sidedef
j.sidedef.Marked = true;
j.controlSide.Marked = true;
2013-03-18 13:52:27 +00:00
// Add sidedefs forward (connected to the right vertex)
v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
AddSidedefsForAlignment(todo, v, true, forwardoffset, j.scaleY, texturehashes, true);
2013-03-18 13:52:27 +00:00
// Add sidedefs backward (connected to the left vertex)
v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
AddSidedefsForAlignment(todo, v, false, backwardoffset, j.scaleY, texturehashes, true);
2013-03-18 13:52:27 +00:00
}
}
}
// This adds the matching, unmarked sidedefs from a vertex for texture alignment
private void AddSidedefsForAlignment(Stack<SidedefAlignJob> stack, Vertex v, bool forward, float offsetx, float scaleY, HashSet<long> texturelongnames, bool udmf)
{
foreach(Linedef ld in v.Linedefs)
{
2013-03-18 13:52:27 +00:00
Sidedef side1 = forward ? ld.Front : ld.Back;
Sidedef side2 = forward ? ld.Back : ld.Front;
// [ZZ] I don't know what logic here is.
// I'm going to check if any side is marked, and if so, don't add.
if ((side1 != null && side1.Marked) ||
(side2 != null && side2.Marked)) continue;
if((ld.Start == v) && (side1 != null) && !side1.Marked)
{
List<Sidedef> controlSides = GetControlSides(side1, udmf); //mxd
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foreach(Sidedef s in controlSides)
{
if(!singleselection || BuilderModesTools.SidedefTextureMatch(this, s, texturelongnames))
{
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SidedefAlignJob nj = new SidedefAlignJob();
nj.forward = forward;
nj.offsetx = offsetx;
nj.scaleY = scaleY; //mxd
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nj.sidedef = side1;
nj.controlSide = s; //mxd
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stack.Push(nj);
}
}
}
else if((ld.End == v) && (side2 != null) && !side2.Marked)
{
List<Sidedef> controlSides = GetControlSides(side2, udmf); //mxd
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foreach(Sidedef s in controlSides)
{
if(!singleselection || BuilderModesTools.SidedefTextureMatch(this, s, texturelongnames))
{
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SidedefAlignJob nj = new SidedefAlignJob();
nj.forward = forward;
nj.offsetx = offsetx;
nj.scaleY = scaleY; //mxd
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nj.sidedef = side2;
nj.controlSide = s; //mxd
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stack.Push(nj);
}
}
}
}
}
//mxd
private static bool SidePartIsSelected(List<BaseVisualGeometrySidedef> selection, Sidedef side, VisualGeometryType geoType)
{
foreach(BaseVisualGeometrySidedef vs in selection)
if(vs.GeometryType == geoType && vs.Sidedef.Index == side.Index) return true;
return false;
}
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//mxd
private List<Sidedef> GetControlSides(Sidedef side, bool udmf)
{
if(side.Other == null) return new List<Sidedef> { side };
if(side.Other.Sector.Tag == 0) return new List<Sidedef> { side };
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SectorData data = GetSectorDataEx(side.Other.Sector);
if(data == null || data.ExtraFloors.Count == 0) return new List<Sidedef> { side };
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List<Sidedef> sides = new List<Sidedef>();
foreach(Effect3DFloor ef in data.ExtraFloors)
sides.Add(ef.Linedef.Front);
if(udmf)
sides.Add(side); //UDMF map format
else
sides.Insert(0, side); //Doom/Hexen map format: if a sidedef has lower/upper parts, they take predecence in alignment
return sides;
}
#endregion
}
}