#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; using CodeImp.DoomBuilder.Plugins; using CodeImp.DoomBuilder.Types; using CodeImp.DoomBuilder.Config; using CodeImp.DoomBuilder.Data; #endregion namespace CodeImp.DoomBuilder.GZDoomEditing { // Vertex public class VertexProperties { private UniFields fields; public VertexProperties(Vertex v) { fields = new UniFields(v.Fields); } public void Apply(Vertex v) { v.Fields.BeforeFieldsChange(); v.Fields.Clear(); foreach(KeyValuePair<string, UniValue> uv in fields) v.Fields.Add(uv.Key, new UniValue(uv.Value)); } } // Sector public class SectorProperties { private int floorheight; private int ceilheight; private string floortexture; private string ceilingtexture; private int effect; private int brightness; private int tag; private UniFields fields; public SectorProperties(Sector s) { floorheight = s.FloorHeight; ceilheight = s.CeilHeight; floortexture = s.FloorTexture; ceilingtexture = s.CeilTexture; brightness = s.Brightness; effect = s.Effect; tag = s.Tag; fields = new UniFields(s.Fields); } public void Apply(Sector s) { s.FloorHeight = floorheight; s.CeilHeight = ceilheight; s.SetFloorTexture(floortexture); s.SetCeilTexture(ceilingtexture); s.Brightness = brightness; s.Tag = tag; s.Effect = effect; s.Fields.BeforeFieldsChange(); s.Fields.Clear(); foreach(KeyValuePair<string, UniValue> v in fields) s.Fields.Add(v.Key, new UniValue(v.Value)); } } // Sidedef public class SidedefProperties { private string hightexture; private string middletexture; private string lowtexture; private int offsetx; private int offsety; private UniFields fields; public SidedefProperties(Sidedef s) { hightexture = s.HighTexture; middletexture = s.MiddleTexture; lowtexture = s.LowTexture; offsetx = s.OffsetX; offsety = s.OffsetY; fields = new UniFields(s.Fields); } public void Apply(Sidedef s) { s.SetTextureHigh(hightexture); s.SetTextureMid(middletexture); s.SetTextureLow(lowtexture); s.OffsetX = offsetx; s.OffsetY = offsety; s.Fields.BeforeFieldsChange(); s.Fields.Clear(); foreach(KeyValuePair<string, UniValue> v in fields) s.Fields.Add(v.Key, new UniValue(v.Value)); } } // Linedef public class LinedefProperties { private SidedefProperties front; private SidedefProperties back; private Dictionary<string, bool> flags; private int action; private int activate; private int tag; private int[] args; private UniFields fields; public LinedefProperties(Linedef l) { if(l.Front != null) front = new SidedefProperties(l.Front); else front = null; if(l.Back != null) back = new SidedefProperties(l.Back); else back = null; flags = l.GetFlags(); action = l.Action; activate = l.Activate; tag = l.Tag; args = (int[])(l.Args.Clone()); fields = new UniFields(l.Fields); } public void Apply(Linedef l) { if((front != null) && (l.Front != null)) front.Apply(l.Front); if((back != null) && (l.Back != null)) back.Apply(l.Back); l.ClearFlags(); foreach(KeyValuePair<string, bool> f in flags) l.SetFlag(f.Key, f.Value); l.Action = action; l.Activate = activate; l.Tag = tag; for(int i = 0; i < l.Args.Length; i++) l.Args[i] = args[i]; l.Fields.BeforeFieldsChange(); l.Fields.Clear(); foreach(KeyValuePair<string, UniValue> v in fields) l.Fields.Add(v.Key, new UniValue(v.Value)); } } // Thing public class ThingProperties { private int type; private float angle; private Dictionary<string, bool> flags; private int tag; private int action; private int[] args; private UniFields fields; public ThingProperties(Thing t) { type = t.Type; angle = t.Angle; flags = t.GetFlags(); tag = t.Tag; action = t.Action; args = (int[])(t.Args.Clone()); fields = new UniFields(t.Fields); } public void Apply(Thing t) { t.Type = type; t.Rotate(angle); t.ClearFlags(); foreach(KeyValuePair<string, bool> f in flags) t.SetFlag(f.Key, f.Value); t.Tag = tag; t.Action = action; for(int i = 0; i < t.Args.Length; i++) t.Args[i] = args[i]; t.Fields.BeforeFieldsChange(); t.Fields.Clear(); foreach(KeyValuePair<string, UniValue> v in fields) t.Fields.Add(v.Key, new UniValue(v.Value)); } } }