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

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#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing;
using CodeImp.DoomBuilder.Editing;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
// No action or button for this mode, it is automatic.
// The EditMode attribute does not have to be specified unless the
// mode must be activated by class name rather than direct instance.
// In that case, just specifying the attribute like this is enough:
// [EditMode]
[EditMode(DisplayName = "Sectors",
Volatile = true)]
public sealed class DragSectorsMode : DragGeometryMode
{
#region ================== Constants
#endregion
#region ================== Variables
private ICollection<Linedef> selectedlines;
private ICollection<Sector> selectedsectors;
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
// Constructor to start dragging immediately
public DragSectorsMode(Vector2D dragstartmappos)
{
// Mark what we are dragging
General.Map.Map.ClearAllMarks(false);
General.Map.Map.MarkSelectedLinedefs(true, true);
ICollection<Vertex> verts = General.Map.Map.GetVerticesFromLinesMarks(true);
foreach(Vertex v in verts) v.Marked = true;
// Get selected lines
selectedlines = General.Map.Map.GetSelectedLinedefs(true);
selectedsectors = General.Map.Map.GetSelectedSectors(true);
// Initialize
base.StartDrag(dragstartmappos);
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Done
base.Dispose();
}
}
#endregion
#region ================== Methods
// Mode engages
public override void OnEngage()
{
base.OnEngage();
renderer.SetPresentation(Presentation.Standard);
}
// Disenagaging
public override void OnDisengage()
{
// Select vertices from lines selection
General.Map.Map.ClearSelectedVertices();
ICollection<Vertex> verts = General.Map.Map.GetVerticesFromLinesMarks(true);
foreach(Vertex v in verts) v.Selected = true;
// Perform normal disengage
base.OnDisengage();
// Clear vertex selection
General.Map.Map.ClearSelectedVertices();
// When not cancelled
if(!cancelled)
{
// If only a single sector was selected, deselect it now
if(selectedsectors.Count == 1)
{
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
}
}
}
// This redraws the display
public override void OnRedrawDisplay()
{
bool viewchanged = CheckViewChanged();
renderer.RedrawSurface();
UpdateRedraw();
// Redraw things when view changed
if(viewchanged)
{
if(renderer.StartThings(true))
{
renderer.RenderThingSet(General.Map.Map.Things, 1.0f);
renderer.Finish();
}
}
renderer.Present();
}
// This redraws only the required things
protected override void UpdateRedraw()
{
// Start rendering
if(renderer.StartPlotter(true))
{
// Render lines and vertices
renderer.PlotLinedefSet(snaptolines);
renderer.PlotLinedefSet(unstablelines);
renderer.PlotLinedefSet(selectedlines);
renderer.PlotVerticesSet(General.Map.Map.Vertices);
// Draw the dragged item highlighted
// This is important to know, because this item is used
// for snapping to the grid and snapping to nearest items
renderer.PlotVertex(dragitem, ColorCollection.HIGHLIGHT);
// Done
renderer.Finish();
}
// Redraw overlay
if(renderer.StartOverlay(true))
{
foreach(LineLengthLabel l in labels)
{
renderer.RenderText(l.TextLabel);
}
renderer.Finish();
}
}
#endregion
}
}