UltimateZoneBuilder/Source/Plugins/SoundPropagationMode/SoundEnvironmentMode.cs

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#region ================== Copyright (c) 2007 Pascal vd Heiden, 2014 Boris Iwanski
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* Copyright (c) 2014 Boris Iwanski
* 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.Windows.Forms;
using System.ComponentModel;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Controls;
#endregion
namespace CodeImp.DoomBuilder.SoundPropagationMode
{
[EditMode(DisplayName = "Sound Environment Mode",
SwitchAction = "soundenvironmentmode", // Action name used to switch to this mode
ButtonImage = "ZDoomSoundEnvironment.png", // Image resource name for the button
ButtonOrder = int.MinValue + 502, // Position of the button (lower is more to the left)
ButtonGroup = "000_editing",
UseByDefault = true,
SafeStartMode = false,
Volatile = false)]
public class SoundEnvironmentMode : ClassicMode
{
#region ================== Variables
// Highlighted item
private Sector highlighted;
private SoundEnvironment highlightedsoundenvironment;
private Linedef highlightedline; //mxd
private Thing highlightedthing; //mxd
// Interface
private static SoundEnvironmentPanel panel;
private Docker docker;
private BackgroundWorker worker;
#endregion
#region ================== Properties
public override object HighlightedObject { get { return highlighted; } }
internal const string ZoneBoundaryFlag = "zoneboundary"; //mxd
internal static SoundEnvironmentPanel SoundEnvironmentPanel { get { return panel; } } //mxd
#endregion
#region ================== Constructor / Disposer
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Methods
// This highlights a new item
private void Highlight(Sector s)
{
// Set new highlight
highlighted = s;
highlightedsoundenvironment = null;
if(highlighted != null)
{
foreach(SoundEnvironment se in BuilderPlug.Me.SoundEnvironments)
{
if(se.Sectors.Contains(highlighted))
{
highlightedsoundenvironment = se;
break;
}
}
}
panel.HighlightSoundEnvironment(highlightedsoundenvironment);
// Show highlight info
if((highlighted != null) && !highlighted.IsDisposed)
General.Interface.ShowSectorInfo(highlighted);
else
General.Interface.HideInfo();
}
private void UpdateData()
{
BuilderPlug.Me.DataIsDirty = false;
panel.SoundEnvironments.Nodes.Clear();
// Only update if map has changed or the sound environments were never updated at all (i.e. first time engaging this mode)
if((General.Map.IsChanged || !BuilderPlug.Me.SoundEnvironmentIsUpdated) && !worker.IsBusy)
{
General.Interface.DisplayStatus(StatusType.Busy, "Updating sound environments");
worker.RunWorkerAsync();
}
else if(!worker.IsBusy)
{
panel.BeginUpdate(); //mxd
foreach(SoundEnvironment se in BuilderPlug.Me.SoundEnvironments)
panel.AddSoundEnvironment(se);
panel.EndUpdate(); //mxd
}
}
#endregion
#region ================== Events
public override void OnHelp()
{
General.ShowHelp("gzdb/features/classic_modes/mode_soundenvironment.html");
}
// Cancel mode
public override void OnCancel()
{
base.OnCancel();
// Return to this mode
General.Editing.ChangeMode(new SoundEnvironmentMode());
}
// Mode engages
public override void OnEngage()
{
base.OnEngage();
General.Interface.AddButton(BuilderPlug.Me.MenusForm.ColorConfiguration);
panel = new SoundEnvironmentPanel();
panel.OnShowWarningsOnlyChanged += PanelOnOnShowWarningsOnlyChanged;
docker = new Docker("soundenvironments", "Sound Environments", panel);
General.Interface.AddDocker(docker);
General.Interface.SelectDocker(docker);
worker = new BackgroundWorker();
worker.WorkerReportsProgress = true;
worker.WorkerSupportsCancellation = true;
worker.DoWork += BuilderPlug.Me.UpdateSoundEnvironments;
worker.ProgressChanged += worker_ProgressChanged;
worker.RunWorkerCompleted += worker_RunWorkerCompleted;
UpdateData();
CustomPresentation presentation = new CustomPresentation();
presentation.AddLayer(new PresentLayer(RendererLayer.Background, BlendingMode.Mask, General.Settings.BackgroundAlpha));
presentation.AddLayer(new PresentLayer(RendererLayer.Grid, BlendingMode.Mask));
presentation.AddLayer(new PresentLayer(RendererLayer.Overlay, BlendingMode.Alpha, 1f, true));
presentation.AddLayer(new PresentLayer(RendererLayer.Things, BlendingMode.Alpha, 1.0f));
presentation.AddLayer(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 1f, true));
renderer.SetPresentation(presentation);
}
//mxd. If a linedef is highlighted, toggle the sound blocking flag, if a sound environment is clicked, select it in the tree view
protected override void OnSelectEnd()
{
if(!General.Map.UDMF) return;
if(highlightedline != null)
{
// Make undo
General.Map.UndoRedo.CreateUndo("Toggle Sound Zone Boundary");
// Toggle flag
highlightedline.SetFlag(ZoneBoundaryFlag, !highlightedline.IsFlagSet(ZoneBoundaryFlag));
// Update
UpdateData();
General.Interface.RedrawDisplay();
}
else //mxd
{
panel.SelectSoundEnvironment(highlightedsoundenvironment);
}
}
//mxd. Show Reverb selector dialog or add a new sound environment thing
protected override void OnEditEnd()
{
if(highlightedthing != null)
{
ReverbsPickerForm form = new ReverbsPickerForm(highlightedthing);
if(form.ShowDialog((Form) General.Interface) == DialogResult.OK)
{
// Make undo
General.Map.UndoRedo.CreateUndo("Change Sound Environment Settings");
// Apply changes
form.ApplyTo(highlightedthing);
// Update
UpdateData();
General.Interface.RedrawDisplay();
}
}
else
{
InsertThing();
}
}
private void worker_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
panel.HighlightSoundEnvironment(highlightedsoundenvironment); //mxd. Expand highlighted node in the treeview
General.Interface.DisplayStatus(StatusType.Ready, "Finished updating sound environments");
}
private void worker_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
SoundEnvironment se = e.UserState as SoundEnvironment;
General.Interface.DisplayStatus(StatusType.Busy, "Updating sound environments (" + e.ProgressPercentage + "%)");
panel.AddSoundEnvironment(se);
General.Interface.RedrawDisplay();
}
// Mode disengages
public override void OnDisengage()
{
base.OnDisengage();
worker.CancelAsync();
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.ColorConfiguration);
General.Interface.RemoveDocker(docker);
// Hide highlight info
General.Interface.HideInfo();
}
// This redraws the display
public override void OnRedrawDisplay()
{
if(BuilderPlug.Me.DataIsDirty) UpdateData();
// Render lines and vertices
if(renderer.StartPlotter(true))
{
// Plot lines by hand, so that no coloring (line specials, 3D floors etc.) distracts from
// the sound environments. Also don't draw the line's normal. They are not needed here anyway
// and can make it harder to see the sound environment colors
foreach(Linedef ld in General.Map.Map.Linedefs)
{
PixelColor c;
if(ld.IsFlagSet(General.Map.Config.ImpassableFlag))
c = General.Colors.Linedefs;
else
c = General.Colors.Linedefs.WithAlpha(General.Settings.DoubleSidedAlphaByte);
renderer.PlotLine(ld.Start.Position, ld.End.Position, c);
}
// Since there will usually be way less blocking linedefs than total linedefs, it's presumably
// faster to draw them on their own instead of checking if each linedef is in BlockingLinedefs
lock (BuilderPlug.Me.BlockingLinedefs)
{
foreach(Linedef ld in BuilderPlug.Me.BlockingLinedefs)
{
renderer.PlotLine(ld.Start.Position, ld.End.Position, BuilderPlug.Me.BlockSoundColor);
}
}
//mxd. Render highlighted line
if(highlightedline != null)
{
renderer.PlotLine(highlightedline.Start.Position, highlightedline.End.Position, General.Colors.Highlight);
}
renderer.PlotVerticesSet(General.Map.Map.Vertices);
renderer.Finish();
}
// Render things
if(renderer.StartThings(true))
{
renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_BACK_ALPHA);
renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, Presentation.THINGS_HIDDEN_ALPHA);
lock (BuilderPlug.Me.SoundEnvironments)
{
foreach(SoundEnvironment se in BuilderPlug.Me.SoundEnvironments)
{
if(se.Things.Count > 0) renderer.RenderThingSet(se.Things, Presentation.THINGS_ALPHA);
}
}
//mxd. Render highlighted thing
if(highlightedthing != null) renderer.RenderThing(highlightedthing, General.Colors.Selection, Presentation.THINGS_ALPHA);
renderer.Finish();
}
// Render overlay geometry (sectors)
if(BuilderPlug.Me.OverlayGeometry != null)
{
lock (BuilderPlug.Me.OverlayGeometry)
{
if(BuilderPlug.Me.OverlayGeometry.Length > 0 && renderer.StartOverlay(true))
{
renderer.RenderGeometry(BuilderPlug.Me.OverlayGeometry, General.Map.Data.WhiteTexture, true);
renderer.Finish();
}
}
}
renderer.Present();
}
// Mouse moves
public override void OnMouseMove(MouseEventArgs e)
{
base.OnMouseMove(e);
// Not holding any buttons?
if(e.Button == MouseButtons.None)
{
General.Interface.SetCursor(Cursors.Default);
// Find the nearest linedef within highlight range
Linedef l = General.Map.Map.NearestLinedef(mousemappos);
if(l != null)
{
// Check on which side of the linedef the mouse is
float side = l.SideOfLine(mousemappos);
if(side > 0)
{
// Is there a sidedef here?
if(l.Back != null)
{
// Highlight if not the same
if(l.Back.Sector != highlighted) Highlight(l.Back.Sector);
}
else
{
// Highlight nothing
Highlight(null);
}
}
else
{
// Is there a sidedef here?
if(l.Front != null)
{
// Highlight if not the same
if(l.Front.Sector != highlighted) Highlight(l.Front.Sector);
}
else
{
// Highlight nothing
Highlight(null);
}
}
}
else
{
// Highlight nothing
Highlight(null);
}
//mxd. Find the nearest linedef within default highlight range
l = General.Map.Map.NearestLinedefRange(mousemappos, 20 / renderer.Scale);
//mxd. We are not interested in single-sided lines, unless they have zoneboundary flag...
if(l != null && ((l.Front == null || l.Back == null) && (General.Map.UDMF && !l.IsFlagSet(ZoneBoundaryFlag))))
{
l = null;
}
//mxd. Set as highlighted
bool redrawrequired = false;
if(highlightedline != l)
{
highlightedline = l;
redrawrequired = true;
}
//mxd. Find the nearest thing within default highlight range
if(highlightedline == null && highlightedsoundenvironment != null)
{
Thing t = MapSet.NearestThingSquareRange(highlightedsoundenvironment.Things, mousemappos, 10 / renderer.Scale);
if(highlightedthing != t)
{
highlightedthing = t;
redrawrequired = true;
}
}
else if(highlightedthing != null)
{
highlightedthing = null;
redrawrequired = true;
}
//mxd. Redraw display?
if(redrawrequired) General.Interface.RedrawDisplay();
}
}
// Mouse leaves
public override void OnMouseLeave(EventArgs e)
{
base.OnMouseLeave(e);
// Highlight nothing
Highlight(null);
}
//mxd
private void PanelOnOnShowWarningsOnlyChanged(object sender, EventArgs eventArgs)
{
UpdateData();
}
#endregion
#region ================== Actions
[BeginAction("soundpropagationcolorconfiguration")]
public void ConfigureColors()
{
ColorConfiguration cc = new ColorConfiguration();
if(cc.ShowDialog((Form)General.Interface) == DialogResult.OK)
{
General.Interface.RedrawDisplay();
}
}
// This creates a new thing at the mouse position
[BeginAction("insertitem", BaseAction = true)]
public virtual void InsertThing()
{
// Mouse in window?
if(mouseinside)
{
// Insert new thing
General.Map.UndoRedo.CreateUndo("Insert sound environment thing");
Thing t = InsertThing(mousemappos);
if(t == null)
{
General.Map.UndoRedo.WithdrawUndo();
return;
}
// Add to current sound environment
if(highlightedsoundenvironment != null)
{
lock(highlightedsoundenvironment)
{
highlightedsoundenvironment.Things.Add(t);
}
}
// Edit the thing
highlightedthing = t;
General.Interface.RedrawDisplay(); // Redraw screen
OnEditEnd();
General.Interface.DisplayStatus(StatusType.Action, "Inserted a new sound environment thing.");
// Update things filter
General.Map.ThingsFilter.Update();
// Update sound environments
UpdateData();
// Redraw screen again
General.Interface.RedrawDisplay();
}
}
// This creates a new thing
private static Thing InsertThing(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.Type = BuilderPlug.SOUND_ENVIROMNEMT_THING_TYPE;
t.Move(pos);
t.UpdateConfiguration();
// 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;
}
[BeginAction("deleteitem", BaseAction = true)]
public void DeleteItem()
{
// Anything to do?
if(highlightedthing == null) return;
// Make undo
General.Map.UndoRedo.CreateUndo("Delete sound environment thing");
General.Interface.DisplayStatus(StatusType.Action, "Deleted a sound environment thing.");
// Remove from current sound environment
if(highlightedsoundenvironment != null && highlightedsoundenvironment.Things.Contains(highlightedthing))
{
lock(highlightedsoundenvironment)
{
highlightedsoundenvironment.Things.Remove(highlightedthing);
}
}
// Dispose highlighted thing
General.Map.Map.BeginAddRemove();
highlightedthing.Dispose();
highlightedthing = null;
General.Map.Map.EndAddRemove();
// Update cache values
General.Map.IsChanged = true;
General.Map.ThingsFilter.Update();
// Invoke a new mousemove so that the highlighted item updates
MouseEventArgs e = new MouseEventArgs(MouseButtons.None, 0, (int)mousepos.x, (int)mousepos.y, 0);
OnMouseMove(e);
// Update sound environments
UpdateData();
// Redraw screen
General.Interface.RedrawDisplay();
}
#endregion
}
}