#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 CodeImp.DoomBuilder.Editing; using System.Drawing; using CodeImp.DoomBuilder.Actions; using CodeImp.DoomBuilder.Types; #endregion namespace CodeImp.DoomBuilder.BuilderModes { [EditMode(DisplayName = "Sectors", SwitchAction = "sectorsmode", // Action name used to switch to this mode ButtonDesc = "Sectors Mode", // Description on the button in toolbar/menu ButtonImage = "SectorsMode.png", // Image resource name for the button ButtonOrder = int.MinValue + 200)] // Position of the button (lower is more to the left) public class SectorsMode : ClassicMode { #region ================== Constants #endregion #region ================== Variables // Highlighted item protected Sector highlighted; private Association highlightasso = new Association(); // Interface protected bool editpressed; // The methods GetSelected* and MarkSelected* on the MapSet do not // retain the order in which items were selected. // This list keeps in order while sectors are selected/deselected. protected List orderedselection; #endregion #region ================== Properties #endregion #region ================== Constructor / Disposer // Constructor public SectorsMode() { // Make ordered selection list orderedselection = new List(); // Fill the list with selected sectors (these are not in order, but we have no other choice) ICollection selectedsectors = General.Map.Map.GetSelectedSectors(true); foreach(Sector s in selectedsectors) orderedselection.Add(s); } // Disposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up orderedselection = null; // Dispose base base.Dispose(); } } #endregion #region ================== Methods // When undo is used [EndAction("undo", BaseAction = true)] public void Undo() { // Clear ordered selection orderedselection.Clear(); } // When redo is used [EndAction("redo", BaseAction = true)] public void Redo() { // Clear ordered selection orderedselection.Clear(); } // This selectes or deselects a sector protected void SelectSector(Sector s, bool selectstate) { bool selectionchanged = false; // Select the sector? if(selectstate && !s.Selected) { orderedselection.Add(s); s.Selected = true; selectionchanged = true; } // Deselect the sector? else if(!selectstate && s.Selected) { orderedselection.Remove(s); s.Selected = false; selectionchanged = true; } // Selection changed? if(selectionchanged) { // Make update lines selection foreach(Sidedef sd in s.Sidedefs) { bool front, back; if(sd.Line.Front != null) front = sd.Line.Front.Sector.Selected; else front = false; if(sd.Line.Back != null) back = sd.Line.Back.Sector.Selected; else back = false; sd.Line.Selected = front | back; } } } // Cancel mode public override void OnCancel() { base.OnCancel(); // Return to this mode General.Map.ChangeMode(new SectorsMode()); } // Mode engages public override void OnEngage() { base.OnEngage(); renderer.SetPresentation(Presentation.Standard); } // Mode disengages public override void OnDisengage() { base.OnDisengage(); // Check which mode we are switching to if(General.Map.NewMode is VerticesMode) { // Convert selection to vertices // Clear selected sectors General.Map.Map.ClearSelectedSectors(); } else if(General.Map.NewMode is LinedefsMode) { // Convert selection to linedefs // Clear selected sectors General.Map.Map.ClearSelectedSectors(); } // Hide highlight info General.Interface.HideInfo(); } // This redraws the display public override void OnRedrawDisplay() { // Render lines and vertices if(renderer.StartPlotter(true)) { renderer.PlotLinedefSet(General.Map.Map.Linedefs); renderer.PlotVerticesSet(General.Map.Map.Vertices); if((highlighted != null) && !highlighted.IsDisposed) { renderer.PlotSector(highlighted, General.Colors.Highlight); BuilderPlug.Me.PlotReverseAssociations(renderer, highlightasso); } renderer.Finish(); } // Render things if(renderer.StartThings(true)) { renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA); renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, 1.0f); renderer.Finish(); } // Render selection if(renderer.StartOverlay(true)) { if((highlighted != null) && !highlighted.IsDisposed) BuilderPlug.Me.RenderReverseAssociations(renderer, highlightasso); if(selecting) RenderMultiSelection(); renderer.Finish(); } renderer.Present(); } // This highlights a new item protected void Highlight(Sector s) { bool completeredraw = false; // Often we can get away by simply undrawing the previous // highlight and drawing the new highlight. But if associations // are or were drawn we need to redraw the entire display. // Previous association highlights something? if((highlighted != null) && (highlighted.Tag > 0)) completeredraw = true; // Set highlight association if(s != null) highlightasso.Set(s.Tag, UniversalType.SectorTag); else highlightasso.Set(0, 0); // New association highlights something? if((s != null) && (s.Tag > 0)) completeredraw = true; // If we're changing associations, then we // need to redraw the entire display if(completeredraw) { // Set new highlight and redraw completely highlighted = s; General.Interface.RedrawDisplay(); } else { // Update display if(renderer.StartPlotter(false)) { // Undraw previous highlight if((highlighted != null) && !highlighted.IsDisposed) renderer.PlotSector(highlighted); /* // Undraw highlighted things if(highlighted != null) foreach(Thing t in highlighted.Things) renderer.RenderThing(t, renderer.DetermineThingColor(t)); */ // Set new highlight highlighted = s; // Render highlighted item if((highlighted != null) && !highlighted.IsDisposed) renderer.PlotSector(highlighted, General.Colors.Highlight); /* // Render highlighted things if(highlighted != null) foreach(Thing t in highlighted.Things) renderer.RenderThing(t, General.Colors.Highlight); */ // Done renderer.Finish(); renderer.Present(); } } // Show highlight info if((highlighted != null) && !highlighted.IsDisposed) General.Interface.ShowSectorInfo(highlighted); else General.Interface.HideInfo(); } // Selection protected override void OnSelect() { // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Flip selection SelectSector(highlighted, !highlighted.Selected); // Update display if(renderer.StartPlotter(false)) { // Redraw highlight to show selection renderer.PlotSector(highlighted); renderer.Finish(); renderer.Present(); } } else { // Start making a selection StartMultiSelection(); } base.OnSelect(); } // End selection protected override void OnEndSelect() { // Not stopping from multiselection? if(!selecting) { // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Update display if(renderer.StartPlotter(false)) { // Render highlighted item renderer.PlotSector(highlighted, General.Colors.Highlight); renderer.Finish(); renderer.Present(); } } } base.OnEndSelect(); } // Start editing protected override void OnEdit() { // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Edit pressed in this mode editpressed = true; // Highlighted item not selected? if(!highlighted.Selected) { // Make this the only selection General.Map.Map.ClearSelectedSectors(); General.Map.Map.ClearSelectedLinedefs(); SelectSector(highlighted, true); General.Interface.RedrawDisplay(); } // Update display if(renderer.StartPlotter(false)) { // Redraw highlight to show selection renderer.PlotSector(highlighted); renderer.Finish(); renderer.Present(); } } else { // Start drawing mode DrawGeometryMode drawmode = new DrawGeometryMode(); drawmode.DrawPointAt(mousemappos, true); General.Map.ChangeMode(drawmode); } base.OnEdit(); } // Done editing protected override void OnEndEdit() { // Edit pressed in this mode? if(editpressed) { // Anything selected? ICollection selected = General.Map.Map.GetSelectedSectors(true); if(selected.Count > 0) { // Show sector edit dialog General.Interface.ShowEditSectors(selected); // When a single sector was selected, deselect it now if(selected.Count == 1) { General.Map.Map.ClearSelectedSectors(); General.Map.Map.ClearSelectedLinedefs(); } // Update entire display General.Interface.RedrawDisplay(); } } editpressed = false; base.OnEndEdit(); } // Mouse moves public override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); // Not holding any buttons? if(e.Button == MouseButtons.None) { // Find the nearest linedef within highlight range Linedef l = General.Map.Map.NearestLinedef(mousemappos); if(l != null) { // Check on which side of the linedef the mouse is float side = l.SideOfLine(mousemappos); if(side > 0) { // Is there a sidedef here? if(l.Back != null) { // Highlight if not the same if(l.Back.Sector != highlighted) Highlight(l.Back.Sector); } else { // Highlight nothing if(highlighted != null) Highlight(null); } } else { // Is there a sidedef here? if(l.Front != null) { // Highlight if not the same if(l.Front.Sector != highlighted) Highlight(l.Front.Sector); } else { // Highlight nothing if(highlighted != null) Highlight(null); } } } else { // Highlight nothing if(highlighted != null) Highlight(null); } } } // Mouse leaves public override void OnMouseLeave(EventArgs e) { base.OnMouseLeave(e); // Highlight nothing Highlight(null); } // Mouse wants to drag protected override void OnDragStart(MouseEventArgs e) { base.OnDragStart(e); // Edit button used? if(General.Interface.CheckActionActive(null, "classicedit")) { // Anything highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Highlighted item not selected? if(!highlighted.Selected) { // Select only this sector for dragging General.Map.Map.ClearSelectedSectors(); SelectSector(highlighted, true); } // Start dragging the selection General.Map.ChangeMode(new DragSectorsMode(mousedownmappos)); } } } // This is called wheh selection ends protected override void OnEndMultiSelection() { // Go for all lines foreach(Linedef l in General.Map.Map.Linedefs) { l.Selected = ((l.Start.Position.x >= selectionrect.Left) && (l.Start.Position.y >= selectionrect.Top) && (l.Start.Position.x <= selectionrect.Right) && (l.Start.Position.y <= selectionrect.Bottom) && (l.End.Position.x >= selectionrect.Left) && (l.End.Position.y >= selectionrect.Top) && (l.End.Position.x <= selectionrect.Right) && (l.End.Position.y <= selectionrect.Bottom)); } // Go for all sectors foreach(Sector s in General.Map.Map.Sectors) { // Go for all sidedefs bool allselected = true; foreach(Sidedef sd in s.Sidedefs) { if(!sd.Line.Selected) { allselected = false; break; } } // Sector completely selected? s.Selected = allselected; } // Make sure all linedefs reflect selected sectors foreach(Sector s in General.Map.Map.Sectors) SelectSector(s, s.Selected); base.OnEndMultiSelection(); if(renderer.StartOverlay(true)) renderer.Finish(); General.Interface.RedrawDisplay(); } // This is called when the selection is updated protected override void OnUpdateMultiSelection() { base.OnUpdateMultiSelection(); // Render selection if(renderer.StartOverlay(true)) { RenderMultiSelection(); renderer.Finish(); renderer.Present(); } } #endregion #region ================== Actions // This creates a new vertex at the mouse position [BeginAction("insertitem", BaseAction = true)] public virtual void InsertVertex() { // Mouse in window? if(mouseinside) { // Create vertex at mouse position Vertex v = General.Map.Map.CreateVertex(mousemappos); // Snap to grid enabled? if(General.Interface.SnapToGrid) { // Snap to grid v.SnapToGrid(); } else { // Snap to map format accuracy v.SnapToAccuracy(); } // Redraw screen General.Interface.RedrawDisplay(); } } [BeginAction("deleteitem", BaseAction = true)] public void DeleteItem() { // Make list of selected sectors ICollection selected = General.Map.Map.GetSelectedSectors(true); if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed) selected.Add(highlighted); // Anything to do? if(selected.Count > 0) { // Make undo if(selected.Count > 1) General.Map.UndoRedo.CreateUndo("Delete " + selected.Count + " sectors", UndoGroup.None, 0); else General.Map.UndoRedo.CreateUndo("Delete sector", UndoGroup.None, 0); // Dispose selected sectors foreach(Sector s in selected) { // Get all the linedefs General.Map.Map.ClearMarkedLinedefs(false); foreach(Sidedef sd in s.Sidedefs) sd.Line.Marked = true; List lines = General.Map.Map.GetMarkedLinedefs(true); // Dispose the sector s.Dispose(); // Check all the lines for(int i = lines.Count - 1; i >= 0; i--) { // If the line has become orphaned, remove it if((lines[i].Front == null) && (lines[i].Back == null)) { // Remove line lines[i].Dispose(); } else { // Update sided flags lines[i].ApplySidedFlags(); } } } // Update cache values General.Map.IsChanged = true; General.Map.Map.Update(); // Redraw screen General.Interface.RedrawDisplay(); } } // This joins sectors together and keeps all lines [BeginAction("joinsectors")] public void JoinSectors() { // Worth our money? int count = General.Map.Map.GetSelectedSectors(true).Count; if(count > 1) { // Make undo General.Map.UndoRedo.CreateUndo("Join " + count + " sectors", UndoGroup.None, 0); // Merge JoinMergeSectors(false); // Deselect General.Map.Map.ClearSelectedSectors(); General.Map.Map.ClearSelectedLinedefs(); General.Map.IsChanged = true; // Redraw display General.Interface.RedrawDisplay(); } } // This joins sectors together and removes the lines in between [BeginAction("mergesectors")] public void MergeSectors() { // Worth our money? int count = General.Map.Map.GetSelectedSectors(true).Count; if(count > 1) { // Make undo General.Map.UndoRedo.CreateUndo("Merge " + count + " sectors", UndoGroup.None, 0); // Merge JoinMergeSectors(true); // Deselect General.Map.Map.ClearSelectedSectors(); General.Map.Map.ClearSelectedLinedefs(); General.Map.IsChanged = true; // Redraw display General.Interface.RedrawDisplay(); } } // Support function for joining and merging sectors private void JoinMergeSectors(bool removelines) { // Remove lines in betwen joining sectors? if(removelines) { // Go for all selected linedefs ICollection selectedlines = General.Map.Map.GetSelectedLinedefs(true); foreach(Linedef ld in selectedlines) { // Front and back side? if((ld.Front != null) && (ld.Back != null)) { // Both a selected sector, but not the same? if(ld.Front.Sector.Selected && ld.Back.Sector.Selected && (ld.Front.Sector != ld.Back.Sector)) { // Remove this line ld.Dispose(); } } } } // Join all selected sectors with the first for(int i = 1; i < orderedselection.Count; i++) orderedselection[i].Join(orderedselection[0]); } #endregion } }