Linedefs Mode, Sectors Mode, Vertices Mode, Sound Environment Mode, Sound Propagation Mode: slightly improved performance when moving the mouse

This commit is contained in:
biwa 2020-10-31 16:09:22 +01:00
parent d831d22217
commit 4991c323c3
5 changed files with 138 additions and 16 deletions

View file

@ -67,7 +67,10 @@ namespace CodeImp.DoomBuilder.BuilderModes
// Interface
new private bool editpressed;
private bool selectionfromhighlight; //mxd
// The blockmap makes is used to make finding lines faster
BlockMap<BlockEntry> blockmap;
#endregion
#region ================== Properties
@ -446,9 +449,20 @@ namespace CodeImp.DoomBuilder.BuilderModes
labels.Add(linedef, l);
}
}
/// <summary>
/// Create a blockmap containing linedefs. This is used to speed up determining the closest line
/// to the mouse cursor
/// </summary>
private void CreateBlockmap()
{
RectangleF area = MapSet.CreateArea(General.Map.Map.Vertices);
blockmap = new BlockMap<BlockEntry>(area);
blockmap.AddLinedefsSet(General.Map.Map.Linedefs);
}
#endregion
#region ================== Events
public override void OnHelp()
@ -499,6 +513,9 @@ namespace CodeImp.DoomBuilder.BuilderModes
BuilderPlug.Me.MenusForm.SyncronizeThingEditButton.ToolTipText = "Synchronized Things Editing" + Environment.NewLine + BuilderPlug.Me.MenusForm.SyncronizeThingEditLinedefsItem.ToolTipText;
General.Interface.EndToolbarUpdate(); //mxd
// Create the blockmap
CreateBlockmap();
// Convert geometry selection to linedefs selection
General.Map.Map.ConvertSelection(SelectionType.Linedefs);
UpdateSelectionInfo(); //mxd
@ -824,6 +841,9 @@ namespace CodeImp.DoomBuilder.BuilderModes
{
base.OnUndoEnd();
// Recreate the blockmap to not include the potentially un-done lines anymore
CreateBlockmap();
// If something is highlighted make sure to update the association so that it contains valid data
if (highlighted != null && !highlighted.IsDisposed)
highlightasso.Set(highlighted);
@ -838,6 +858,9 @@ namespace CodeImp.DoomBuilder.BuilderModes
{
base.OnRedoEnd();
// Recreate the blockmap to include the potentially re-done linedefs again
CreateBlockmap();
// If something is highlighted make sure to update the association so that it contains valid data
if (highlighted != null && !highlighted.IsDisposed)
highlightasso.Set(highlighted);
@ -868,7 +891,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
else if(paintselectpressed && !editpressed && !selecting) //mxd. Drag-select
{
// Find the nearest thing within highlight range
Linedef l = General.Map.Map.NearestLinedefRange(mousemappos, BuilderPlug.Me.HighlightRange / renderer.Scale);
Linedef l = MapSet.NearestLinedefRange(blockmap, mousemappos, BuilderPlug.Me.HighlightRange / renderer.Scale);
if(l != null)
{
@ -900,11 +923,11 @@ namespace CodeImp.DoomBuilder.BuilderModes
else if(e.Button == MouseButtons.None) // Not holding any buttons?
{
// Find the nearest linedef within highlight range
Linedef l = General.Map.Map.NearestLinedefRange(mousemappos, BuilderPlug.Me.HighlightRange / renderer.Scale);
Linedef l = MapSet.NearestLinedefRange(blockmap, mousemappos, BuilderPlug.Me.HighlightRange / renderer.Scale);
//mxd. Render insert vertex preview
Linedef sl = General.Map.Map.NearestLinedefRange(mousemappos, BuilderPlug.Me.StitchRange / renderer.Scale);
if(sl != null)
Linedef sl = MapSet.NearestLinedefRange(blockmap, mousemappos, BuilderPlug.Me.StitchRange / renderer.Scale);
if (sl != null)
{
bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
@ -1371,6 +1394,9 @@ namespace CodeImp.DoomBuilder.BuilderModes
General.Map.IsChanged = true;
General.Map.Map.Update();
// Recreate the blockmap since it shouldn't include the deleted linedefs anymore
CreateBlockmap();
// Redraw screen
SetupSectorLabels(); //mxd
UpdateSelectionInfo(); //mxd
@ -1440,7 +1466,10 @@ namespace CodeImp.DoomBuilder.BuilderModes
// Update cache values
General.Map.IsChanged = true;
General.Map.Map.Update();
// Recreate the blockmap since it shouldn't include the dissolved linedefs anymore
CreateBlockmap();
// Redraw screen
SetupSectorLabels(); //mxd
UpdateSelectionInfo(); //mxd

View file

@ -73,6 +73,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
// The blockmap makes synchronized editing faster
BlockMap<BlockEntry> blockmap;
bool addedlinedefstoblockmap;
#endregion
@ -693,6 +694,10 @@ namespace CodeImp.DoomBuilder.BuilderModes
blockmap = new BlockMap<BlockEntry>(area);
blockmap.AddSectorsSet(General.Map.Map.Sectors);
blockmap.AddThingsSet(General.Map.Map.Things);
// Don't add linedefs here. They are only needed for paint select, so let's save some
// time (and add them when paint select is used t he first time)
addedlinedefstoblockmap = false;
}
#endregion
@ -1087,8 +1092,15 @@ namespace CodeImp.DoomBuilder.BuilderModes
}
else if(paintselectpressed && !editpressed && !selecting) //mxd. Drag-select
{
// If linedefs were not added to the blockmap yet add them here
if (!addedlinedefstoblockmap)
{
blockmap.AddLinedefsSet(General.Map.Map.Linedefs);
addedlinedefstoblockmap = true;
}
// Find the nearest linedef within highlight range
Linedef l = General.Map.Map.NearestLinedefRange(mousemappos, BuilderPlug.Me.HighlightRange / renderer.Scale);
Linedef l = MapSet.NearestLinedefRange(blockmap, mousemappos, BuilderPlug.Me.HighlightRange / renderer.Scale);
Sector s = null;
if(l != null)

View file

@ -57,6 +57,9 @@ namespace CodeImp.DoomBuilder.BuilderModes
new private bool editpressed;
private bool selectionfromhighlight; //mxd
// The blockmap makes is used to make finding lines faster
BlockMap<BlockEntry> blockmap;
#endregion
#region ================== Properties
@ -71,6 +74,17 @@ namespace CodeImp.DoomBuilder.BuilderModes
#region ================== Methods
/// <summary>
/// Create a blockmap containing linedefs. This is used to speed up determining the closest line
/// to the mouse cursor
/// </summary>
private void CreateBlockmap()
{
RectangleF area = MapSet.CreateArea(General.Map.Map.Vertices);
blockmap = new BlockMap<BlockEntry>(area);
blockmap.AddLinedefsSet(General.Map.Map.Linedefs);
}
public override void OnHelp()
{
General.ShowHelp("e_vertices.html");
@ -103,6 +117,9 @@ namespace CodeImp.DoomBuilder.BuilderModes
General.Interface.EndToolbarUpdate(); //mxd
}
// Create the blockmap
CreateBlockmap();
// Convert geometry selection to vertices only
General.Map.Map.ConvertSelection(SelectionType.Vertices);
UpdateSelectionInfo(); //mxd
@ -291,7 +308,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
else if(!selecting) //mxd. We don't want to do this stuff while multiselecting
{
// Find the nearest linedef within highlight range
Linedef l = General.Map.Map.NearestLinedefRange(mousemappos, BuilderPlug.Me.SplitLinedefsRange / renderer.Scale);
Linedef l = MapSet.NearestLinedefRange(blockmap, mousemappos, BuilderPlug.Me.SplitLinedefsRange / renderer.Scale);
if(l != null)
{
// Create undo
@ -468,7 +485,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
else if(e.Button == MouseButtons.None) // Not holding any buttons?
{
//mxd. Render insert vertex preview
Linedef l = General.Map.Map.NearestLinedefRange(mousemappos, BuilderPlug.Me.SplitLinedefsRange / renderer.Scale);
Linedef l = MapSet.NearestLinedefRange(blockmap, mousemappos, BuilderPlug.Me.SplitLinedefsRange / renderer.Scale);
if(l != null)
{
@ -543,6 +560,22 @@ namespace CodeImp.DoomBuilder.BuilderModes
Highlight(null);
}
public override void OnUndoEnd()
{
base.OnUndoEnd();
// Recreate the blockmap
CreateBlockmap();
}
public override void OnRedoEnd()
{
base.OnRedoEnd();
// Recreate the blockmap
CreateBlockmap();
}
//mxd
protected override void BeginViewPan()
{
@ -833,7 +866,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
General.Map.UndoRedo.CreateUndo("Insert vertex");
// Snap to geometry?
Linedef l = General.Map.Map.NearestLinedefRange(mousemappos, BuilderPlug.Me.SplitLinedefsRange / renderer.Scale);
Linedef l = MapSet.NearestLinedefRange(blockmap, mousemappos, BuilderPlug.Me.SplitLinedefsRange / renderer.Scale);
if(snaptonearest && (l != null))
{
// Snip to grid also?
@ -894,7 +927,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
if(snaptonearest)
{
//mxd. Check if snapped vertex is still on top of a linedef
l = General.Map.Map.NearestLinedefRange(v.Position, BuilderPlug.Me.SplitLinedefsRange / renderer.Scale);
l = MapSet.NearestLinedefRange(blockmap, v.Position, BuilderPlug.Me.SplitLinedefsRange / renderer.Scale);
if(l != null)
{

View file

@ -19,6 +19,7 @@
using System;
using System.ComponentModel;
using System.Drawing;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Controls;
@ -58,6 +59,9 @@ namespace CodeImp.DoomBuilder.SoundPropagationMode
private BackgroundWorker worker;
// The blockmap makes is used to make finding lines faster
BlockMap<BlockEntry> blockmap;
#endregion
#region ================== Properties
@ -130,6 +134,17 @@ namespace CodeImp.DoomBuilder.SoundPropagationMode
}
}
/// <summary>
/// Create a blockmap containing linedefs. This is used to speed up determining the closest line
/// to the mouse cursor
/// </summary>
private void CreateBlockmap()
{
RectangleF area = MapSet.CreateArea(General.Map.Map.Vertices);
blockmap = new BlockMap<BlockEntry>(area);
blockmap.AddLinedefsSet(General.Map.Map.Linedefs);
}
#endregion
#region ================== Events
@ -169,6 +184,9 @@ namespace CodeImp.DoomBuilder.SoundPropagationMode
worker.ProgressChanged += worker_ProgressChanged;
worker.RunWorkerCompleted += worker_RunWorkerCompleted;
// Create the blockmap
CreateBlockmap();
UpdateData();
CustomPresentation presentation = new CustomPresentation();
@ -231,6 +249,9 @@ namespace CodeImp.DoomBuilder.SoundPropagationMode
{
base.OnUndoEnd();
// Recreate the blockmap
CreateBlockmap();
// Update
UpdateData();
General.Interface.RedrawDisplay();
@ -241,6 +262,9 @@ namespace CodeImp.DoomBuilder.SoundPropagationMode
{
base.OnRedoEnd();
// Recreate the blockmap
CreateBlockmap();
// Update
UpdateData();
General.Interface.RedrawDisplay();

View file

@ -19,6 +19,7 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
@ -52,6 +53,9 @@ namespace CodeImp.DoomBuilder.SoundPropagationMode
private List<SoundPropagationDomain> propagationdomains;
private Dictionary<Sector, SoundPropagationDomain> sector2domain;
// The blockmap makes is used to make finding lines faster
BlockMap<BlockEntry> blockmap;
#endregion
#region ================== Properties
@ -161,8 +165,19 @@ namespace CodeImp.DoomBuilder.SoundPropagationMode
}
}
/// <summary>
/// Create a blockmap containing linedefs. This is used to speed up determining the closest line
/// to the mouse cursor
/// </summary>
private void CreateBlockmap()
{
RectangleF area = MapSet.CreateArea(General.Map.Map.Vertices);
blockmap = new BlockMap<BlockEntry>(area);
blockmap.AddLinedefsSet(General.Map.Map.Linedefs);
}
#endregion
#region ================== Events
public override void OnHelp()
@ -202,6 +217,9 @@ namespace CodeImp.DoomBuilder.SoundPropagationMode
presentation.AddLayer(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 1.0f, true));
renderer.SetPresentation(presentation);
// Create the blockmap
CreateBlockmap();
// Convert geometry selection to sectors only
General.Map.Map.ConvertSelection(SelectionType.Sectors);
@ -320,6 +338,9 @@ namespace CodeImp.DoomBuilder.SoundPropagationMode
{
base.OnUndoEnd();
// Recreate the blockmap
CreateBlockmap();
// Update
ResetSoundPropagation();
General.Interface.RedrawDisplay();
@ -330,6 +351,9 @@ namespace CodeImp.DoomBuilder.SoundPropagationMode
{
base.OnRedoEnd();
// Recreate the blockmap
CreateBlockmap();
// Update
ResetSoundPropagation();
General.Interface.RedrawDisplay();
@ -346,7 +370,7 @@ namespace CodeImp.DoomBuilder.SoundPropagationMode
General.Interface.SetCursor(Cursors.Default);
//mxd. Find the nearest linedef within default highlight range
Linedef nl = General.Map.Map.NearestLinedefRange(mousemappos, 20 / renderer.Scale);
Linedef nl = MapSet.NearestLinedefRange(blockmap, mousemappos, 20 / renderer.Scale);
//mxd. We are not interested in single-sided lines (unless they have "blocksound" flag set)...
if(nl != null && (nl.Front == null || nl.Back == null) && !nl.IsFlagSet(BlockSoundFlag)) nl = null;
@ -355,7 +379,7 @@ namespace CodeImp.DoomBuilder.SoundPropagationMode
highlightedline = nl;
// Find the nearest linedef within highlight range
Linedef l = General.Map.Map.NearestLinedef(mousemappos);
Linedef l = MapSet.NearestLinedef(blockmap, mousemappos);
if(l != null)
{
// Check on which side of the linedef the mouse is