UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/BaseVisualGeometrySidedef.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;
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
using System.Drawing;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Data;
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.GZBuilder.Tools;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.VisualModes;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal abstract class BaseVisualGeometrySidedef : VisualGeometry, IVisualEventReceiver
{
#region ================== Constants
private const float DRAG_ANGLE_TOLERANCE = 0.06f;
#endregion
#region ================== Variables
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
protected readonly BaseVisualMode mode;
protected Plane top;
protected Plane bottom;
protected long setuponloadedtexture;
// UV dragging
private float dragstartanglexy;
private float dragstartanglez;
private Vector3D dragorigin;
private Vector3D deltaxy;
private Vector3D deltaz;
private int startoffsetx;
private int startoffsety;
protected bool uvdragging;
private int prevoffsetx; // We have to provide delta offsets, but I don't
private int prevoffsety; // want to calculate with delta offsets to prevent
// inaccuracy in the dragging.
private static List<BaseVisualSector> updateList; //mxd
// Undo/redo
private int undoticket;
#endregion
#region ================== Properties
public bool IsDraggingUV { get { return uvdragging; } }
new public BaseVisualSector Sector { get { return (BaseVisualSector)base.Sector; } }
#endregion
#region ================== Constructor / Destructor
// Constructor for sidedefs
public BaseVisualGeometrySidedef(BaseVisualMode mode, VisualSector vs, Sidedef sd) : base(vs, sd)
{
this.mode = mode;
this.deltaz = new Vector3D(0.0f, 0.0f, 1.0f);
this.deltaxy = (sd.Line.End.Position - sd.Line.Start.Position) * sd.Line.LengthInv;
if(!sd.IsFront) this.deltaxy = -this.deltaxy;
2013-03-18 13:52:27 +00:00
//mxd
if(mode.UseSelectionFromClassicMode && sd.Line.Selected)
{
2013-03-18 13:52:27 +00:00
this.selected = true;
mode.AddSelectedObject(this);
}
}
#endregion
#region ================== Methods
// This sets the renderstyle from linedef information and returns the alpha value or the vertices
protected byte SetLinedefRenderstyle(bool solidasmask)
{
byte alpha;
// From TranslucentLine action
if(Sidedef.Line.Action == 208)
{
alpha = (byte)General.Clamp(Sidedef.Line.Args[1], 0, 255);
if(Sidedef.Line.Args[2] == 1)
this.RenderPass = RenderPass.Additive;
else if(alpha < 255)
this.RenderPass = RenderPass.Alpha;
else if(solidasmask)
this.RenderPass = RenderPass.Mask;
else
this.RenderPass = RenderPass.Solid;
}
else
{
// From UDMF field
string field = Sidedef.Line.Fields.GetValue("renderstyle", "translucent");
alpha = (byte)(Sidedef.Line.Fields.GetValue("alpha", 1.0f) * 255.0f);
if(alpha == 255 && Sidedef.Line.IsFlagSet("transparent")) { //mxd
alpha = 64;
}
if(field == "add")
this.RenderPass = RenderPass.Additive;
else if(alpha < 255)
this.RenderPass = RenderPass.Alpha;
else if(solidasmask)
this.RenderPass = RenderPass.Mask;
else
this.RenderPass = RenderPass.Solid;
}
return alpha;
}
// This performs a fast test in object picking
public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
{
// Check if intersection point is between top and bottom
return (pickintersect.z >= bottom.GetZ(pickintersect)) && (pickintersect.z <= top.GetZ(pickintersect));
}
// This performs an accurate test for object picking
public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
{
// The fast reject pass is already as accurate as it gets,
// so we just return the intersection distance here
u_ray = pickrayu;
return true;
}
// This creates vertices from a wall polygon and applies lighting
protected List<WorldVertex> CreatePolygonVertices(WallPolygon poly, TexturePlane tp, SectorData sd, int lightvalue, bool lightabsolute)
{
List<WallPolygon> polylist = new List<WallPolygon>(1);
polylist.Add(poly);
return CreatePolygonVertices(polylist, tp, sd, lightvalue, lightabsolute);
}
// This creates vertices from a wall polygon and applies lighting
protected List<WorldVertex> CreatePolygonVertices(List<WallPolygon> poly, TexturePlane tp, SectorData sd, int lightvalue, bool lightabsolute)
{
List<WallPolygon> polygons = new List<WallPolygon>(poly);
List<WorldVertex> verts = new List<WorldVertex>();
// Go for all levels to build geometry
for(int i = sd.LightLevels.Count - 1; i >= 0; i--)
{
SectorLevel l = sd.LightLevels[i];
if((l != sd.Floor) && (l != sd.Ceiling) && (l.type != SectorLevelType.Floor))
{
// Go for all polygons
int num = polygons.Count;
for(int pi = 0; pi < num; pi++)
{
// Split by plane
WallPolygon p = polygons[pi];
WallPolygon np = SplitPoly(ref p, l.plane, false);
if(np.Count > 0)
{
// Determine color
int lightlevel = lightabsolute ? lightvalue : l.brightnessbelow + lightvalue;
PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lightlevel, Sidedef)); //mxd
PixelColor wallcolor = PixelColor.Modulate(l.colorbelow, wallbrightness);
np.color = wallcolor.WithAlpha(255).ToInt();
if(p.Count == 0)
{
polygons[pi] = np;
}
else
{
polygons[pi] = p;
polygons.Add(np);
}
}
else
{
polygons[pi] = p;
}
}
}
}
// Go for all polygons to make geometry
foreach(WallPolygon p in polygons)
{
// Find texture coordinates for each vertex in the polygon
List<Vector2D> texc = new List<Vector2D>(p.Count);
foreach(Vector3D v in p)
texc.Add(tp.GetTextureCoordsAt(v));
// Now we create triangles from the polygon.
// The polygon is convex and clockwise, so this is a piece of cake.
if(p.Count >= 3)
{
for(int k = 1; k < (p.Count - 1); k++)
{
verts.Add(new WorldVertex(p[0], p.color, texc[0]));
verts.Add(new WorldVertex(p[k], p.color, texc[k]));
verts.Add(new WorldVertex(p[k + 1], p.color, texc[k + 1]));
}
}
}
return verts;
}
// This splits a polygon with a plane and returns the other part as a new polygon
// The polygon is expected to be convex and clockwise
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
protected static WallPolygon SplitPoly(ref WallPolygon poly, Plane p, bool keepfront)
{
const float NEAR_ZERO = 0.01f;
WallPolygon front = new WallPolygon(poly.Count);
WallPolygon back = new WallPolygon(poly.Count);
poly.CopyProperties(front);
poly.CopyProperties(back);
if(poly.Count > 0)
{
// Go for all vertices to see which side they have to be on
Vector3D v1 = poly[poly.Count - 1];
float side1 = p.Distance(v1);
for(int i = 0; i < poly.Count; i++)
{
// Fetch vertex and determine side
Vector3D v2 = poly[i];
float side2 = p.Distance(v2);
// Front?
if(side2 > NEAR_ZERO)
{
if(side1 < -NEAR_ZERO)
{
// Split line with plane and insert the vertex
float u = 0.0f;
p.GetIntersection(v1, v2, ref u);
Vector3D v3 = v1 + (v2 - v1) * u;
front.Add(v3);
back.Add(v3);
}
front.Add(v2);
}
// Back?
else if(side2 < -NEAR_ZERO)
{
if(side1 > NEAR_ZERO)
{
// Split line with plane and insert the vertex
float u = 0.0f;
p.GetIntersection(v1, v2, ref u);
Vector3D v3 = v1 + (v2 - v1) * u;
front.Add(v3);
back.Add(v3);
}
back.Add(v2);
}
else
{
// On the plane, add to both polygons
front.Add(v2);
back.Add(v2);
}
// Next
v1 = v2;
side1 = side2;
}
}
if(keepfront)
{
poly = front;
return back;
}
else
{
poly = back;
return front;
}
}
// This crops a polygon with a plane and keeps only a certain part of the polygon
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
protected static void CropPoly(ref WallPolygon poly, Plane p, bool keepfront)
{
const float NEAR_ZERO = 0.01f;
float sideswitch = keepfront ? 1 : -1;
WallPolygon newp = new WallPolygon(poly.Count);
poly.CopyProperties(newp);
if(poly.Count > 0)
{
// First split lines that cross the plane so that we have vertices on the plane where the lines cross
Vector3D v1 = poly[poly.Count - 1];
float side1 = p.Distance(v1) * sideswitch;
for(int i = 0; i < poly.Count; i++)
{
// Fetch vertex and determine side
Vector3D v2 = poly[i];
float side2 = p.Distance(v2) * sideswitch;
// Front?
if(side2 > NEAR_ZERO)
{
if(side1 < -NEAR_ZERO)
{
// Split line with plane and insert the vertex
float u = 0.0f;
p.GetIntersection(v1, v2, ref u);
Vector3D v3 = v1 + (v2 - v1) * u;
newp.Add(v3);
}
newp.Add(v2);
}
// Back?
else if(side2 < -NEAR_ZERO)
{
if(side1 > NEAR_ZERO)
{
// Split line with plane and insert the vertex
float u = 0.0f;
p.GetIntersection(v1, v2, ref u);
Vector3D v3 = v1 + (v2 - v1) * u;
newp.Add(v3);
}
}
else
{
// On the plane
newp.Add(v2);
}
// Next
v1 = v2;
side1 = side2;
}
}
poly = newp;
}
//mxd
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
protected static float GetRoundedTextureOffset(float oldValue, float offset, float scale, float textureSize)
{
if(offset == 0f) return oldValue;
float scaledOffset = offset * scale;
float result = (float)Math.Round(oldValue + scaledOffset);
if (textureSize > 0) result %= textureSize;
if(result == oldValue) result += (scaledOffset < 0 ? -1 : 1);
return result;
}
2013-03-18 13:52:27 +00:00
//mxd
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
private void OnTextureChanged()
{
2013-03-18 13:52:27 +00:00
//check for 3d floors
if(Sidedef.Line.Action == 160)
{
2013-03-18 13:52:27 +00:00
int sectortag = Sidedef.Line.Args[0] + (Sidedef.Line.Args[4] << 8);
if(sectortag == 0) return;
foreach(Sector sector in General.Map.Map.Sectors)
{
if(sector.Tag == sectortag)
{
2013-03-18 13:52:27 +00:00
BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(sector);
vs.UpdateSectorGeometry(true);
}
}
}
}
//mxd
protected void SelectNeighbours(string texture, bool select, bool withSameTexture, bool withSameHeight)
{
if(Sidedef.Sector == null || (!withSameTexture && !withSameHeight)) return;
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
Rectangle rect = BuilderModesTools.GetSidedefPartSize(this);
if(rect.Height == 0) return;
if(select && !selected)
{
selected = true;
mode.AddSelectedObject(this);
}
else if(!select && selected)
{
selected = false;
mode.RemoveSelectedObject(this);
}
//select
List<Linedef> connectedLines = new List<Linedef>();
foreach(Linedef line in Sidedef.Line.Start.Linedefs)
{
if(line.Index == Sidedef.Line.Index) continue;
connectedLines.Add(line);
}
foreach(Linedef line in Sidedef.Line.End.Linedefs)
{
if(line.Index == Sidedef.Line.Index) continue;
if(!connectedLines.Contains(line)) connectedLines.Add(line);
}
// Check connected lines
foreach(Linedef line in connectedLines)
{
bool addFrontTop = false;
bool addFrontMiddle = false;
bool addFrontBottom = false;
bool addBackTop = false;
bool addBackMiddle = false;
bool addBackBottom = false;
bool lineHasFrontSector = (line.Front != null && line.Front.Sector != null);
bool lineHasBackSector = (line.Back != null && line.Back.Sector != null);
bool doublesided = (lineHasFrontSector && lineHasBackSector);
List<VisualMiddle3D> extrasides = new List<VisualMiddle3D>();
// Gather 3d floor sides
if (doublesided)
{
BaseVisualSector s = mode.GetVisualSector(line.Front.Sector) as BaseVisualSector;
if (s != null)
{
extrasides.AddRange(s.GetSidedefParts(line.Front).middle3d.ToArray());
}
s = mode.GetVisualSector(line.Back.Sector) as BaseVisualSector;
if(s != null)
{
extrasides.AddRange(s.GetSidedefParts(line.Back).middle3d.ToArray());
}
}
// Add regular sides
if(withSameTexture)
{
if(line.Front != null)
{
addFrontTop = (line.Front.HighTexture == texture
&& line.Front.HighRequired()
&& BuilderModesTools.GetSidedefPartSize(line.Front, VisualGeometryType.WALL_UPPER).IntersectsWith(rect));
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
addFrontMiddle = (line.Front.MiddleTexture == texture
&& (line.Front.MiddleRequired() || (line.Back != null && texture != "-"))
&& line.Front.GetMiddleHeight() > 0
&& BuilderModesTools.GetSidedefPartSize(line.Front, VisualGeometryType.WALL_MIDDLE).IntersectsWith(rect));
addFrontBottom = (line.Front.LowTexture == texture
&& line.Front.LowRequired()
&& BuilderModesTools.GetSidedefPartSize(line.Front, VisualGeometryType.WALL_LOWER).IntersectsWith(rect));
}
if(line.Back != null)
{
addBackTop = (line.Back.HighTexture == texture
&& line.Back.HighRequired()
&& BuilderModesTools.GetSidedefPartSize(line.Back, VisualGeometryType.WALL_UPPER).IntersectsWith(rect));
addBackMiddle = (line.Back.MiddleTexture == texture
&& (line.Back.MiddleRequired() || (line.Front != null && texture != "-"))
&& line.Back.GetMiddleHeight() > 0
&& BuilderModesTools.GetSidedefPartSize(line.Back, VisualGeometryType.WALL_MIDDLE).IntersectsWith(rect));
addBackBottom = (line.Back.LowTexture == texture
&& line.Back.LowRequired()
&& BuilderModesTools.GetSidedefPartSize(line.Back, VisualGeometryType.WALL_LOWER).IntersectsWith(rect));
}
// Add 3d floor sides
List<VisualMiddle3D> filtered = new List<VisualMiddle3D>();
foreach(VisualMiddle3D side3d in extrasides)
{
Sidedef controlside = side3d.GetControlLinedef().Front;
if (controlside.MiddleTexture == texture && BuilderModesTools.GetSidedefPartSize(controlside, VisualGeometryType.WALL_MIDDLE).IntersectsWith(rect))
{
filtered.Add(side3d);
}
}
extrasides = filtered;
}
if(withSameHeight && rect.Height > 0)
{
// Upper parts match?
if((!withSameTexture || addFrontTop) && doublesided && line.Front.HighRequired())
{
Rectangle r = BuilderModesTools.GetSidedefPartSize(line.Front, VisualGeometryType.WALL_UPPER);
addFrontTop = (rect.Height == r.Height && rect.Y == r.Y);
}
if((!withSameTexture || addBackTop) && doublesided && line.Back.HighRequired())
{
Rectangle r = BuilderModesTools.GetSidedefPartSize(line.Back, VisualGeometryType.WALL_UPPER);
addBackTop = (rect.Height == r.Height && rect.Y == r.Y);
}
// Middle parts match?
if((!withSameTexture || addFrontMiddle)
&& lineHasFrontSector
&& (line.Front.MiddleRequired() || line.Front.LongMiddleTexture != MapSet.EmptyLongName) )
{
Rectangle r = BuilderModesTools.GetSidedefPartSize(line.Front, VisualGeometryType.WALL_MIDDLE);
addFrontMiddle = (rect.Height == r.Height && rect.Y == r.Y);
}
if((!withSameTexture || addBackMiddle)
&& lineHasBackSector
&& (line.Back.MiddleRequired() || line.Back.LongMiddleTexture != MapSet.EmptyLongName))
{
Rectangle r = BuilderModesTools.GetSidedefPartSize(line.Back, VisualGeometryType.WALL_MIDDLE);
addBackMiddle = (rect.Height == r.Height && rect.Y == r.Y);
}
// Lower parts match?
if((!withSameTexture || addFrontBottom) && doublesided && line.Front.LowRequired())
{
Rectangle r = BuilderModesTools.GetSidedefPartSize(line.Front, VisualGeometryType.WALL_LOWER);
addFrontBottom = (rect.Height == r.Height && rect.Y == r.Y);
}
if((!withSameTexture || addBackBottom) && doublesided && line.Back.LowRequired())
{
Rectangle r = BuilderModesTools.GetSidedefPartSize(line.Back, VisualGeometryType.WALL_LOWER);
addBackBottom = (rect.Height == r.Height && rect.Y == r.Y);
}
// 3d floor parts match?
List<VisualMiddle3D> filtered = new List<VisualMiddle3D>();
foreach(VisualMiddle3D side3d in extrasides)
{
Sidedef controlside = side3d.GetControlLinedef().Front;
Rectangle r = BuilderModesTools.GetSidedefPartSize(controlside, VisualGeometryType.WALL_MIDDLE);
if(rect.Height == r.Height && rect.Y == r.Y)
{
filtered.Add(side3d);
}
}
extrasides = filtered;
}
// Select front?
if(addFrontTop || addFrontMiddle || addFrontBottom)
mode.SelectSideParts(line.Front, addFrontTop, addFrontMiddle, addFrontBottom, select, withSameTexture, withSameHeight);
// Select back?
if(addBackTop || addBackMiddle || addBackBottom)
mode.SelectSideParts(line.Back, addBackTop, addBackMiddle, addBackBottom, select, withSameTexture, withSameHeight);
// Select 3d floor sides?
foreach (VisualMiddle3D side3d in extrasides)
{
if( (select && !side3d.Selected) || (!select && side3d.Selected) )
side3d.SelectNeighbours(select, withSameTexture, withSameHeight);
}
}
}
//mxd
public virtual bool IsSelected()
{
return selected;
}
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
//mxd
protected void FitTexture(FitTextureOptions options)
{
// Create undo name
string s;
if(options.FitWidth && options.FitHeight) s = "width and height";
else if(options.FitWidth) s = "width";
else s = "height";
//create undo
mode.CreateUndo("Fit texture (" + s + ")", UndoGroup.TextureOffsetChange, Sector.Sector.FixedIndex);
Sidedef.Fields.BeforeFieldsChange();
// Fit width
if(options.FitWidth)
{
float scalex, offsetx;
if(options.FitAcrossSurfaces)
{
scalex = Texture.ScaledWidth / (Sidedef.Line.Length * (options.GlobalBounds.Width / Sidedef.Line.Length)) * options.HorizontalRepeat;
offsetx = (float)Math.Round((options.Bounds.X * scalex - Sidedef.OffsetX) % Texture.Width, General.Map.FormatInterface.VertexDecimals);
}
else
{
scalex = Texture.ScaledWidth / Sidedef.Line.Length * options.HorizontalRepeat;
offsetx = -Sidedef.OffsetX;
}
UDMFTools.SetFloat(Sidedef.Fields, "scalex_" + partname, (float)Math.Round(scalex, General.Map.FormatInterface.VertexDecimals), 1.0f);
UDMFTools.SetFloat(Sidedef.Fields, "offsetx_" + partname, offsetx, 0.0f);
}
else
{
// Restore initial offsets
UDMFTools.SetFloat(Sidedef.Fields, "scalex_" + partname, options.InitialScaleX, 1.0f);
UDMFTools.SetFloat(Sidedef.Fields, "offsetx_" + partname, options.InitialOffsetX, 0.0f);
}
// Fit height
if(options.FitHeight)
{
if(Sidedef.Sector != null)
{
float scaley, offsety;
if(options.FitAcrossSurfaces)
{
scaley = Texture.ScaledHeight / (options.Bounds.Height * ((float)options.GlobalBounds.Height / options.Bounds.Height)) * options.VerticalRepeat;
if(this is VisualLower) // Special cases, special cases...
{
offsety = GetLowerOffsetY(scaley);
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
}
else if(this is VisualMiddleDouble)
{
if (Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
{
offsety = (options.Bounds.Y - Sidedef.GetHighHeight() - Sidedef.GetLowHeight()) * scaley - Sidedef.OffsetY;
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
}
else
{
offsety = options.Bounds.Y * scaley - Sidedef.OffsetY;
}
}
else
{
offsety = Tools.GetSidedefOffsetY(Sidedef, geometrytype, options.Bounds.Y * scaley - Sidedef.OffsetY, scaley, true) % Texture.Height;
}
}
else
{
scaley = Texture.ScaledHeight / options.Bounds.Height * options.VerticalRepeat;
if(this is VisualLower) // Special cases, special cases...
offsety = GetLowerOffsetY(scaley);
else
offsety = Tools.GetSidedefOffsetY(Sidedef, geometrytype, -Sidedef.OffsetY, scaley, true) % Texture.Height;
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
}
UDMFTools.SetFloat(Sidedef.Fields, "scaley_" + partname, (float)Math.Round(scaley, General.Map.FormatInterface.VertexDecimals), 1.0f);
UDMFTools.SetFloat(Sidedef.Fields, "offsety_" + partname, (float)Math.Round(offsety, General.Map.FormatInterface.VertexDecimals), 0.0f);
}
}
else
{
// Restore initial offsets
UDMFTools.SetFloat(Sidedef.Fields, "scaley_" + partname, options.InitialScaleY, 1.0f);
UDMFTools.SetFloat(Sidedef.Fields, "offsety_" + partname, options.InitialOffsetY, 0.0f);
}
}
//mxd. Oh so special cases...
private float GetLowerOffsetY(float scaley)
{
if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
return ((-Sidedef.OffsetY - Sidedef.GetMiddleHeight() - Sidedef.GetHighHeight()) * scaley) % Texture.Height;
return (-Sidedef.OffsetY * scaley) % Texture.Height;
}
#endregion
#region ================== Events
// Unused
public virtual void OnEditBegin() { }
protected virtual void SetTexture(string texturename) { }
public abstract bool Setup();
protected abstract void SetTextureOffsetX(int x);
protected abstract void SetTextureOffsetY(int y);
protected virtual void ResetTextureScale() { } //mxd
protected abstract void MoveTextureOffset(Point xy);
protected abstract Point GetTextureOffset();
public virtual void SelectNeighbours(bool select, bool withSameTexture, bool withSameHeight) { } //mxd
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
public virtual void OnTextureFit(FitTextureOptions options) { } //mxd
// Insert middle texture
public virtual void OnInsert()
{
// No middle texture yet?
if(!Sidedef.MiddleRequired() && (string.IsNullOrEmpty(Sidedef.MiddleTexture) || (Sidedef.MiddleTexture == "-")))
{
// Make it now
mode.CreateUndo("Create middle texture");
mode.SetActionResult("Created middle texture.");
General.Settings.FindDefaultDrawSettings();
Sidedef.SetTextureMid(General.Map.Options.DefaultWallTexture);
// Update
Sector.Changed = true;
// Other side as well
if(string.IsNullOrEmpty(Sidedef.Other.MiddleTexture) || (Sidedef.Other.MiddleTexture == "-"))
{
Sidedef.Other.SetTextureMid(General.Map.Options.DefaultWallTexture);
// Update
VisualSector othersector = mode.GetVisualSector(Sidedef.Other.Sector);
if(othersector is BaseVisualSector) (othersector as BaseVisualSector).Changed = true;
}
}
}
// Delete texture
public virtual void OnDelete()
{
// Remove texture
mode.CreateUndo("Delete texture");
mode.SetActionResult("Deleted a texture.");
SetTexture("-");
// Update
Sector.Changed = true;
}
// Processing
public virtual void OnProcess(float deltatime)
{
// If the texture was not loaded, but is loaded now, then re-setup geometry
if(setuponloadedtexture != 0)
{
ImageData t = General.Map.Data.GetTextureImage(setuponloadedtexture);
if(t != null)
{
if(t.IsImageLoaded)
{
setuponloadedtexture = 0;
Setup();
}
}
}
}
// Change target height
public virtual void OnChangeTargetHeight(int amount)
{
switch(BuilderPlug.Me.ChangeHeightBySidedef)
{
// Change ceiling
case 1:
if(!this.Sector.Ceiling.Changed)
this.Sector.Ceiling.OnChangeTargetHeight(amount);
break;
// Change floor
case 2:
if(!this.Sector.Floor.Changed)
this.Sector.Floor.OnChangeTargetHeight(amount);
break;
// Change both
case 3:
if(!this.Sector.Floor.Changed)
this.Sector.Floor.OnChangeTargetHeight(amount);
if(!this.Sector.Ceiling.Changed)
this.Sector.Ceiling.OnChangeTargetHeight(amount);
break;
}
}
// Reset texture offsets
public virtual void OnResetTextureOffset()
{
mode.CreateUndo("Reset texture offsets");
mode.SetActionResult("Texture offsets reset.");
// Apply offsets
Sidedef.OffsetX = 0;
Sidedef.OffsetY = 0;
// Update sidedef geometry
VisualSidedefParts parts = Sector.GetSidedefParts(Sidedef);
parts.SetupAllParts();
}
//mxd
public virtual void OnResetLocalTextureOffset()
{
if (!General.Map.UDMF)
{
OnResetTextureOffset();
return;
}
mode.CreateUndo("Reset local texture offsets");
mode.SetActionResult("Local texture offsets reset.");
// Apply offsets
SetTextureOffsetX(0);
SetTextureOffsetY(0);
ResetTextureScale();
// Update sidedef geometry
VisualSidedefParts parts = Sector.GetSidedefParts(Sidedef);
parts.SetupAllParts();
}
// Toggle upper-unpegged
public virtual void OnToggleUpperUnpegged()
{
if(this.Sidedef.Line.IsFlagSet(General.Map.Config.UpperUnpeggedFlag))
{
// Remove flag
mode.ApplyUpperUnpegged(false);
}
else
{
// Add flag
mode.ApplyUpperUnpegged(true);
}
}
// Toggle lower-unpegged
public virtual void OnToggleLowerUnpegged()
{
if(this.Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
{
// Remove flag
mode.ApplyLowerUnpegged(false);
}
else
{
// Add flag
mode.ApplyLowerUnpegged(true);
}
}
// This sets the Upper Unpegged flag
public virtual void ApplyUpperUnpegged(bool set)
{
if(!set)
{
// Remove flag
mode.CreateUndo("Remove upper-unpegged setting");
mode.SetActionResult("Removed upper-unpegged setting.");
this.Sidedef.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, false);
}
else
{
// Add flag
mode.CreateUndo("Set upper-unpegged setting");
mode.SetActionResult("Set upper-unpegged setting.");
this.Sidedef.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, true);
}
// Update sidedef geometry
VisualSidedefParts parts = Sector.GetSidedefParts(Sidedef);
parts.SetupAllParts();
// Update other sidedef geometry
if(Sidedef.Other != null)
{
BaseVisualSector othersector = (BaseVisualSector)mode.GetVisualSector(Sidedef.Other.Sector);
parts = othersector.GetSidedefParts(Sidedef.Other);
parts.SetupAllParts();
}
}
// This sets the Lower Unpegged flag
public virtual void ApplyLowerUnpegged(bool set)
{
if(!set)
{
// Remove flag
mode.CreateUndo("Remove lower-unpegged setting");
mode.SetActionResult("Removed lower-unpegged setting.");
this.Sidedef.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, false);
}
else
{
// Add flag
mode.CreateUndo("Set lower-unpegged setting");
mode.SetActionResult("Set lower-unpegged setting.");
this.Sidedef.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, true);
}
// Update sidedef geometry
VisualSidedefParts parts = Sector.GetSidedefParts(Sidedef);
parts.SetupAllParts();
// Update other sidedef geometry
if(Sidedef.Other != null)
{
BaseVisualSector othersector = (BaseVisualSector)mode.GetVisualSector(Sidedef.Other.Sector);
parts = othersector.GetSidedefParts(Sidedef.Other);
parts.SetupAllParts();
}
}
// Flood-fill textures
public virtual void OnTextureFloodfill()
{
if(BuilderPlug.Me.CopiedTexture != null)
{
string oldtexture = GetTextureName();
long oldtexturelong = Lump.MakeLongName(oldtexture);
string newtexture = BuilderPlug.Me.CopiedTexture;
if(newtexture != oldtexture)
{
mode.CreateUndo("Flood-fill textures with " + newtexture);
mode.SetActionResult("Flood-filled textures with " + newtexture + ".");
mode.Renderer.SetCrosshairBusy(true);
General.Interface.RedrawDisplay();
// Get the texture
ImageData newtextureimage = General.Map.Data.GetTextureImage(newtexture);
if(newtextureimage != null)
{
if(mode.IsSingleSelection)
{
// Clear all marks, this will align everything it can
General.Map.Map.ClearMarkedSidedefs(false);
}
else
{
// Limit the alignment to selection only
General.Map.Map.ClearMarkedSidedefs(true);
List<Sidedef> sides = mode.GetSelectedSidedefs();
foreach(Sidedef sd in sides) sd.Marked = false;
}
// Do the alignment
Tools.FloodfillTextures(this.Sidedef, oldtexturelong, newtextureimage, false);
// Get the changed sidedefs
List<Sidedef> changes = General.Map.Map.GetMarkedSidedefs(true);
foreach(Sidedef sd in changes)
{
// Update the parts for this sidedef!
if(mode.VisualSectorExists(sd.Sector))
{
BaseVisualSector vs = (mode.GetVisualSector(sd.Sector) as BaseVisualSector);
VisualSidedefParts parts = vs.GetSidedefParts(sd);
parts.SetupAllParts();
}
}
General.Map.Data.UpdateUsedTextures();
mode.Renderer.SetCrosshairBusy(false);
mode.ShowTargetInfo();
}
}
}
}
// Auto-align texture offsets
public virtual void OnTextureAlign(bool alignx, bool aligny)
{
//mxd
string rest;
if(alignx && aligny) rest = "(X and Y)";
else if(alignx) rest = "(X)";
else rest = "(Y)";
mode.CreateUndo("Auto-align textures " + rest);
mode.SetActionResult("Auto-aligned textures " + rest + ".");
// Make sure the texture is loaded (we need the texture size)
if(!base.Texture.IsImageLoaded) base.Texture.LoadImage();
if(mode.IsSingleSelection)
{
// Clear all marks, this will align everything it can
General.Map.Map.ClearMarkedSidedefs(false);
}
else
{
// Limit the alignment to selection only
General.Map.Map.ClearMarkedSidedefs(true);
List<Sidedef> sides = mode.GetSelectedSidedefs();
foreach(Sidedef sd in sides) sd.Marked = false;
}
// Do the alignment
mode.AutoAlignTextures(this, base.Texture, alignx, aligny, false, true);
// Get the changed sidedefs
List<Sidedef> changes = General.Map.Map.GetMarkedSidedefs(true);
foreach(Sidedef sd in changes)
{
// Update the parts for this sidedef!
if(mode.VisualSectorExists(sd.Sector))
{
BaseVisualSector vs = (mode.GetVisualSector(sd.Sector) as BaseVisualSector);
VisualSidedefParts parts = vs.GetSidedefParts(sd);
parts.SetupAllParts();
}
}
}
// Select texture
public virtual void OnSelectTexture()
{
if(General.Interface.IsActiveWindow)
{
string oldtexture = GetTextureName();
string newtexture = General.Interface.BrowseTexture(General.Interface, oldtexture);
if(newtexture != oldtexture)
{
mode.ApplySelectTexture(newtexture, false);
}
}
}
// Apply Texture
public virtual void ApplyTexture(string texture)
{
mode.CreateUndo("Change texture " + texture);
SetTexture(texture);
OnTextureChanged();//mxd
}
// Paste texture
public virtual void OnPasteTexture()
{
if(BuilderPlug.Me.CopiedTexture != null)
{
mode.CreateUndo("Paste texture '" + BuilderPlug.Me.CopiedTexture + "'");
mode.SetActionResult("Pasted texture '" + BuilderPlug.Me.CopiedTexture + "'.");
SetTexture(BuilderPlug.Me.CopiedTexture);
OnTextureChanged();//mxd
}
}
// Paste texture offsets
public virtual void OnPasteTextureOffsets()
{
mode.CreateUndo("Paste texture offsets");
if (General.Map.UDMF)
{
SetTextureOffsetX(BuilderPlug.Me.CopiedOffsets.X);
SetTextureOffsetY(BuilderPlug.Me.CopiedOffsets.Y);
}
else
{
Sidedef.OffsetX = BuilderPlug.Me.CopiedOffsets.X;
Sidedef.OffsetY = BuilderPlug.Me.CopiedOffsets.Y;
}
mode.SetActionResult("Pasted texture offsets " + BuilderPlug.Me.CopiedOffsets.X + ", " + BuilderPlug.Me.CopiedOffsets.Y + ".");
// Update sidedef geometry
VisualSidedefParts parts = Sector.GetSidedefParts(Sidedef);
parts.SetupAllParts();
}
// Copy texture
public virtual void OnCopyTexture()
{
BuilderPlug.Me.CopiedTexture = GetTextureName();
if(General.Map.Config.MixTexturesFlats) BuilderPlug.Me.CopiedFlat = GetTextureName();
mode.SetActionResult("Copied texture '" + GetTextureName() + "'.");
}
// Copy texture offsets
public virtual void OnCopyTextureOffsets()
{
//mxd
BuilderPlug.Me.CopiedOffsets = General.Map.UDMF ? GetTextureOffset() : new Point(Sidedef.OffsetX, Sidedef.OffsetY);
mode.SetActionResult("Copied texture offsets " + BuilderPlug.Me.CopiedOffsets.X + ", " + BuilderPlug.Me.CopiedOffsets.Y + ".");
}
// Copy properties
public virtual void OnCopyProperties()
{
BuilderPlug.Me.CopiedSidedefProps = new SidedefProperties(Sidedef);
mode.SetActionResult("Copied sidedef properties.");
}
// Paste properties
public virtual void OnPasteProperties()
{
if(BuilderPlug.Me.CopiedSidedefProps != null)
{
mode.CreateUndo("Paste sidedef properties");
mode.SetActionResult("Pasted sidedef properties.");
BuilderPlug.Me.CopiedSidedefProps.Apply(Sidedef);
// Update sectors on both sides
BaseVisualSector front = (BaseVisualSector)mode.GetVisualSector(Sidedef.Sector);
if(front != null) front.Changed = true;
if(Sidedef.Other != null)
{
BaseVisualSector back = (BaseVisualSector)mode.GetVisualSector(Sidedef.Other.Sector);
if(back != null) back.Changed = true;
}
mode.ShowTargetInfo();
}
}
// Return texture name
public virtual string GetTextureName() { return ""; }
// Select button pressed
public virtual void OnSelectBegin()
{
mode.LockTarget();
dragstartanglexy = General.Map.VisualCamera.AngleXY;
dragstartanglez = General.Map.VisualCamera.AngleZ;
dragorigin = pickintersect;
startoffsetx = GetTextureOffset().X;
startoffsety = GetTextureOffset().Y;
prevoffsetx = GetTextureOffset().X;
prevoffsety = GetTextureOffset().Y;
}
// Select button released
public virtual void OnSelectEnd()
{
mode.UnlockTarget();
// Was dragging?
if(uvdragging)
{
// Dragging stops now
uvdragging = false;
}
else
{
// Add/remove selection
if(this.selected)
{
this.selected = false;
mode.RemoveSelectedObject(this);
}
else
{
this.selected = true;
mode.AddSelectedObject(this);
}
}
}
// Edit button released
public virtual void OnEditEnd()
{
if(General.Interface.IsActiveWindow)
{
List<Linedef> linedefs = mode.GetSelectedLinedefs();
updateList = new List<BaseVisualSector>(); //mxd
foreach(Linedef l in linedefs)
{
if(l.Front != null && mode.VisualSectorExists(l.Front.Sector))
updateList.Add((BaseVisualSector)mode.GetVisualSector(l.Front.Sector));
if(l.Back != null && mode.VisualSectorExists(l.Back.Sector))
updateList.Add((BaseVisualSector)mode.GetVisualSector(l.Back.Sector));
}
General.Interface.OnEditFormValuesChanged += Interface_OnEditFormValuesChanged;
mode.StartRealtimeInterfaceUpdate(SelectionType.Linedefs);
DialogResult result = General.Interface.ShowEditLinedefs(linedefs);
mode.StopRealtimeInterfaceUpdate(SelectionType.Linedefs);
General.Interface.OnEditFormValuesChanged -= Interface_OnEditFormValuesChanged;
updateList.Clear();
updateList = null;
if(result == DialogResult.OK)
{
foreach(Linedef l in linedefs)
{
if(l.Front != null && mode.VisualSectorExists(l.Front.Sector))
{
BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(l.Front.Sector);
vs.UpdateSectorGeometry(false);
}
if(l.Back != null && mode.VisualSectorExists(l.Back.Sector))
{
BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(l.Back.Sector);
vs.UpdateSectorGeometry(false);
}
}
mode.RebuildElementData();
}
}
}
//mxd
private void Interface_OnEditFormValuesChanged(object sender, EventArgs e)
{
foreach(BaseVisualSector vs in updateList) vs.UpdateSectorGeometry(false);
}
// Mouse moves
public virtual void OnMouseMove(MouseEventArgs e)
{
// Dragging UV?
if(uvdragging)
{
UpdateDragUV();
}
else
{
// Select button pressed?
if(General.Actions.CheckActionActive(General.ThisAssembly, "visualselect"))
{
// Check if tolerance is exceeded to start UV dragging
float deltaxy = General.Map.VisualCamera.AngleXY - dragstartanglexy;
float deltaz = General.Map.VisualCamera.AngleZ - dragstartanglez;
if((Math.Abs(deltaxy) + Math.Abs(deltaz)) > DRAG_ANGLE_TOLERANCE)
{
mode.PreAction(UndoGroup.TextureOffsetChange);
mode.CreateUndo("Change texture offsets");
// Start drag now
uvdragging = true;
mode.Renderer.ShowSelection = false;
mode.Renderer.ShowHighlight = false;
UpdateDragUV();
}
}
}
}
// This is called to update UV dragging
protected virtual void UpdateDragUV()
{
float u_ray;
// Calculate intersection position
Line2D ray = new Line2D(General.Map.VisualCamera.Position, General.Map.VisualCamera.Target);
Sidedef.Line.Line.GetIntersection(ray, out u_ray);
Vector3D intersect = General.Map.VisualCamera.Position + (General.Map.VisualCamera.Target - General.Map.VisualCamera.Position) * u_ray;
// Calculate offsets
Vector3D dragdelta = intersect - dragorigin;
Vector3D dragdeltaxy = dragdelta * deltaxy;
Vector3D dragdeltaz = dragdelta * deltaz;
float offsetx = dragdeltaxy.GetLength();
float offsety = dragdeltaz.GetLength();
if((Math.Sign(dragdeltaxy.x) < 0) || (Math.Sign(dragdeltaxy.y) < 0) || (Math.Sign(dragdeltaxy.z) < 0)) offsetx = -offsetx;
if((Math.Sign(dragdeltaz.x) < 0) || (Math.Sign(dragdeltaz.y) < 0) || (Math.Sign(dragdeltaz.z) < 0)) offsety = -offsety;
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
//mxd. Modify by surface scale?
if (General.Map.UDMF)
{
float sx = UDMFTools.GetFloat(Sidedef.Fields, "scalex_" + partname, 1.0f);
float sy = UDMFTools.GetFloat(Sidedef.Fields, "scaley_" + partname, 1.0f);
if (Math.Abs(sx) < 1) offsetx *= sx;
if (Math.Abs(sy) < 1) offsety *= sy;
}
// Apply offsets
if(General.Interface.CtrlState && General.Interface.ShiftState)
{
//mxd. Clamp to grid size?
int newoffsetx = startoffsetx - (int)Math.Round(offsetx);
int newoffsety = startoffsety + (int)Math.Round(offsety);
int dx = prevoffsetx - newoffsetx;
int dy = prevoffsety - newoffsety;
if(Math.Abs(dx) >= General.Map.Grid.GridSize)
{
dx = General.Map.Grid.GridSize * Math.Sign(dx);
prevoffsetx = newoffsetx;
}
else
{
dx = 0;
}
if(Math.Abs(dy) >= General.Map.Grid.GridSize)
{
dy = General.Map.Grid.GridSize * Math.Sign(dy);
prevoffsety = newoffsety;
}
else
{
dy = 0;
}
if(dx != 0 || dy != 0) mode.ApplyTextureOffsetChange(dx, dy);
}
else
{
//mxd. Constraint to axis?
int newoffsetx = (General.Interface.CtrlState ? startoffsetx : startoffsetx - (int)Math.Round(offsetx)); //mxd
int newoffsety = (General.Interface.ShiftState ? startoffsety : startoffsety + (int)Math.Round(offsety)); //mxd
mode.ApplyTextureOffsetChange(prevoffsetx - newoffsetx, prevoffsety - newoffsety);
prevoffsetx = newoffsetx;
prevoffsety = newoffsety;
}
mode.ShowTargetInfo();
}
// Sector brightness change
public virtual void OnChangeTargetBrightness(bool up)
{
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
//mxd. Change UDMF wall light?
if (General.Map.UDMF)
{
int light = Sidedef.Fields.GetValue("light", 0);
bool absolute = Sidedef.Fields.GetValue("lightabsolute", false);
int newLight;
if(up)
newLight = General.Map.Config.BrightnessLevels.GetNextHigher(light, absolute);
else
newLight = General.Map.Config.BrightnessLevels.GetNextLower(light, absolute);
if(newLight == light) return;
//create undo
mode.CreateUndo("Change wall brightness", UndoGroup.SurfaceBrightnessChange, Sector.Sector.FixedIndex);
Sidedef.Fields.BeforeFieldsChange();
//apply changes
Sidedef.Fields["light"] = new UniValue(UniversalType.Integer, newLight);
mode.SetActionResult("Changed wall brightness to " + newLight + ".");
Sector.Sector.UpdateCache();
//rebuild sector
Sector.UpdateSectorGeometry(false);
}
else if(!Sector.Changed)
{
// Change brightness
mode.CreateUndo("Change sector brightness", UndoGroup.SectorBrightnessChange, Sector.Sector.FixedIndex);
if(up)
Sector.Sector.Brightness = General.Map.Config.BrightnessLevels.GetNextHigher(Sector.Sector.Brightness);
else
Sector.Sector.Brightness = General.Map.Config.BrightnessLevels.GetNextLower(Sector.Sector.Brightness);
mode.SetActionResult("Changed sector brightness to " + Sector.Sector.Brightness + ".");
Sector.Sector.UpdateCache();
// Rebuild sector
Sector.UpdateSectorGeometry(false);
// Go for all things in this sector
foreach(Thing t in General.Map.Map.Things)
{
if(t.Sector == Sector.Sector)
{
if(mode.VisualThingExists(t))
{
// Update thing
BaseVisualThing vt = (mode.GetVisualThing(t) as BaseVisualThing);
vt.Changed = true;
}
}
}
}
}
// Texture offset change
public virtual void OnChangeTextureOffset(int horizontal, int vertical, bool doSurfaceAngleCorrection)
{
if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
undoticket = mode.CreateUndo("Change texture offsets");
//mxd
if (General.Map.UDMF)
{
// Apply UDMF offsets
MoveTextureOffset(new Point(-horizontal, -vertical));
Point p = GetTextureOffset();
mode.SetActionResult("Changed texture offsets to " + p.X + ", " + p.Y + ".");
}
else
{
//mxd. Apply classic offsets
Sidedef.OffsetX = (Sidedef.OffsetX - horizontal);
if (Texture != null) Sidedef.OffsetX %= Texture.Width;
Sidedef.OffsetY = (Sidedef.OffsetY - vertical);
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
2014-12-22 21:36:49 +00:00
if(geometrytype != VisualGeometryType.WALL_MIDDLE && Texture != null) Sidedef.OffsetY %= Texture.Height;
mode.SetActionResult("Changed texture offsets to " + Sidedef.OffsetX + ", " + Sidedef.OffsetY + ".");
}
// Update sidedef geometry
VisualSidedefParts parts = Sector.GetSidedefParts(Sidedef);
parts.SetupAllParts();
}
//mxd
public virtual void OnChangeScale(float incrementX, float incrementY)
{
if(!General.Map.UDMF) return;
if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
undoticket = mode.CreateUndo("Change wall scale");
string keyX;
string keyY;
switch(GeometryType)
{
case VisualGeometryType.WALL_UPPER:
keyX = "scalex_top";
keyY = "scaley_top";
break;
case VisualGeometryType.WALL_MIDDLE:
case VisualGeometryType.WALL_MIDDLE_3D:
keyX = "scalex_mid";
keyY = "scaley_mid";
break;
case VisualGeometryType.WALL_LOWER:
keyX = "scalex_bottom";
keyY = "scaley_bottom";
break;
default:
throw new Exception("OnChangeTextureScale(): Got unknown GeometryType: " + GeometryType);
}
float scaleX = Sidedef.Fields.GetValue(keyX, 1.0f);
float scaleY = Sidedef.Fields.GetValue(keyY, 1.0f);
Sidedef.Fields.BeforeFieldsChange();
if(incrementX != 0)
{
if(scaleX + incrementX == 0)
scaleX *= -1;
else
scaleX += incrementX;
UDMFTools.SetFloat(Sidedef.Fields, keyX, scaleX, 1.0f);
}
if(incrementY != 0)
{
if(scaleY + incrementY == 0)
scaleY *= -1;
else
scaleY += incrementY;
UDMFTools.SetFloat(Sidedef.Fields, keyY, scaleY, 1.0f);
}
//update geometry
Setup();
mode.SetActionResult("Wall scale changed to " + scaleX + ", " + scaleY);
}
#endregion
}
}