UltimateZoneBuilder/Source/Plugins/SoundPropagationMode/SoundPropagationMode.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.Collections.Generic;
using System.Drawing;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Actions;
#endregion
namespace CodeImp.DoomBuilder.SoundPropagationMode
{
[EditMode(DisplayName = "Sound Propagation Mode",
SwitchAction = "soundpropagationmode", // Action name used to switch to this mode
ButtonImage = "SoundPropagationIcon.png", // Image resource name for the button
ButtonOrder = int.MinValue + 501, // Position of the button (lower is more to the left)
ButtonGroup = "000_editing",
UseByDefault = true,
SafeStartMode = false,
RequiredMapFeatures = new[] { "SoundSupport" },
Volatile = false)]
public class SoundPropagationMode : ClassicMode
{
#region ================== Variables
// Highlighted item
private Sector highlighted;
private Linedef highlightedline; //mxd
private FlatVertex[] overlayGeometry;
private List<Thing> huntingThings;
private List<SoundPropagationDomain> propagationdomains;
private Dictionary<Sector, SoundPropagationDomain> sector2domain;
// The blockmap makes is used to make finding lines faster
BlockMap<BlockEntry> blockmap;
#endregion
#region ================== Properties
public override object HighlightedObject { get { return highlighted; } }
internal static string BlockSoundFlag { get { return (General.Map.UDMF ? "blocksound" : "64"); } } //mxd
#endregion
#region ================== Constructor / Disposer
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Methods
private void UpdateData()
{
BuilderPlug.Me.DataIsDirty = false;
List<FlatVertex> vertsList = new List<FlatVertex>();
// Go for all sectors
foreach(Sector s in General.Map.Map.Sectors) vertsList.AddRange(s.FlatVertices);
overlayGeometry = vertsList.ToArray();
for(int i = 0; i < overlayGeometry.Length; i++)
overlayGeometry[i].c = BuilderPlug.Me.NoSoundColor.WithAlpha(128).ToInt();
}
// This highlights a new item
private void Highlight(Sector s)
{
// Set new highlight
highlighted = s;
UpdateSoundPropagation();
}
//mxd
private void ResetSoundPropagation()
{
sector2domain.Clear();
propagationdomains.Clear();
BuilderPlug.Me.BlockingLinedefs.Clear();
UpdateSoundPropagation();
}
private void UpdateSoundPropagation()
{
huntingThings.Clear();
BuilderPlug.Me.BlockingLinedefs.Clear();
foreach(Linedef ld in General.Map.Map.Linedefs)
{
if(ld.IsFlagSet(BlockSoundFlag)) BuilderPlug.Me.BlockingLinedefs.Add(ld);
}
//mxd. Create sound propagation for the whole map
int counter = 0;
foreach(Sector sector in General.Map.Map.Sectors)
{
if(!sector2domain.ContainsKey(sector))
{
SoundPropagationDomain spd = new SoundPropagationDomain(sector);
foreach(Sector s in spd.Sectors) sector2domain[s] = spd;
spd.Color = BuilderPlug.Me.DistinctColors[counter++ % BuilderPlug.Me.DistinctColors.Count].WithAlpha(255).ToInt();
propagationdomains.Add(spd);
}
}
if(highlighted == null || highlighted.IsDisposed) return;
//mxd. Create the list of sectors, which will be affected by noise made in highlighted sector
SoundPropagationDomain curdomain = sector2domain[highlighted];
Dictionary<int, Sector> noisysectors = new Dictionary<int, Sector>(curdomain.Sectors.Count);
foreach(Sector s in curdomain.Sectors)
{
noisysectors.Add(s.Index, s);
}
foreach(Sector s in curdomain.AdjacentSectors)
{
SoundPropagationDomain aspd = sector2domain[s];
foreach(Sector adjs in aspd.Sectors)
{
if(!noisysectors.ContainsKey(adjs.Index)) noisysectors.Add(adjs.Index, adjs);
}
}
// Update the list of things that will actually go for the player when hearing a noise
foreach(Thing thing in General.Map.Map.Things)
{
if(!General.Map.ThingsFilter.VisibleThings.Contains(thing)) continue;
if(thing.IsFlagSet(General.Map.UDMF ? "ambush" : "8")) continue;
if(thing.Sector == null) thing.DetermineSector();
if(thing.Sector != null && noisysectors.ContainsKey(thing.Sector.Index)) huntingThings.Add(thing);
}
}
/// <summary>
/// Create a blockmap containing linedefs. This is used to speed up determining the closest line
/// to the mouse cursor
/// </summary>
private void CreateBlockmap()
{
RectangleF area = MapSet.CreateArea(General.Map.Map.Vertices);
blockmap = new BlockMap<BlockEntry>(area);
blockmap.AddLinedefsSet(General.Map.Map.Linedefs);
}
#endregion
#region ================== Events
public override void OnHelp()
{
General.ShowHelp("gzdb/features/classic_modes/mode_soundpropagation.html");
}
// Cancel mode
public override void OnCancel()
{
// Cancel base class
base.OnCancel();
// Return to previous mode
General.Editing.ChangeMode(new SoundPropagationMode());
}
// Mode engages
public override void OnEngage()
{
base.OnEngage();
huntingThings = new List<Thing>();
propagationdomains = new List<SoundPropagationDomain>();
sector2domain = new Dictionary<Sector, SoundPropagationDomain>();
BuilderPlug.Me.BlockingLinedefs = new List<Linedef>();
UpdateData();
General.Interface.AddButton(BuilderPlug.Me.MenusForm.ColorConfiguration);
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, 1.0f, true));
presentation.AddLayer(new PresentLayer(RendererLayer.Things, BlendingMode.Alpha, 1.0f));
presentation.AddLayer(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 1.0f, true));
renderer.SetPresentation(presentation);
// Create the blockmap
CreateBlockmap();
// Convert geometry selection to sectors only
General.Map.Map.ConvertSelection(SelectionType.Sectors);
UpdateSoundPropagation();
General.Interface.RedrawDisplay();
}
// Mode disengages
public override void OnDisengage()
{
base.OnDisengage();
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.ColorConfiguration);
// Hide highlight info
General.Interface.HideInfo();
}
// This redraws the display
public override void OnRedrawDisplay()
{
List<SoundPropagationDomain> renderedspds = new List<SoundPropagationDomain>();
if(BuilderPlug.Me.DataIsDirty) UpdateData();
renderer.RedrawSurface();
// 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 propagation. Also don't draw the line's normal. They are not needed here anyway
// and can make it harder to see the sound environment propagation
foreach(Linedef ld in General.Map.Map.Linedefs)
{
PixelColor c = (ld.IsFlagSet(General.Map.Config.ImpassableFlag) ?
General.Colors.Linedefs : General.Colors.Linedefs.WithAlpha(General.Settings.DoubleSidedAlphaByte));
renderer.PlotLine(ld.Start.Position, ld.End.Position, c, BuilderPlug.LINE_LENGTH_SCALER);
}
// 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
foreach(Linedef ld in BuilderPlug.Me.BlockingLinedefs)
renderer.PlotLine(ld.Start.Position, ld.End.Position, BuilderPlug.Me.BlockSoundColor, BuilderPlug.LINE_LENGTH_SCALER);
//mxd. Render highlighted line
if(highlightedline != null)
renderer.PlotLine(highlightedline.Start.Position, highlightedline.End.Position, General.Colors.Highlight, BuilderPlug.LINE_LENGTH_SCALER);
renderer.Finish();
}
// Render things
if(renderer.StartThings(true))
{
renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, General.Settings.HiddenThingsAlpha);
renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, General.Settings.InactiveThingsAlpha);
foreach(Thing thing in huntingThings)
renderer.RenderThing(thing, General.Colors.Selection, General.Settings.ActiveThingsAlpha);
renderer.Finish();
}
if(renderer.StartOverlay(true))
{
// Render highlighted domain and domains adjacent to it
if(highlighted != null && !highlighted.IsDisposed)
{
renderer.RenderGeometry(overlayGeometry, null, true); //mxd
SoundPropagationDomain spd = sector2domain[highlighted];
renderer.RenderGeometry(spd.Level1Geometry, null, true);
foreach(Sector s in spd.AdjacentSectors)
{
SoundPropagationDomain aspd = sector2domain[s];
if(!renderedspds.Contains(aspd))
{
renderer.RenderGeometry(aspd.Level2Geometry, null, true);
renderedspds.Add(aspd);
}
}
renderer.RenderHighlight(highlighted.FlatVertices, BuilderPlug.Me.HighlightColor.WithAlpha(128).ToInt()); //mxd
}
else
{
//mxd. Render all domains using domain colors
foreach(SoundPropagationDomain spd in propagationdomains)
renderer.RenderHighlight(spd.Level1Geometry, spd.Color);
}
renderer.Finish();
}
renderer.Present();
}
//mxd. If a linedef is highlighted, toggle the sound blocking flag
protected override void OnSelectEnd()
{
if(highlightedline == null) return;
// Make undo
General.Map.UndoRedo.CreateUndo("Toggle Linedef Sound Blocking");
// Toggle flag
highlightedline.SetFlag(BlockSoundFlag, !highlightedline.IsFlagSet(BlockSoundFlag));
// Update
ResetSoundPropagation();
General.Interface.RedrawDisplay();
}
//mxd
public override void OnUndoEnd()
{
base.OnUndoEnd();
// Recreate the blockmap
CreateBlockmap();
// Update
ResetSoundPropagation();
General.Interface.RedrawDisplay();
}
//mxd
public override void OnRedoEnd()
{
base.OnRedoEnd();
// Recreate the blockmap
CreateBlockmap();
// Update
ResetSoundPropagation();
General.Interface.RedrawDisplay();
}
// 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);
//mxd. Find the nearest linedef within default highlight range
Linedef nl = MapSet.NearestLinedefRange(blockmap, mousemappos, 20 / renderer.Scale);
//mxd. We are not interested in single-sided lines (unless they have "blocksound" flag set)...
if(nl != null && (nl.Front == null || nl.Back == null) && !nl.IsFlagSet(BlockSoundFlag)) nl = null;
//mxd. Set as highlighted
bool redrawrequired = (highlightedline != nl);
highlightedline = nl;
// Find the nearest linedef within highlight range
Linedef l = MapSet.NearestLinedef(blockmap, mousemappos);
if(l != null)
{
// Check on which side of the linedef the mouse is
2020-05-21 12:20:02 +00:00
double 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);
redrawrequired = true; //mxd
}
}
else if(highlighted != null)
{
// Highlight nothing
Highlight(null);
redrawrequired = true; //mxd
}
}
else
{
// Is there a sidedef here?
if(l.Front != null)
{
// Highlight if not the same
if(l.Front.Sector != highlighted)
{
Highlight(l.Front.Sector);
redrawrequired = true; //mxd
}
}
else if(highlighted != null)
{
// Highlight nothing
Highlight(null);
redrawrequired = true; //mxd
}
}
}
else if(highlighted != null)
{
// Highlight nothing
Highlight(null);
redrawrequired = true; //mxd
}
//mxd
if(redrawrequired)
{
// Show highlight info
if(highlightedline != null && !highlightedline.IsDisposed)
General.Interface.ShowLinedefInfo(highlightedline);
else if(highlighted != null && !highlighted.IsDisposed)
General.Interface.ShowSectorInfo(highlighted);
else
General.Interface.HideInfo();
// Redraw display
General.Interface.RedrawDisplay();
}
}
}
// Mouse leaves
public override void OnMouseLeave(EventArgs e)
{
base.OnMouseLeave(e);
// Highlight nothing
Highlight(null);
}
#endregion
#region ================== Actions
[BeginAction("soundpropagationcolorconfiguration")]
public void ConfigureColors()
{
using(ColorConfiguration cc = new ColorConfiguration())
{
if(cc.ShowDialog((Form)General.Interface) == DialogResult.OK)
General.Interface.RedrawDisplay();
}
}
#endregion
}
}