UltimateZoneBuilder/Source/Plugins/BuilderModes/ClassicModes/SectorsMode.cs

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#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.BuilderModes.Interface;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.Windows;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(DisplayName = "Sectors Mode",
SwitchAction = "sectorsmode", // Action name used to switch to this mode
ButtonImage = "SectorsMode.png", // Image resource name for the button
ButtonOrder = int.MinValue + 200, // Position of the button (lower is more to the left)
ButtonGroup = "000_editing",
UseByDefault = true,
SafeStartMode = true)]
public class SectorsMode : BaseClassicMode
{
#region ================== Constants
private const int MAX_SECTOR_LABELS = 256; //mxd
#endregion
#region ================== Variables
// Highlighted item
private Sector highlighted;
private readonly Association highlightasso = new Association();
// Interface
2016-10-28 21:32:52 +00:00
new private bool editpressed;
private bool selectionfromhighlight; //mxd
// Labels
private Dictionary<Sector, TextLabel[]> labels;
//mxd. Effects
private readonly Dictionary<int, string[]> effects;
//mxd. Cached overlays stuff
private FlatVertex[] overlayGeometry;
private Dictionary<Sector, string[]> selectedEffectLabels;
private Dictionary<Sector, string[]> unselectedEffectLabels;
#endregion
#region ================== Properties
public override object HighlightedObject { get { return highlighted; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public SectorsMode()
{
//mxd
effects = new Dictionary<int, string[]>();
foreach(SectorEffectInfo info in General.Map.Config.SortedSectorEffects)
{
string name = info.Index + ": " + info.Title;
effects.Add(info.Index, new[] { name, "E" + info.Index });
}
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Dispose old labels
foreach(TextLabel[] lbl in labels.Values)
foreach(TextLabel l in lbl) l.Dispose();
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Methods
// This makes a CRC for the selection
/*public int CreateSelectionCRC()
{
CRC crc = new CRC();
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
crc.Add(orderedselection.Count);
foreach(Sector s in orderedselection)
{
crc.Add(s.FixedIndex);
}
return (int)(crc.Value & 0xFFFFFFFF);
}*/
//mxd. This makes a CRC for given selection
private static int CreateSelectionCRC(ICollection<Sector> selection)
{
CRC crc = new CRC();
crc.Add(selection.Count);
foreach(Sector s in selection) crc.Add(s.FixedIndex);
return (int)(crc.Value & 0xFFFFFFFF);
}
// This sets up new labels
private void SetupLabels()
{
if(labels != null)
{
// Dispose old labels
foreach(TextLabel[] lbl in labels.Values)
foreach(TextLabel l in lbl) l.Dispose();
}
// Make text labels for sectors
PixelColor c = (General.Settings.UseHighlight ? General.Colors.Highlight : General.Colors.Selection); //mxd
labels = new Dictionary<Sector, TextLabel[]>(General.Map.Map.Sectors.Count);
foreach(Sector s in General.Map.Map.Sectors)
{
// Setup labels
TextLabel[] labelarray = new TextLabel[s.Labels.Count];
for(int i = 0; i < s.Labels.Count; i++)
{
labelarray[i] = new TextLabel();
labelarray[i].TransformCoords = true;
labelarray[i].Location = s.Labels[i].position;
labelarray[i].AlignX = TextAlignmentX.Center;
labelarray[i].AlignY = TextAlignmentY.Middle;
labelarray[i].Color = c;
labelarray[i].BackColor = General.Colors.Background.WithAlpha(128);
}
labels.Add(s, labelarray);
}
}
// This updates the overlay
private void UpdateOverlay()
{
if(renderer.StartOverlay(true))
{
// Go for all selected sectors
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
//mxd. Render selected sectors
if(General.Settings.UseHighlight)
{
renderer.RenderHighlight(overlayGeometry, General.Colors.Selection.WithAlpha(64).ToInt());
}
//mxd. Render highlighted sector
if(General.Settings.UseHighlight && highlighted != null)
{
renderer.RenderHighlight(highlighted.FlatVertices, General.Colors.Highlight.WithAlpha(64).ToInt());
}
//mxd. Render comments
if(General.Map.UDMF && General.Settings.RenderComments)
{
foreach(Sector s in General.Map.Map.Sectors) RenderComment(s);
}
if(BuilderPlug.Me.ViewSelectionNumbers && orderedselection.Count < MAX_SECTOR_LABELS)
{
List<ITextLabel> torender = new List<ITextLabel>(orderedselection.Count);
foreach(Sector s in orderedselection)
{
//mxd. Self-referencing (and probably some other) sectors don't have labels...
if(labels[s].Length == 0) continue;
// Render labels
TextLabel[] labelarray = labels[s];
float requiredsize = (labelarray[0].TextSize.Height / 2) / renderer.Scale;
for(int i = 0; i < s.Labels.Count; i++)
{
// Render only when enough space for the label to see
if(!string.IsNullOrEmpty(labelarray[i].Text) && requiredsize < s.Labels[i].radius)
torender.Add(labelarray[i]);
}
}
renderer.RenderText(torender);
}
//mxd. Render effect labels
if(BuilderPlug.Me.ViewSelectionEffects)
{
if(!BuilderPlug.Me.ViewSelectionNumbers) RenderEffectLabels(selectedEffectLabels);
RenderEffectLabels(unselectedEffectLabels);
}
renderer.Finish();
}
}
//mxd
private void RenderEffectLabels(Dictionary<Sector, string[]> labelsGroup)
{
List<ITextLabel> torender = new List<ITextLabel>(labelsGroup.Count);
foreach(KeyValuePair<Sector, string[]> group in labelsGroup)
{
// Pick which text variant to use
TextLabel[] labelarray = labels[group.Key];
for(int i = 0; i < group.Key.Labels.Count; i++)
{
TextLabel l = labelarray[i];
l.Color = General.Colors.InfoLine;
// Render only when enough space for the label to see
float requiredsize = (General.Interface.MeasureString(group.Value[0], l.Font).Width / 2) / renderer.Scale;
if(requiredsize > group.Key.Labels[i].radius)
{
requiredsize = (General.Interface.MeasureString(group.Value[1], l.Font).Width / 2) / renderer.Scale;
if(requiredsize > group.Key.Labels[i].radius)
l.Text = (requiredsize > group.Key.Labels[i].radius * 4 ? string.Empty : "+");
else
l.Text = group.Value[1];
}
else
{
l.Text = group.Value[0];
}
if(!string.IsNullOrEmpty(l.Text)) torender.Add(l);
}
}
// Render labels
renderer.RenderText(torender);
}
//mxd
private string[] GetEffectText(Sector s)
{
string tagstr = string.Empty;
string tagstrshort = string.Empty;
string effectstr = string.Empty;
string effectstrshort = string.Empty;
// Make effect text
if(s.Effect != 0)
{
if(effects.ContainsKey(s.Effect))
effectstr = effects[s.Effect][0];
else
effectstr = s.Effect + " - " + General.Map.Config.GetGeneralizedSectorEffectName(s.Effect);
effectstrshort = "E" + s.Effect;
}
// Make tag text
if(s.Tag != 0)
{
if(s.Tags.Count > 1)
{
string[] stags = new string[s.Tags.Count];
for(int i = 0; i < s.Tags.Count; i++) stags[i] = s.Tags[i].ToString();
tagstr = "Tags " + string.Join(", ", stags);
tagstrshort = "T" + string.Join(",", stags);
}
else
{
tagstr = "Tag " + s.Tag;
tagstrshort = "T" + s.Tag;
}
}
// Combine them
string[] result = new[] { string.Empty, string.Empty };
if(s.Effect != 0 && s.Tag != 0)
{
result[0] = tagstr + Environment.NewLine + effectstr;
result[1] = tagstrshort + Environment.NewLine + effectstrshort;
}
else if(s.Effect != 0)
{
result[0] = effectstr;
result[1] = effectstrshort;
}
else if(s.Tag != 0)
{
result[0] = tagstr;
result[1] = tagstrshort;
}
return result;
}
//mxd
private void UpdateOverlaySurfaces()
{
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
List<FlatVertex> vertsList = new List<FlatVertex>();
// Go for all selected sectors
foreach(Sector s in orderedselection) vertsList.AddRange(s.FlatVertices);
overlayGeometry = vertsList.ToArray();
}
//mxd
private void UpdateEffectLabels()
{
selectedEffectLabels = new Dictionary<Sector, string[]>();
unselectedEffectLabels = new Dictionary<Sector, string[]>();
//update effect labels for selected sectors
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
foreach(Sector s in orderedselection)
{
string[] labelText = GetEffectText(s);
if(!string.IsNullOrEmpty(labelText[0]))
selectedEffectLabels.Add(s, labelText);
}
//update effect labels for unselected sectors
orderedselection = General.Map.Map.GetSelectedSectors(false);
foreach(Sector s in orderedselection)
{
string[] labelText = GetEffectText(s);
if(!string.IsNullOrEmpty(labelText[0]))
unselectedEffectLabels.Add(s, labelText);
}
}
// Support function for joining and merging sectors
private void JoinMergeSectors(bool removelines)
{
// Remove lines in betwen joining sectors?
if(removelines)
{
// Go for all selected linedefs
List<Linedef> selectedlines = new List<Linedef>(General.Map.Map.GetSelectedLinedefs(true));
foreach(Linedef ld in selectedlines)
{
// Front and back side?
if((ld.Front != null) && (ld.Back != null))
{
// Both a selected sector, but not the same?
if(ld.Front.Sector.Selected && ld.Back.Sector.Selected &&
(ld.Front.Sector != ld.Back.Sector))
{
// Remove this line
ld.Dispose();
}
}
}
}
// Find the first sector that is not disposed
List<Sector> orderedselection = new List<Sector>(General.Map.Map.GetSelectedSectors(true));
Sector first = null;
foreach(Sector s in orderedselection)
if(!s.IsDisposed) { first = s; break; }
// Join all selected sectors with the first
for(int i = 0; i < orderedselection.Count; i++)
if((orderedselection[i] != first) && !orderedselection[i].IsDisposed)
orderedselection[i].Join(first);
// Clear selection
General.Map.Map.ClearAllSelected();
// Update
General.Map.Map.Update();
// Make text labels for sectors
SetupLabels();
UpdateSelectedLabels();
}
// This highlights a new item
private void Highlight(Sector s)
{
// Often we can get away by simply undrawing the previous
// highlight and drawing the new highlight. But if associations
// are or were drawn we need to redraw the entire display.
// Previous association highlights something?
bool completeredraw = (highlighted != null) && (highlighted.Tag != 0);
// Set highlight association
if(s != null && s.Tag != 0)
{
Vector2D center = (s.Labels.Count > 0 ? s.Labels[0].position : new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2));
highlightasso.Set(center, s.Tags, UniversalType.SectorTag);
}
else
{
highlightasso.Set(new Vector2D(), 0, 0);
}
// New association highlights something?
if((s != null) && (s.Tag != 0)) completeredraw = true;
// Change label color
if((highlighted != null) && !highlighted.IsDisposed)
{
TextLabel[] labelarray = labels[highlighted];
PixelColor c = (General.Settings.UseHighlight ? General.Colors.Highlight : General.Colors.Selection);
foreach(TextLabel l in labelarray) l.Color = c;
}
// Change label color
if((s != null) && !s.IsDisposed)
{
TextLabel[] labelarray = labels[s];
PixelColor c = (General.Settings.UseHighlight ? General.Colors.Selection : General.Colors.Highlight);
foreach(TextLabel l in labelarray) l.Color = c;
}
// If we're changing associations, then we
// need to redraw the entire display
if(completeredraw)
{
// Set new highlight and redraw completely
highlighted = s;
General.Interface.RedrawDisplay();
}
else
{
// Update display
if(renderer.StartPlotter(false))
{
// Undraw previous highlight
if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotSector(highlighted);
// Set new highlight
highlighted = s;
// Render highlighted item
if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotSector(highlighted, General.Colors.Highlight);
// Done
renderer.Finish();
}
UpdateOverlay();
renderer.Present();
}
// Show highlight info
if((highlighted != null) && !highlighted.IsDisposed)
{
General.Interface.ShowSectorInfo(highlighted);
}
else
{
General.Interface.Display.HideToolTip(); //mxd
General.Interface.HideInfo();
}
}
// This selectes or deselects a sector
private void SelectSector(Sector s, bool selectstate, bool update)
{
bool selectionchanged = false;
if(!s.IsDisposed)
{
// Select the sector?
if(selectstate && !s.Selected)
{
s.Selected = true;
selectionchanged = true;
// Setup labels
if(update)
{
//mxd
string selectedCount = General.Map.Map.SelectedSectorsCount.ToString();
PixelColor c = (General.Settings.UseHighlight ? General.Colors.Highlight : General.Colors.Selection);
TextLabel[] labelarray = labels[s];
foreach(TextLabel l in labelarray)
{
l.Text = selectedCount;
l.Color = c;
}
UpdateEffectLabels();
}
}
// Deselect the sector?
else if(!selectstate && s.Selected)
{
s.Selected = false;
selectionchanged = true;
// Clear labels
if(update)
{
TextLabel[] labelarray = labels[s];
foreach(TextLabel l in labelarray) l.Text = "";
// Update all other labels
UpdateSelectedLabels();
}
}
// Selection changed?
if(selectionchanged)
{
// Make update lines selection
foreach(Sidedef sd in s.Sidedefs)
{
bool front, back;
if(sd.Line.Front != null) front = sd.Line.Front.Sector.Selected; else front = false;
if(sd.Line.Back != null) back = sd.Line.Back.Sector.Selected; else back = false;
sd.Line.Selected = front | back;
}
//mxd. Also (de)select things?
if(General.Interface.AltState ^ BuilderPlug.Me.SyncronizeThingEdit)
{
foreach(Thing t in General.Map.Map.Things)
if(t.Sector == s && t.Selected != s.Selected) t.Selected = s.Selected;
}
if(update)
{
UpdateOverlay();
renderer.Present();
}
}
}
}
// This updates labels from the selected sectors
private void UpdateSelectedLabels()
{
// Don't show lables for selected-from-highlight item
if(selectionfromhighlight) return;
// Go for all labels in all selected sectors
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
PixelColor c = (General.Settings.UseHighlight ? General.Colors.Highlight : General.Colors.Selection); //mxd
int index = 0;
foreach(Sector s in orderedselection)
{
TextLabel[] labelarray = labels[s];
foreach(TextLabel l in labelarray)
{
// Make sure the text and color are right
int labelnum = index + 1;
l.Text = labelnum.ToString();
l.Color = c;
}
index++;
}
//mxd
UpdateEffectLabels();
}
//mxd
private bool IsInSelectionRect(Sector s, List<Line2D> selectionOutline)
{
if(selectionrect.Contains(s.BBox)) return true;
if(BuilderPlug.Me.MarqueSelectTouching && s.BBox.IntersectsWith(selectionrect))
{
//check endpoints
foreach(Sidedef side in s.Sidedefs)
{
if((selectionrect.Contains(side.Line.Start.Position.x, side.Line.Start.Position.y)
|| selectionrect.Contains(side.Line.End.Position.x, side.Line.End.Position.y)))
return true;
}
//check line intersections
foreach(Sidedef side in s.Sidedefs)
{
foreach(Line2D line in selectionOutline)
{
if(Line2D.GetIntersection(side.Line.Line, line)) return true;
}
}
}
return false;
}
//mxd. Gets map elements inside of selectionoutline and sorts them by distance to targetpoint
private List<Sector> GetOrderedSelection(Vector2D targetpoint, List<Line2D> selectionoutline)
{
// Gather affected sectors
List<Sector> result = new List<Sector>();
foreach(Sector s in General.Map.Map.Sectors)
{
if(IsInSelectionRect(s, selectionoutline)) result.Add(s);
}
if(result.Count == 0) return result;
// Sort by distance to targetpoint
result.Sort(delegate(Sector s1, Sector s2)
{
if(s1 == s2) return 0;
// Get closest distance from s1 to selectstart
float closest1 = float.MaxValue;
foreach(Sidedef side in s1.Sidedefs)
{
Vector2D pos = (side.IsFront ? side.Line.Start : side.Line.End).Position;
float curdistance = Vector2D.DistanceSq(pos, targetpoint);
if(curdistance < closest1) closest1 = curdistance;
}
// Get closest distance from s2 to selectstart
float closest2 = float.MaxValue;
foreach(Sidedef side in s2.Sidedefs)
{
Vector2D pos = (side.IsFront ? side.Line.Start : side.Line.End).Position;
float curdistance = Vector2D.DistanceSq(pos, targetpoint);
if(curdistance < closest2) closest2 = curdistance;
}
// Return closer one
return (int)(closest1 - closest2);
});
return result;
}
//mxd
public override void SelectMapElement(SelectableElement element)
{
Sector sector = element as Sector;
if(sector != null)
{
SelectSector(sector, true, true);
// Update overlay
UpdateOverlaySurfaces();
UpdateSelectionInfo();
}
}
#endregion
#region ================== Events
public override void OnHelp()
{
General.ShowHelp("e_sectors.html");
}
// Cancel mode
public override void OnCancel()
{
base.OnCancel();
// Return to this mode
General.Editing.ChangeMode(new SectorsMode());
}
// Mode engages
public override void OnEngage()
{
base.OnEngage();
renderer.SetPresentation(Presentation.Standard);
// Add toolbar buttons
General.Interface.BeginToolbarUpdate(); //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.CopyProperties);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.PasteProperties);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.PastePropertiesOptions); //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.SeparatorCopyPaste);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.ViewSelectionNumbers);
BuilderPlug.Me.MenusForm.ViewSelectionEffects.Text = "View Tags and Effects"; //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.ViewSelectionEffects);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.SeparatorSectors1);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.MakeDoor); //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.SeparatorSectors2); //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.MakeGradientBrightness);
if(General.Map.UDMF) General.Interface.AddButton(BuilderPlug.Me.MenusForm.GradientModeMenu); //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.GradientInterpolationMenu); //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.MakeGradientFloors);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.MakeGradientCeilings);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.SeparatorSectors3); //mxd
2013-03-18 13:52:27 +00:00
General.Interface.AddButton(BuilderPlug.Me.MenusForm.MarqueSelectTouching); //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.SyncronizeThingEditButton); //mxd
if(General.Map.UDMF) General.Interface.AddButton(BuilderPlug.Me.MenusForm.TextureOffsetLock, ToolbarSection.Geometry); //mxd
General.Interface.EndToolbarUpdate(); //mxd
// Convert geometry selection to sectors only
General.Map.Map.ConvertSelection(SelectionType.Sectors);
//mxd. Update the tooltip
BuilderPlug.Me.MenusForm.SyncronizeThingEditButton.ToolTipText = "Synchronized Things Editing" + Environment.NewLine + BuilderPlug.Me.MenusForm.SyncronizeThingEditSectorsItem.ToolTipText;
//mxd. Determine thing sectors. Cause SyncronizeThingEdit requires that
foreach(Thing t in General.Map.Map.Things) t.DetermineSector();
//mxd. Select things as well?
if(BuilderPlug.Me.SyncronizeThingEdit)
{
ICollection<Sector> sectors = General.Map.Map.GetSelectedSectors(true);
if(sectors.Count > 0)
{
foreach(Thing t in General.Map.Map.Things)
{
if(!t.Selected && t.Sector != null && sectors.Contains(t.Sector))
t.Selected = true;
}
}
}
// Make text labels for sectors
SetupLabels();
// Update
UpdateSelectedLabels();
UpdateOverlaySurfaces();//mxd
UpdateSelectionInfo(); //mxd
}
// Mode disengages
public override void OnDisengage()
{
base.OnDisengage();
// Remove toolbar buttons
General.Interface.BeginToolbarUpdate(); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.CopyProperties);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.PasteProperties);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.PastePropertiesOptions); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.SeparatorCopyPaste);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.ViewSelectionNumbers);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.ViewSelectionEffects);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.SeparatorSectors1);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MakeDoor); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.SeparatorSectors2); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MakeGradientBrightness);
if(General.Map.UDMF) General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.GradientModeMenu); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.GradientInterpolationMenu); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MakeGradientFloors);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MakeGradientCeilings);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.SeparatorSectors3); //mxd
2013-03-18 13:52:27 +00:00
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MarqueSelectTouching); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.SyncronizeThingEditButton); //mxd
if(General.Map.UDMF) General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.TextureOffsetLock); //mxd
General.Interface.EndToolbarUpdate(); //mxd
// Keep only sectors selected
General.Map.Map.ClearSelectedLinedefs();
// Going to EditSelectionMode?
EditSelectionMode mode = General.Editing.NewMode as EditSelectionMode;
if(mode != null)
{
// Not pasting anything?
if(!mode.Pasting)
{
// No selection made? But we have a highlight!
if((General.Map.Map.GetSelectedSectors(true).Count == 0) && (highlighted != null))
{
// Make the highlight the selection
SelectSector(highlighted, true, false);
UpdateSelectedLabels(); //mxd
}
}
}
// Hide highlight info and tooltip
General.Interface.HideInfo();
General.Interface.Display.HideToolTip(); //mxd
}
// This redraws the display
public override void OnRedrawDisplay()
{
renderer.RedrawSurface();
List<Line3D> eventlines = new List<Line3D>(); //mxd
// Render lines and vertices
if(renderer.StartPlotter(true))
{
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
renderer.PlotVerticesSet(General.Map.Map.Vertices);
if((highlighted != null) && !highlighted.IsDisposed)
{
renderer.PlotSector(highlighted, General.Colors.Highlight);
BuilderPlug.PlotReverseAssociations(renderer, highlightasso, eventlines);
}
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.ActiveThingsAlpha);
renderer.Finish();
}
// Render overlay
UpdateOverlay();
// Render selection
if(renderer.StartOverlay(false))
{
if(highlighted != null && !highlighted.IsDisposed) BuilderPlug.RenderReverseAssociations(renderer, highlightasso, eventlines); //mxd
if(selecting) RenderMultiSelection();
renderer.RenderArrows(eventlines); //mxd
renderer.Finish();
}
renderer.Present();
}
// Selection
protected override void OnSelectBegin()
{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Update display
if(renderer.StartPlotter(false))
{
// Redraw highlight to show selection
renderer.PlotSector(highlighted);
renderer.Finish();
renderer.Present();
}
}
base.OnSelectBegin();
}
// End selection
protected override void OnSelectEnd()
{
// Not stopping from multiselection?
if(!selecting)
{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
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//mxd. Flip selection
SelectSector(highlighted, !highlighted.Selected, true);
// Update display
if(renderer.StartPlotter(false))
{
// Render highlighted item
renderer.PlotSector(highlighted, General.Colors.Highlight);
renderer.Finish();
renderer.Present();
}
// Update overlay
TextLabel[] labelarray = labels[highlighted];
PixelColor c = (General.Settings.UseHighlight ? General.Colors.Selection : General.Colors.Highlight);
foreach(TextLabel l in labelarray) l.Color = c;
UpdateOverlaySurfaces(); //mxd
UpdateOverlay();
renderer.Present();
//mxd. Thing selection state may've changed
if(General.Interface.AltState ^ BuilderPlug.Me.SyncronizeThingEdit) General.Interface.RedrawDisplay();
}
else if(BuilderPlug.Me.AutoClearSelection) //mxd
{
if(General.Map.Map.SelectedSectorsCount > 0)
{
General.Map.Map.ClearSelectedLinedefs();
General.Map.Map.ClearSelectedSectors();
UpdateOverlaySurfaces(); //mxd
}
//mxd
if(BuilderPlug.Me.SyncronizeThingEdit && General.Map.Map.SelectedThingsCount > 0)
{
General.Map.Map.ClearSelectedThings();
}
General.Interface.RedrawDisplay();
}
UpdateSelectionInfo(); //mxd
}
base.OnSelectEnd();
}
// Start editing
protected override void OnEditBegin()
{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Edit pressed in this mode
editpressed = true;
// Highlighted item not selected?
if(!highlighted.Selected && (BuilderPlug.Me.AutoClearSelection || (General.Map.Map.SelectedSectorsCount == 0)))
{
// Make this the only selection
selectionfromhighlight = true; //mxd
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
SelectSector(highlighted, true, false);
UpdateSelectedLabels(); //mxd
UpdateOverlaySurfaces(); //mxd
UpdateSelectionInfo(); //mxd
General.Interface.RedrawDisplay();
}
// Update display
if(renderer.StartPlotter(false))
{
// Redraw highlight to show selection
renderer.PlotSector(highlighted);
renderer.Finish();
renderer.Present();
}
}
else if(!selecting && BuilderPlug.Me.AutoDrawOnEdit) //mxd. We don't want to draw while multiselecting
{
// Start drawing mode
DrawGeometryMode drawmode = new DrawGeometryMode();
bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
DrawnVertex v = DrawGeometryMode.GetCurrentPosition(mousemappos, snaptonearest, snaptogrid, false, false, renderer, new List<DrawnVertex>());
if(drawmode.DrawPointAt(v))
General.Editing.ChangeMode(drawmode);
else
General.Interface.DisplayStatus(StatusType.Warning, "Failed to draw point: outside of map boundaries.");
}
base.OnEditBegin();
}
// Done editing
protected override void OnEditEnd()
{
// Edit pressed in this mode?
if(editpressed)
{
// Anything selected?
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
if(selected.Count > 0)
{
if(General.Interface.IsActiveWindow)
{
//mxd. Show realtime vertex edit dialog
General.Interface.OnEditFormValuesChanged += sectorEditForm_OnValuesChanged;
DialogResult result = General.Interface.ShowEditSectors(selected);
General.Interface.OnEditFormValuesChanged -= sectorEditForm_OnValuesChanged;
General.Map.Renderer2D.UpdateExtraFloorFlag(); //mxd
// When a single sector was selected, deselect it now
if(selected.Count == 1 && selectionfromhighlight)
{
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
//mxd. Also deselect things?
if(BuilderPlug.Me.SyncronizeThingEdit)
{
Sector s = General.GetByIndex(selected, 0);
foreach(Thing t in General.Map.Map.Things)
if(t.Sector == s && t.Selected) t.Selected = false;
}
UpdateEffectLabels(); //mxd
}
else if(result == DialogResult.Cancel) //mxd. Restore selection...
{
foreach(Sector s in selected) SelectSector(s, true, false);
UpdateSelectedLabels(); //mxd
}
UpdateOverlaySurfaces(); //mxd
General.Interface.RedrawDisplay();
}
}
UpdateSelectionInfo(); //mxd
}
editpressed = false;
selectionfromhighlight = false; //mxd
base.OnEditEnd();
}
//mxd
private void sectorEditForm_OnValuesChanged(object sender, EventArgs e)
{
// Update entire display
General.Map.Map.Update();
General.Interface.RedrawDisplay();
}
// Mouse moves
public override void OnMouseMove(MouseEventArgs e)
{
base.OnMouseMove(e);
if(panning) return; //mxd. Skip all this jazz while panning
2013-03-18 13:52:27 +00:00
//mxd
if(selectpressed && !editpressed && !selecting)
{
2013-03-18 13:52:27 +00:00
// Check if moved enough pixels for multiselect
Vector2D delta = mousedownpos - mousepos;
if((Math.Abs(delta.x) > MULTISELECT_START_MOVE_PIXELS) ||
(Math.Abs(delta.y) > MULTISELECT_START_MOVE_PIXELS))
{
2013-03-18 13:52:27 +00:00
// Start multiselecting
StartMultiSelection();
}
}
else if(paintselectpressed && !editpressed && !selecting) //mxd. Drag-select
2013-03-18 13:52:27 +00:00
{
// Find the nearest linedef within highlight range
Linedef l = General.Map.Map.NearestLinedefRange(mousemappos, BuilderPlug.Me.HighlightRange / renderer.Scale);
Sector s = null;
if(l != null)
{
2013-03-18 13:52:27 +00:00
// Check on which side of the linedef the mouse is
float side = l.SideOfLine(mousemappos);
if(side > 0)
{
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// Is there a sidedef here?
if(l.Back != null) s = l.Back.Sector;
}
else
{
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// Is there a sidedef here?
if(l.Front != null) s = l.Front.Sector;
2013-03-18 13:52:27 +00:00
}
if(s != null)
{
if(s != highlighted)
{
2013-03-18 13:52:27 +00:00
//toggle selected state
highlighted = s;
if(General.Interface.ShiftState ^ BuilderPlug.Me.AdditiveSelect)
SelectSector(highlighted, true, true);
else if(General.Interface.CtrlState)
SelectSector(highlighted, false, true);
else
SelectSector(highlighted, !highlighted.Selected, true);
// Update entire display
UpdateOverlaySurfaces();//mxd
2013-03-18 13:52:27 +00:00
General.Interface.RedrawDisplay();
}
}
else if(highlighted != null)
{
2013-03-18 13:52:27 +00:00
Highlight(null);
// Update entire display
General.Interface.RedrawDisplay();
}
UpdateSelectionInfo(); //mxd
2013-03-18 13:52:27 +00:00
}
}
else if(e.Button == MouseButtons.None) // Not holding any buttons?
{
// 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
if(highlighted != null) Highlight(null);
}
}
else
{
// Is there a sidedef here?
if(l.Front != null)
{
// Highlight if not the same
if(l.Front.Sector != highlighted) Highlight(l.Front.Sector);
}
else
{
// Highlight nothing
if(highlighted != null) Highlight(null);
}
}
}
else
{
// Highlight nothing
if(highlighted != null) Highlight(null);
}
//mxd. Show tooltip?
if(General.Map.UDMF && General.Settings.RenderComments && mouselastpos != mousepos && highlighted != null && !highlighted.IsDisposed && highlighted.Fields.ContainsKey("comment"))
{
string comment = highlighted.Fields.GetValue("comment", string.Empty);
if(comment.Length > 2)
{
string type = comment.Substring(0, 3);
int index = Array.IndexOf(CommentType.Types, type);
if(index > 0) comment = comment.TrimStart(type.ToCharArray());
}
General.Interface.Display.ShowToolTip("Comment:", comment, (int)(mousepos.x + 32 * MainForm.DPIScaler.Width), (int)(mousepos.y + 8 * MainForm.DPIScaler.Height));
}
2013-03-18 13:52:27 +00:00
}
}
// Mouse leaves
public override void OnMouseLeave(EventArgs e)
{
base.OnMouseLeave(e);
// Highlight nothing
Highlight(null);
}
2013-03-18 13:52:27 +00:00
//mxd
protected override void OnPaintSelectBegin()
{
if(highlighted != null)
{
if(General.Interface.ShiftState ^ BuilderPlug.Me.AdditiveSelect)
SelectSector(highlighted, true, true);
else if(General.Interface.CtrlState)
SelectSector(highlighted, false, true);
else
SelectSector(highlighted, !highlighted.Selected, true);
// Update entire display
UpdateOverlaySurfaces();//mxd
General.Interface.RedrawDisplay();
}
2013-03-18 13:52:27 +00:00
base.OnPaintSelectBegin();
}
// Mouse wants to drag
protected override void OnDragStart(MouseEventArgs e)
{
base.OnDragStart(e);
// Edit button used?
if(General.Actions.CheckActionActive(null, "classicedit"))
{
// Anything highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Highlighted item not selected?
if(!highlighted.Selected)
{
// Select only this sector for dragging
General.Map.Map.ClearSelectedSectors();
SelectSector(highlighted, true, true);
UpdateOverlaySurfaces(); //mxd
}
// Start dragging the selection
if(!BuilderPlug.Me.DontMoveGeometryOutsideMapBoundary || CanDrag()) //mxd
2013-03-18 13:52:27 +00:00
General.Editing.ChangeMode(new DragSectorsMode(mousedownmappos));
}
}
}
2013-03-18 13:52:27 +00:00
//mxd. Check if any selected sector is outside of map boundary
private bool CanDrag()
{
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ICollection<Sector> selectedsectors = General.Map.Map.GetSelectedSectors(true);
int unaffectedCount = 0;
foreach(Sector s in selectedsectors)
{
2013-03-18 13:52:27 +00:00
// Make sure the sector is inside the map boundary
foreach(Sidedef sd in s.Sidedefs)
{
2013-03-18 13:52:27 +00:00
if(sd.Line.Start.Position.x < General.Map.Config.LeftBoundary || sd.Line.Start.Position.x > General.Map.Config.RightBoundary
|| sd.Line.Start.Position.y > General.Map.Config.TopBoundary || sd.Line.Start.Position.y < General.Map.Config.BottomBoundary
|| sd.Line.End.Position.x < General.Map.Config.LeftBoundary || sd.Line.End.Position.x > General.Map.Config.RightBoundary
|| sd.Line.End.Position.y > General.Map.Config.TopBoundary || sd.Line.End.Position.y < General.Map.Config.BottomBoundary)
{
SelectSector(s, false, false);
2013-03-18 13:52:27 +00:00
unaffectedCount++;
break;
}
}
}
if(unaffectedCount == selectedsectors.Count)
{
2013-03-18 13:52:27 +00:00
General.Interface.DisplayStatus(StatusType.Warning, "Unable to drag selection: " + (selectedsectors.Count == 1 ? "selected sector is" : "all of selected sectors are") + " outside of map boundary!");
General.Interface.RedrawDisplay();
return false;
}
if(unaffectedCount > 0)
General.Interface.DisplayStatus(StatusType.Warning, unaffectedCount + " of selected sectors " + (unaffectedCount == 1 ? "is" : "are") + " outside of map boundary!");
UpdateSelectedLabels(); //mxd
2013-03-18 13:52:27 +00:00
return true;
}
//mxd. This is called wheh selection ends
protected override void OnEndMultiSelection()
{
bool selectionvolume = ((Math.Abs(base.selectionrect.Width) > 0.1f) && (Math.Abs(base.selectionrect.Height) > 0.1f));
if(selectionvolume)
{
List<Line2D> selectionoutline = new List<Line2D>
{
new Line2D(selectionrect.Left, selectionrect.Top, selectionrect.Right, selectionrect.Top),
new Line2D(selectionrect.Right, selectionrect.Top, selectionrect.Right, selectionrect.Bottom),
new Line2D(selectionrect.Left, selectionrect.Bottom, selectionrect.Right, selectionrect.Bottom),
new Line2D(selectionrect.Left, selectionrect.Bottom, selectionrect.Left, selectionrect.Top)
};
// (De)select sectors
switch(marqueSelectionMode)
{
case MarqueSelectionMode.SELECT:
// Get ordered selection
List<Sector> selectresult = GetOrderedSelection(base.selectstart, selectionoutline);
// First deselect everything...
foreach(Sector s in General.Map.Map.Sectors) SelectSector(s, false, false);
// Then select sectors in correct order
foreach(Sector s in selectresult) SelectSector(s, true, false);
break;
case MarqueSelectionMode.ADD:
// Get ordered selection
List<Sector> addresult = GetOrderedSelection(selectstart, selectionoutline);
// First deselect everything inside of selection...
foreach(Sector s in addresult) SelectSector(s, false, false);
// Then reselect in correct order
foreach(Sector s in addresult) SelectSector(s, true, false);
break;
case MarqueSelectionMode.SUBTRACT:
// Selection order doesn't matter here
foreach(Sector s in General.Map.Map.Sectors)
{
if(!s.Selected) continue;
if(IsInSelectionRect(s, selectionoutline))
SelectSector(s, false, false);
}
break;
// Should be Intersect selection mode
default:
// Selection order doesn't matter here
foreach(Sector s in General.Map.Map.Sectors)
{
if(!s.Selected) continue;
if(!IsInSelectionRect(s, selectionoutline))
SelectSector(s, false, false);
}
break;
}
2013-03-18 13:52:27 +00:00
// Make sure all linedefs reflect selected sectors
foreach(Sidedef sd in General.Map.Map.Sidedefs)
2013-03-18 13:52:27 +00:00
sd.Line.Selected = sd.Sector.Selected || (sd.Other != null && sd.Other.Sector.Selected);
//mxd. Clear labels for unselected sectors
if(marqueSelectionMode != MarqueSelectionMode.ADD)
{
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(false);
foreach(Sector s in orderedselection)
{
TextLabel[] labelarray = labels[s];
foreach(TextLabel l in labelarray) l.Text = "";
}
}
UpdateSelectedLabels(); //mxd
UpdateSelectionInfo(); //mxd
UpdateOverlaySurfaces(); //mxd
}
base.OnEndMultiSelection();
if(renderer.StartOverlay(true)) renderer.Finish();
General.Interface.RedrawDisplay();
}
// This is called when the selection is updated
protected override void OnUpdateMultiSelection()
{
base.OnUpdateMultiSelection();
// Render selection
if(renderer.StartOverlay(true))
{
RenderMultiSelection();
renderer.Finish();
renderer.Present();
}
}
// When copying
public override bool OnCopyBegin()
{
// No selection made? But we have a highlight!
if((General.Map.Map.GetSelectedSectors(true).Count == 0) && (highlighted != null))
{
// Make the highlight the selection
SelectSector(highlighted, true, false);
//mxd. Actually, we want it marked, not selected
bool result = base.OnCopyBegin();
SelectSector(highlighted, false, false);
return result;
}
return base.OnCopyBegin();
}
// When undo is used
public override bool OnUndoBegin()
{
// Clear ordered selection
General.Map.Map.ClearAllSelected();
return base.OnUndoBegin();
}
// When undo is performed
public override void OnUndoEnd()
{
// Clear labels
SetupLabels();
UpdateEffectLabels(); //mxd
UpdateOverlaySurfaces(); //mxd
base.OnUndoEnd(); //mxd
}
// When redo is used
public override bool OnRedoBegin()
{
// Clear ordered selection
General.Map.Map.ClearAllSelected();
return base.OnRedoBegin();
}
// When redo is performed
public override void OnRedoEnd()
{
// Clear labels
SetupLabels();
UpdateEffectLabels(); //mxd
UpdateOverlaySurfaces(); //mxd
base.OnRedoEnd(); //mxd
}
//mxd
public override void OnViewSelectionNumbersChanged(bool enabled)
{
if(enabled) UpdateSelectedLabels();
}
//mxd
protected override void ToggleHighlight()
{
// Update label colors
PixelColor c = (General.Settings.UseHighlight ? General.Colors.Selection : General.Colors.Highlight);
foreach(TextLabel[] labelarray in labels.Values)
foreach(TextLabel l in labelarray) l.Color = c;
// Update highlighted label color
if((highlighted != null) && !highlighted.IsDisposed)
{
TextLabel[] labelarray = labels[highlighted];
c = (General.Settings.UseHighlight ? General.Colors.Highlight : General.Colors.Selection);
foreach(TextLabel l in labelarray) l.Color = c;
}
// Pass to base
base.ToggleHighlight();
}
//mxd
private void RenderComment(Sector s)
{
if(s.Selected || !s.Fields.ContainsKey("comment")) return;
int iconindex = 0;
string comment = s.Fields.GetValue("comment", string.Empty);
if(comment.Length > 2)
{
string type = comment.Substring(0, 3);
int index = Array.IndexOf(CommentType.Types, type);
if(index != -1) iconindex = index;
}
if(s.Labels.Count > 0)
foreach(LabelPositionInfo info in s.Labels) RenderComment(s, info.position, iconindex);
else
RenderComment(s, new Vector2D(s.BBox.Left + s.BBox.Width / 2, s.BBox.Top + s.BBox.Height / 2), iconindex);
}
//mxd
private void RenderComment(Sector s, Vector2D center, int iconindex)
{
RectangleF rect = new RectangleF(center.x - 8 / renderer.Scale, center.y + 8 / renderer.Scale, 16 / renderer.Scale, -16 / renderer.Scale);
PixelColor c = (s == highlighted ? General.Colors.Highlight : PixelColor.FromColor(Color.White));
renderer.RenderRectangleFilled(rect, c, true, General.Map.Data.CommentTextures[iconindex]);
}
#endregion
#region ================== Actions
// This copies the properties
[BeginAction("classiccopyproperties")]
public void CopyProperties()
{
// Determine source sectors
ICollection<Sector> sel = null;
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(General.Map.Map.SelectedSectorsCount > 0) sel = General.Map.Map.GetSelectedSectors(true);
else if(highlighted != null) sel = new List<Sector> { highlighted };
if(sel != null)
{
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
// Copy properties from the first source sector
BuilderPlug.Me.CopiedSectorProps = new SectorProperties(General.GetByIndex(sel, 0));
General.Interface.DisplayStatus(StatusType.Action, "Copied sector properties.");
}
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
else
{
//mxd
General.Interface.DisplayStatus(StatusType.Warning, "This action requires highlight or selection!");
}
}
// This pastes the properties
[BeginAction("classicpasteproperties")]
public void PasteProperties()
{
if(BuilderPlug.Me.CopiedSectorProps != null)
{
// Determine target sectors
ICollection<Sector> sel = null;
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(General.Map.Map.SelectedSectorsCount > 0) sel = General.Map.Map.GetSelectedSectors(true);
else if(highlighted != null) sel = new List<Sector> { highlighted };
if(sel != null)
{
// Apply properties to selection
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
string rest = (sel.Count == 1 ? "a single sector" : sel.Count + " sectors"); //mxd
General.Map.UndoRedo.CreateUndo("Paste properties to " + rest);
BuilderPlug.Me.CopiedSectorProps.Apply(sel, false);
foreach(Sector s in sel)
{
s.UpdateCeilingSurface();
s.UpdateFloorSurface();
}
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
General.Interface.DisplayStatus(StatusType.Action, "Pasted properties to " + rest + ".");
// Update and redraw
General.Map.IsChanged = true;
General.Interface.RefreshInfo();
General.Map.Renderer2D.UpdateExtraFloorFlag(); //mxd
UpdateEffectLabels(); //mxd
General.Interface.RedrawDisplay();
}
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
else
{
//mxd
General.Interface.DisplayStatus(StatusType.Warning, "This action requires highlight or selection!");
}
}
else
{
//mxd
General.Interface.DisplayStatus(StatusType.Warning, "Copy sector properties first!");
}
}
//mxd. This pastes the properties with options
[BeginAction("classicpastepropertieswithoptions")]
public void PastePropertiesWithOptions()
{
if(BuilderPlug.Me.CopiedSectorProps != null)
{
// Determine target sectors
ICollection<Sector> sel = null;
if(General.Map.Map.SelectedSectorsCount > 0) sel = General.Map.Map.GetSelectedSectors(true);
else if(highlighted != null) sel = new List<Sector> { highlighted };
if(sel != null)
{
PastePropertiesOptionsForm form = new PastePropertiesOptionsForm();
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
if(form.Setup(MapElementType.SECTOR) && form.ShowDialog(General.Interface) == DialogResult.OK)
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
{
// Apply properties to selection
string rest = (sel.Count == 1 ? "a single sector" : sel.Count + " sectors");
General.Map.UndoRedo.CreateUndo("Paste properties with options to " + rest);
BuilderPlug.Me.CopiedSectorProps.Apply(sel, 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(Sector s in sel)
{
s.UpdateCeilingSurface();
s.UpdateFloorSurface();
}
General.Interface.DisplayStatus(StatusType.Action, "Pasted properties with options to " + rest + ".");
// Update and redraw
General.Map.IsChanged = true;
General.Interface.RefreshInfo();
General.Map.Renderer2D.UpdateExtraFloorFlag(); //mxd
UpdateEffectLabels(); //mxd
General.Interface.RedrawDisplay();
}
}
else
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires highlight or selection!");
}
}
else
{
General.Interface.DisplayStatus(StatusType.Warning, "Copy sector properties first!");
}
}
// This creates a new vertex at the mouse position
[BeginAction("insertitem", BaseAction = true)]
public void InsertVertexAction()
{
// Start drawing mode
DrawGeometryMode drawmode = new DrawGeometryMode();
if(mouseinside)
{
bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
DrawnVertex v = DrawGeometryMode.GetCurrentPosition(mousemappos, snaptonearest, snaptogrid, false, false, renderer, new List<DrawnVertex>());
drawmode.DrawPointAt(v);
}
General.Editing.ChangeMode(drawmode);
}
[BeginAction("makedoor")]
public void MakeDoor()
{
// Anything selected?
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
//mxd. Should we use highlighted item?
if(orderedselection.Count == 0 && highlighted != null)
{
orderedselection.Add(highlighted);
}
if(orderedselection.Count > 0)
{
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
string doortex = BuilderPlug.Me.MakeDoor.DoorTexture;
string tracktex = BuilderPlug.Me.MakeDoor.TrackTexture;
string ceiltex = BuilderPlug.Me.MakeDoor.CeilingTexture;
string floortex = null;
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
bool resetoffsets = BuilderPlug.Me.MakeDoor.ResetOffsets;
// Find floor texture
foreach(Sector s in orderedselection)
{
if(floortex == null) floortex = s.FloorTexture; else if(floortex != s.FloorTexture) floortex = "";
}
// Show the dialog
MakeDoorForm form = new MakeDoorForm();
if(form.Show(General.Interface, doortex, tracktex, ceiltex, floortex, resetoffsets) == DialogResult.OK)
{
doortex = form.DoorTexture;
tracktex = form.TrackTexture;
ceiltex = form.CeilingTexture;
floortex = form.FloorTexture;
resetoffsets = form.ResetOffsets;
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
//mxd. Store new settings
BuilderPlug.Me.MakeDoor = new BuilderPlug.MakeDoorSettings(doortex, tracktex, ceiltex, resetoffsets);
// Create undo
General.Map.UndoRedo.CreateUndo("Make door (" + doortex + ")");
General.Interface.DisplayStatus(StatusType.Action, "Created a " + doortex + " door.");
// Go for all selected sectors
foreach(Sector s in orderedselection)
{
// Lower the ceiling down to the floor
s.CeilHeight = s.FloorHeight;
// Make a unique tag (not sure if we need it yet, depends on the args)
int tag = General.Map.Map.GetNewTag();
// Go for all it's sidedefs
foreach(Sidedef sd in s.Sidedefs)
{
// Singlesided?
if(sd.Other == null)
{
// Make this a doortrak
sd.SetTextureHigh("-");
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
if(!string.IsNullOrEmpty(tracktex)) sd.SetTextureMid(tracktex);
sd.SetTextureLow("-");
// Set upper/lower unpegged flags
sd.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, false);
sd.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, true);
}
else
{
// Set textures
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
if(!string.IsNullOrEmpty(floortex)) s.SetFloorTexture(floortex);
if(!string.IsNullOrEmpty(ceiltex)) s.SetCeilTexture(ceiltex);
if(!string.IsNullOrEmpty(doortex)) sd.Other.SetTextureHigh(doortex);
// Set upper/lower unpegged flags
sd.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, false);
sd.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, false);
// Get door linedef type from config
sd.Line.Action = General.Map.Config.MakeDoorAction;
// Set activation type
sd.Line.Activate = General.Map.Config.MakeDoorActivate;
// Set the flags
foreach(var flagpair in General.Map.Config.MakeDoorFlags)
sd.Line.SetFlag(flagpair.Key, flagpair.Value);
// Set the linedef args
for(int i = 0; i < Linedef.NUM_ARGS; i++)
{
// A -1 arg indicates that the arg must be set to the new sector tag
// and only in this case we set the tag on the sector, because only
// then we know for sure that we need a tag.
if(General.Map.Config.MakeDoorArgs[i] == -1)
{
sd.Line.Args[i] = tag;
s.Tag = tag;
}
else
{
sd.Line.Args[i] = General.Map.Config.MakeDoorArgs[i];
}
}
// Make sure the line is facing outwards
if(sd.IsFront)
{
sd.Line.FlipVertices();
sd.Line.FlipSidedefs();
}
}
// Reset the texture offsets if required
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
if(resetoffsets)
{
sd.OffsetX = 0;
sd.OffsetY = 0;
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
if(sd.Other != null)
{
sd.Other.OffsetX = 0;
sd.Other.OffsetY = 0;
}
}
}
}
// When a single sector was selected, deselect it now
if(orderedselection.Count == 1) ClearSelection(); //mxd
General.Map.Data.UpdateUsedTextures(); //mxd
}
// Done
form.Dispose();
General.Interface.RedrawDisplay();
}
else //mxd
{
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a highlight or selection!");
}
}
[BeginAction("deleteitem", BaseAction = true)]
public void DeleteItem()
{
//mxd. Make list of selected things
List<Thing> selectedthings = (BuilderPlug.Me.SyncronizeThingEdit ? new List<Thing>(General.Map.Map.GetSelectedThings(true)) : new List<Thing>());
// Make list of selected sectors
List<Sector> selectedsectors = new List<Sector>(General.Map.Map.GetSelectedSectors(true));
if((selectedsectors.Count == 0) && (highlighted != null) && !highlighted.IsDisposed)
{
selectedsectors.Add(highlighted);
//mxd. Add things?
if(BuilderPlug.Me.SyncronizeThingEdit)
{
foreach(Thing t in General.Map.Map.Things)
{
if(t.Sector == null) t.DetermineSector();
if(t.Sector == highlighted) selectedthings.Add(t);
}
}
}
if(selectedsectors.Count == 0 && selectedthings.Count == 0) return; //mxd
//mxd. Create undo info text
List<string> info = new List<string>();
//mxd. Create sectors info text
if(selectedsectors.Count > 1)
info.Add(selectedsectors.Count + " sectors");
else
info.Add("a sector");
//mxd. Create things info text
if(selectedthings.Count > 1)
info.Add(selectedthings.Count + " things");
else if(selectedthings.Count == 1)
info.Add("a thing");
//mxd. Make undo
string rest = string.Join(" and ", info.ToArray());
General.Map.UndoRedo.CreateUndo("Delete " + rest);
General.Interface.DisplayStatus(StatusType.Action, "Deleted " + rest + ".");
//mxd. Delete things
if(selectedthings.Count > 0)
{
DeleteThings(selectedthings);
General.Map.ThingsFilter.Update();
}
// Anything to do?
if(selectedsectors.Count > 0)
{
General.Map.Map.BeginAddRemove(); //mxd
// Dispose selected sectors
foreach(Sector s in selectedsectors)
{
//mxd. Get all the linedefs
List<Linedef> lines = new List<Linedef>(s.Sidedefs.Count);
foreach(Sidedef side in s.Sidedefs) lines.Add(side.Line);
// Dispose the sector
s.Dispose();
// Check all the lines
for(int i = lines.Count - 1; i >= 0; i--)
{
// If the line has become orphaned, remove it
if((lines[i].Front == null) && (lines[i].Back == null))
{
// Remove line
lines[i].Dispose();
}
else
{
// If the line only has a back side left, flip the line and sides
if((lines[i].Front == null) && (lines[i].Back != null))
{
lines[i].FlipVertices();
lines[i].FlipSidedefs();
}
2013-03-18 13:52:27 +00:00
//mxd. Check textures.
if(lines[i].Front.MiddleRequired() && lines[i].Front.LongMiddleTexture == MapSet.EmptyLongName)
{
if(lines[i].Front.LongHighTexture != MapSet.EmptyLongName)
{
2013-03-18 13:52:27 +00:00
lines[i].Front.SetTextureMid(lines[i].Front.HighTexture);
}
else if(lines[i].Front.LongLowTexture != MapSet.EmptyLongName)
{
2013-03-18 13:52:27 +00:00
lines[i].Front.SetTextureMid(lines[i].Front.LowTexture);
}
}
//mxd. Do we still need high/low textures?
lines[i].Front.RemoveUnneededTextures(false);
// Update sided flags
lines[i].ApplySidedFlags();
}
}
}
General.Map.Map.EndAddRemove(); //mxd
}
if(selectedthings.Count > 0 || selectedsectors.Count > 0)
{
// Update cache values
General.Map.IsChanged = true;
General.Map.Map.Update();
UpdateOverlaySurfaces(); //mxd
// Make text labels for sectors
SetupLabels();
UpdateSelectedLabels();
// Redraw screen
UpdateSelectionInfo(); //mxd
General.Map.Renderer2D.UpdateExtraFloorFlag(); //mxd
General.Interface.RedrawDisplay();
}
}
[BeginAction("dissolveitem", BaseAction = true)] //mxd
public void DissolveItem()
{
//TODO handle this differently?..
DeleteItem();
}
// This joins sectors together and keeps all lines
[BeginAction("joinsectors")]
public void JoinSectors()
{
// Worth our money?
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true); //mxd
if(selected.Count > 1)
{
// Make undo
General.Map.UndoRedo.CreateUndo("Join " + selected.Count + " sectors");
General.Interface.DisplayStatus(StatusType.Action, "Joined " + selected.Count + " sectors.");
//mxd. Things may require updating
List<Thing> affectedthings = new List<Thing>();
foreach(Thing t in General.Map.Map.Things)
if(t.Sector != null && selected.Contains(t.Sector)) affectedthings.Add(t);
// Merge
JoinMergeSectors(false);
//mxd. Things may require updating
foreach(Thing t in affectedthings) t.DetermineSector();
// Map was changed
General.Map.IsChanged = true;
//mxd. Clear selection info
General.Interface.DisplayStatus(StatusType.Selection, string.Empty);
//mxd. Update
UpdateOverlaySurfaces();
UpdateEffectLabels();
General.Map.Renderer2D.UpdateExtraFloorFlag();
// Redraw display
General.Interface.RedrawDisplay();
}
}
// This joins sectors together and removes the lines in between
[BeginAction("mergesectors")]
public void MergeSectors()
{
// Worth our money?
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true); //mxd
if(selected.Count > 1)
{
// Make undo
General.Map.UndoRedo.CreateUndo("Merge " + selected.Count + " sectors");
General.Interface.DisplayStatus(StatusType.Action, "Merged " + selected.Count + " sectors.");
//mxd. Things may require updating
List<Thing> affectedthings = new List<Thing>();
foreach(Thing t in General.Map.Map.Things)
if(t.Sector != null && selected.Contains(t.Sector)) affectedthings.Add(t);
// Merge
JoinMergeSectors(true);
//mxd. Things may require updating
foreach(Thing t in affectedthings) t.DetermineSector();
// Map was changed
General.Map.IsChanged = true;
//mxd. Clear selection info
General.Interface.DisplayStatus(StatusType.Selection, string.Empty);
//mxd. Update
UpdateOverlaySurfaces();
UpdateEffectLabels();
General.Map.Renderer2D.UpdateExtraFloorFlag();
// Redraw display
General.Interface.RedrawDisplay();
}
}
// Make gradient brightness
[BeginAction("gradientbrightness")]
public void MakeGradientBrightness()
{
// Need at least 3 selected sectors
// The first and last are not modified
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
if(orderedselection.Count > 2)
{
2013-03-18 13:52:27 +00:00
General.Interface.DisplayStatus(StatusType.Action, "Created gradient brightness over selected sectors.");
General.Map.UndoRedo.CreateUndo("Gradient brightness");
//mxd
Sector start = General.GetByIndex(orderedselection, 0);
Sector end = General.GetByIndex(orderedselection, orderedselection.Count - 1);
//mxd. Use UDMF light?
string mode = (string)BuilderPlug.Me.MenusForm.GradientModeMenu.SelectedItem;
InterpolationTools.Mode interpolationmode = (InterpolationTools.Mode) BuilderPlug.Me.MenusForm.GradientInterpolationMenu.SelectedIndex;
if(General.Map.UDMF && mode != MenusForm.BrightnessGradientModes.Sectors)
{
if(mode == MenusForm.BrightnessGradientModes.Ceilings || mode == MenusForm.BrightnessGradientModes.Floors)
{
string lightKey;
string lightAbsKey;
int startbrightness, endbrightness;
2013-03-18 13:52:27 +00:00
if(mode == MenusForm.BrightnessGradientModes.Ceilings)
{
lightKey = "lightceiling";
lightAbsKey = "lightceilingabsolute";
}
else //should be floors...
{
lightKey = "lightfloor";
lightAbsKey = "lightfloorabsolute";
2013-03-18 13:52:27 +00:00
}
//get total brightness of start sector
if(start.Fields.GetValue(lightAbsKey, false))
startbrightness = start.Fields.GetValue(lightKey, 0);
else
startbrightness = Math.Min(255, Math.Max(0, start.Brightness + start.Fields.GetValue(lightKey, 0)));
//get total brightness of end sector
if(end.Fields.GetValue(lightAbsKey, false))
endbrightness = end.Fields.GetValue(lightKey, 0);
else
endbrightness = Math.Min(255, Math.Max(0, end.Brightness + end.Fields.GetValue(lightKey, 0)));
// Go for all sectors in between first and last
int index = 0;
foreach(Sector s in orderedselection)
{
s.Fields.BeforeFieldsChange();
float u = index / (float) (orderedselection.Count - 1);
float b = (float)Math.Round(InterpolationTools.Interpolate(startbrightness, endbrightness, u, interpolationmode));
//absolute flag set?
if(s.Fields.GetValue(lightAbsKey, false))
{
if(s.Fields.ContainsKey(lightKey))
s.Fields[lightKey].Value = (int) b;
else
s.Fields.Add(lightKey, new UniValue(UniversalType.Integer, (int) b));
}
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(s.Fields, lightKey, (int) b - s.Brightness, 0);
}
s.UpdateNeeded = true;
index++;
}
}
else if(mode == MenusForm.BrightnessGradientModes.Fade)
{
ApplyColorGradient(orderedselection, start, end, interpolationmode, "fadecolor", 0);
}
else if(mode == MenusForm.BrightnessGradientModes.Light)
{
ApplyColorGradient(orderedselection, start, end, interpolationmode, "lightcolor", 0xFFFFFF);
}
else if(mode == MenusForm.BrightnessGradientModes.LightAndFade)
{
ApplyColorGradient(orderedselection, start, end, interpolationmode, "fadecolor", 0);
ApplyColorGradient(orderedselection, start, end, interpolationmode, "lightcolor", 0xFFFFFF);
}
}
else
{
2013-03-18 13:52:27 +00:00
// Go for all sectors in between first and last
int index = 0;
foreach(Sector s in orderedselection)
{
float u = index / (float)(orderedselection.Count - 1);
s.Brightness = (int)Math.Round(InterpolationTools.Interpolate(start.Brightness, end.Brightness, u, interpolationmode)); //mxd
2013-03-18 13:52:27 +00:00
index++;
}
}
// Update
General.Map.Map.Update();
General.Interface.RedrawDisplay();
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
}
else
{
2013-03-18 13:52:27 +00:00
General.Interface.DisplayStatus(StatusType.Warning, "Select at least 3 sectors first!");
}
}
//mxd
private static void ApplyColorGradient(ICollection<Sector> orderedselection, Sector start, Sector end, InterpolationTools.Mode interpolationmode, string key, int defaultvalue)
{
if(!start.Fields.ContainsKey(key) && !end.Fields.ContainsKey(key))
{
General.Interface.DisplayStatus(StatusType.Warning, "First or last selected sector must have the \"" + key + "\" property!");
}
else
{
PixelColor startcolor, endcolor;
if(key == "fadecolor")
{
startcolor = Tools.GetSectorFadeColor(start);
endcolor = Tools.GetSectorFadeColor(end);
}
else
{
startcolor = PixelColor.FromInt(start.Fields.GetValue(key, defaultvalue));
endcolor = PixelColor.FromInt(end.Fields.GetValue(key, defaultvalue));
}
// Go for all sectors in between first and last
int index = 0;
foreach(Sector s in orderedselection)
{
if(index > 0 && index < orderedselection.Count - 1)
{
s.Fields.BeforeFieldsChange();
float u = index / (orderedselection.Count - 1.0f);
int c = InterpolationTools.InterpolateColor(startcolor, endcolor, u, interpolationmode).WithAlpha(0).ToInt(); // No alpha here!
UniFields.SetInteger(s.Fields, key, c, defaultvalue);
s.UpdateNeeded = true;
}
index++;
}
}
}
// Make gradient floors
[BeginAction("gradientfloors")]
public void MakeGradientFloors()
{
// Need at least 3 selected sectors
// The first and last are not modified
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
if(orderedselection.Count > 2)
{
2013-03-18 13:52:27 +00:00
General.Interface.DisplayStatus(StatusType.Action, "Created gradient floor heights over selected sectors.");
General.Map.UndoRedo.CreateUndo("Gradient floor heights");
int startlevel = General.GetByIndex(orderedselection, 0).FloorHeight;
int endlevel = General.GetByIndex(orderedselection, orderedselection.Count - 1).FloorHeight;
InterpolationTools.Mode interpolationmode = (InterpolationTools.Mode)BuilderPlug.Me.MenusForm.GradientInterpolationMenu.SelectedIndex; //mxd
// Go for all sectors in between first and last
int index = 0;
foreach(Sector s in orderedselection)
{
float u = index / (float)(orderedselection.Count - 1);
s.FloorHeight = (int)Math.Round(InterpolationTools.Interpolate(startlevel, endlevel, u, interpolationmode)); //mxd
index++;
}
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
}
else
{
2013-03-18 13:52:27 +00:00
General.Interface.DisplayStatus(StatusType.Warning, "Select at least 3 sectors first!");
}
}
// Make gradient ceilings
[BeginAction("gradientceilings")]
public void MakeGradientCeilings()
{
// Need at least 3 selected sectors
// The first and last are not modified
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
if(orderedselection.Count > 2)
{
2013-03-18 13:52:27 +00:00
General.Interface.DisplayStatus(StatusType.Action, "Created gradient ceiling heights over selected sectors.");
General.Map.UndoRedo.CreateUndo("Gradient ceiling heights");
int startlevel = General.GetByIndex(orderedselection, 0).CeilHeight;
int endlevel = General.GetByIndex(orderedselection, orderedselection.Count - 1).CeilHeight;
InterpolationTools.Mode interpolationmode = (InterpolationTools.Mode)BuilderPlug.Me.MenusForm.GradientInterpolationMenu.SelectedIndex; //mxd
// Go for all sectors in between first and last
int index = 0;
foreach(Sector s in orderedselection)
{
float u = (float)index / (orderedselection.Count - 1);
s.CeilHeight = (int)Math.Round(InterpolationTools.Interpolate(startlevel, endlevel, u, interpolationmode));
index++;
}
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
}
else
{
2013-03-18 13:52:27 +00:00
General.Interface.DisplayStatus(StatusType.Warning, "Select at least 3 sectors first!");
}
}
// Change heights
[BeginAction("lowerfloor8")]
public void LowerFloors8()
{
// Get selection
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
if(selected.Count == 0 && highlighted != null && !highlighted.IsDisposed)
selected.Add(highlighted);
if(selected.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
// Make undo
General.Interface.DisplayStatus(StatusType.Action, "Lowered floor heights by 8mp.");
General.Map.UndoRedo.CreateUndo("Floor heights change", this, UndoGroup.FloorHeightChange, CreateSelectionCRC(selected));
// Change heights
foreach(Sector s in selected) s.FloorHeight -= 8;
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
}
// Change heights
[BeginAction("raisefloor8")]
public void RaiseFloors8()
{
// Get selection
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
if(selected.Count == 0 && highlighted != null && !highlighted.IsDisposed)
selected.Add(highlighted);
if(selected.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
// Make undo
General.Interface.DisplayStatus(StatusType.Action, "Raised floor heights by 8mp.");
General.Map.UndoRedo.CreateUndo("Floor heights change", this, UndoGroup.FloorHeightChange, CreateSelectionCRC(selected));
// Change heights
foreach(Sector s in selected) s.FloorHeight += 8;
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
}
// Change heights
[BeginAction("lowerceiling8")]
public void LowerCeilings8()
{
// Get selection
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed)
selected.Add(highlighted);
if(selected.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
// Make undo
General.Interface.DisplayStatus(StatusType.Action, "Lowered ceiling heights by 8mp.");
General.Map.UndoRedo.CreateUndo("Ceiling heights change", this, UndoGroup.CeilingHeightChange, CreateSelectionCRC(selected));
// Change heights
foreach(Sector s in selected) s.CeilHeight -= 8;
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
}
// Change heights
[BeginAction("raiseceiling8")]
public void RaiseCeilings8()
{
// Get selection
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
if(selected.Count == 0 && highlighted != null && !highlighted.IsDisposed)
selected.Add(highlighted);
if(selected.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
// Make undo
General.Interface.DisplayStatus(StatusType.Action, "Raised ceiling heights by 8mp.");
General.Map.UndoRedo.CreateUndo("Ceiling heights change", this, UndoGroup.CeilingHeightChange, CreateSelectionCRC(selected));
// Change heights
foreach(Sector s in selected) s.CeilHeight += 8;
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
}
//mxd. Raise brightness
[BeginAction("raisebrightness8")]
public void RaiseBrightness8()
{
// Get selection
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed)
selected.Add(highlighted);
if(selected.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
// Make undo
Sector first = General.GetByIndex(selected, 0); //mxd
int diff = General.Map.Config.BrightnessLevels.GetNextHigher(first.Brightness) - first.Brightness; //mxd
General.Interface.DisplayStatus(StatusType.Action, "Raised sector brightness by " + diff + ".");
General.Map.UndoRedo.CreateUndo("Sector brightness change", this, UndoGroup.SectorBrightnessChange, CreateSelectionCRC(selected));
// Change heights
foreach(Sector s in selected)
{
s.Brightness = General.Map.Config.BrightnessLevels.GetNextHigher(s.Brightness);
s.UpdateNeeded = true;
s.UpdateCache();
}
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
// Redraw
General.Interface.RedrawDisplay();
}
//mxd. Lower brightness
[BeginAction("lowerbrightness8")]
public void LowerBrightness8()
{
// Get selection
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
if(selected.Count == 0 && highlighted != null && !highlighted.IsDisposed)
selected.Add(highlighted);
if(selected.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
// Make undo
Sector first = General.GetByIndex(selected, 0); //mxd
int diff = first.Brightness - General.Map.Config.BrightnessLevels.GetNextLower(first.Brightness); //mxd
General.Interface.DisplayStatus(StatusType.Action, "Lowered sector brightness by " + diff + ".");
General.Map.UndoRedo.CreateUndo("Sector brightness change", this, UndoGroup.SectorBrightnessChange, CreateSelectionCRC(selected));
// Change heights
foreach(Sector s in selected)
{
s.Brightness = General.Map.Config.BrightnessLevels.GetNextLower(s.Brightness);
s.UpdateNeeded = true;
s.UpdateCache();
}
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
// Redraw
General.Interface.RedrawDisplay();
}
// This clears the selection
[BeginAction("clearselection", BaseAction = true)]
public void ClearSelection()
{
// Clear selection
General.Map.Map.ClearAllSelected();
//mxd. Clear selection info
General.Interface.DisplayStatus(StatusType.Selection, string.Empty);
// Clear labels
foreach(TextLabel[] labelarray in labels.Values)
foreach(TextLabel l in labelarray) l.Text = "";
UpdateOverlaySurfaces(); //mxd
UpdateEffectLabels(); //mxd
// Redraw
General.Interface.RedrawDisplay();
}
[BeginAction("placethings")] //mxd
public void PlaceThings()
{
// Make list of selected sectors
ICollection<Sector> sectors = General.Map.Map.GetSelectedSectors(true);
List<Vector2D> positions = new List<Vector2D>();
if(sectors.Count == 0)
{
if(highlighted != null && !highlighted.IsDisposed)
{
sectors.Add(highlighted);
}
else
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires selection of some description!");
return;
}
}
// Make list of suitable positions
foreach(Sector s in sectors)
{
Vector2D pos = (s.Labels.Count > 0 ? s.Labels[0].position : new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2));
if(!positions.Contains(pos)) positions.Add(pos);
}
if(positions.Count < 1)
{
General.Interface.DisplayStatus(StatusType.Warning, "Unable to get vertex positions from selection!");
return;
}
PlaceThingsAtPositions(positions);
}
//mxd. rotate clockwise
[BeginAction("rotateclockwise")]
public void RotateCW()
{
RotateTextures(5);
}
//mxd. rotate counterclockwise
[BeginAction("rotatecounterclockwise")]
public void RotateCCW()
{
RotateTextures(-5);
}
//mxd
private void RotateTextures(float increment)
{
if(!General.Map.UDMF)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action works only in UDMF map format!");
return;
}
// Make list of selected sectors
ICollection<Sector> sectors = General.Map.Map.GetSelectedSectors(true);
if(sectors.Count == 0 && highlighted != null && !highlighted.IsDisposed)
sectors.Add(highlighted);
if(sectors.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
string targets;
string target;
switch(General.Map.Renderer2D.ViewMode)
{
case ViewMode.FloorTextures:
target = " a floor";
targets = " floors";
break;
case ViewMode.CeilingTextures:
target = " a ceiling";
targets = " ceilings";
break;
default:
target = " a floor and a ceiling";
targets = " floors and ceilings";
break;
}
// Make undo
if(sectors.Count > 1)
{
General.Map.UndoRedo.CreateUndo("Rotate " + sectors.Count + targets, this, UndoGroup.TextureRotationChange, CreateSelectionCRC(sectors));
General.Interface.DisplayStatus(StatusType.Action, "Rotated " + sectors.Count + targets + ".");
}
else
{
General.Map.UndoRedo.CreateUndo("Rotate" + target, this, UndoGroup.TextureRotationChange, CreateSelectionCRC(sectors));
General.Interface.DisplayStatus(StatusType.Action, "Rotated" + target + ".");
}
//rotate stuff
foreach(Sector s in sectors)
{
s.Fields.BeforeFieldsChange();
//floor
2016-05-04 14:02:13 +00:00
if(General.Map.Renderer2D.ViewMode != ViewMode.CeilingTextures)
{
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(s.Fields, "rotationfloor", General.ClampAngle(UniFields.GetFloat(s.Fields, "rotationfloor") + increment));
s.UpdateNeeded = true;
}
//ceiling
2016-05-04 14:02:13 +00:00
if(General.Map.Renderer2D.ViewMode != ViewMode.FloorTextures)
{
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(s.Fields, "rotationceiling", General.ClampAngle(UniFields.GetFloat(s.Fields, "rotationceiling") + increment));
s.UpdateNeeded = true;
}
}
// Redraw screen
General.Map.Map.Update();
General.Interface.RedrawDisplay();
General.Interface.RefreshInfo();
}
//mxd
[BeginAction("selectsimilar")]
public void SelectSimilar()
{
ICollection<Sector> selection = General.Map.Map.GetSelectedSectors(true);
if(selection.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
var form = new SelectSimilarElementOptionsPanel();
if(form.Setup(this)) form.ShowDialog(General.Interface);
}
//mxd
[BeginAction("fliplinedefs")]
public void FlipLinedefs()
{
// Get selection
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
if(selected.Count == 0 && highlighted != null && !highlighted.IsDisposed)
selected.Add(highlighted);
if(selected.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
// Make undo
if(selected.Count > 1)
{
General.Map.UndoRedo.CreateUndo("Flip linedefs of " + selected.Count + " sectors");
General.Interface.DisplayStatus(StatusType.Action, "Flipped linedefs of " + selected.Count + "sectors.");
}
else
{
General.Map.UndoRedo.CreateUndo("Flip sector linedefs");
General.Interface.DisplayStatus(StatusType.Action, "Flipped sector linedefs.");
}
HashSet<Linedef> selectedlines = new HashSet<Linedef>();
foreach(Sector s in selected)
{
foreach(Sidedef side in s.Sidedefs)
{
// Skip single-sided lines with only front side
if(!selectedlines.Contains(side.Line) && (side.Line.Back != null || side.Line.Front == null))
selectedlines.Add(side.Line);
}
}
// Flip all selected linedefs
foreach(Linedef l in selectedlines)
{
l.FlipVertices();
l.FlipSidedefs();
}
// Redraw
General.Map.Map.Update();
General.Map.IsChanged = true;
General.Interface.RefreshInfo();
General.Interface.RedrawDisplay();
}
//mxd
[BeginAction("alignlinedefs")]
public void AlignLinedefs()
{
// Get selection
ICollection<Sector> selection = General.Map.Map.GetSelectedSectors(true);
if(selection.Count == 0 && highlighted != null && !highlighted.IsDisposed)
selection.Add(highlighted);
if(selection.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
// Make undo
if(selection.Count > 1)
{
General.Map.UndoRedo.CreateUndo("Align linedefs of " + selection.Count + " sectors");
General.Interface.DisplayStatus(StatusType.Action, "Aligned linedefs of " + selection.Count + "sectors.");
}
else
{
General.Map.UndoRedo.CreateUndo("Align sector linedefs");
General.Interface.DisplayStatus(StatusType.Action, "Aligned sector linedefs.");
}
// Flip lines
Tools.FlipSectorLinedefs(selection, false);
// Redraw
General.Map.Map.Update();
General.Map.IsChanged = true;
General.Interface.RefreshInfo();
General.Interface.RedrawDisplay();
}
#endregion
}
}