#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; using System.Windows.Forms; using CodeImp.DoomBuilder.Windows; 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; using CodeImp.DoomBuilder.BuilderModes.Interface; using CodeImp.DoomBuilder.GZBuilder.Tools; using CodeImp.DoomBuilder.Config; #endregion namespace CodeImp.DoomBuilder.BuilderModes { [EditMode(DisplayName = "Sectors Mode", SwitchAction = "sectorsmode", // Action name used to switch to this mode ButtonImage = "SectorsMode.png", // Image resource name for the button ButtonOrder = int.MinValue + 200, // Position of the button (lower is more to the left) ButtonGroup = "000_editing", UseByDefault = true, SafeStartMode = true)] public class SectorsMode : BaseClassicMode { #region ================== Constants #endregion #region ================== Variables // Highlighted item protected Sector highlighted; private Association highlightasso = new Association(); // Interface protected bool editpressed; // Labels private Dictionary labels; //mxd. Effects private Dictionary effects; //mxd. Cached overlays stuff private FlatVertex[] overlayGeometry; private Dictionary selectedEffectLabels; private Dictionary unselectedEffectLabels; //mxd. "Make Door" textures private static string doortex = "-"; private static string tracktex = "-"; #endregion #region ================== Properties public override object HighlightedObject { get { return highlighted; } } #endregion #region ================== Constructor / Disposer // Constructor public SectorsMode() { //mxd effects = new Dictionary(); foreach (SectorEffectInfo info in General.Map.Config.SortedSectorEffects) { string name = info.Index + ": " + info.Title; effects.Add(info.Index, new[] { name, "E" + info.Index }); } } // Disposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Dispose old labels foreach(KeyValuePair lbl in labels) foreach(TextLabel l in lbl.Value) l.Dispose(); // Dispose base base.Dispose(); } } #endregion #region ================== Methods // This makes a CRC for the selection public int CreateSelectionCRC() { CRC crc = new CRC(); ICollection orderedselection = General.Map.Map.GetSelectedSectors(true); crc.Add(orderedselection.Count); foreach(Sector s in orderedselection) { crc.Add(s.FixedIndex); } return (int)(crc.Value & 0xFFFFFFFF); } //mxd. This makes a CRC for given selection public int CreateSelectionCRC(ICollection selection) { CRC crc = new CRC(); crc.Add(selection.Count); foreach(Sector s in selection) { crc.Add(s.FixedIndex); } return (int)(crc.Value & 0xFFFFFFFF); } // This sets up new labels private void SetupLabels() { if(labels != null) { // Dispose old labels foreach(KeyValuePair lbl in labels) foreach(TextLabel l in lbl.Value) l.Dispose(); } // Make text labels for sectors labels = new Dictionary(General.Map.Map.Sectors.Count); foreach(Sector s in General.Map.Map.Sectors) { // Setup labels TextLabel[] labelarray = new TextLabel[s.Labels.Count]; for(int i = 0; i < s.Labels.Count; i++) { Vector2D v = s.Labels[i].position; labelarray[i] = new TextLabel(20); labelarray[i].TransformCoords = true; labelarray[i].Rectangle = new RectangleF(v.x, v.y, 0.0f, 0.0f); labelarray[i].AlignX = TextAlignmentX.Center; labelarray[i].AlignY = TextAlignmentY.Middle; labelarray[i].Scale = 14f; labelarray[i].Color = General.Colors.Highlight.WithAlpha(255); labelarray[i].Backcolor = General.Colors.Background.WithAlpha(255); } labels.Add(s, labelarray); } } // This updates the overlay private void UpdateOverlay() { if(renderer.StartOverlay(true)) { // Go for all selected sectors ICollection orderedselection = General.Map.Map.GetSelectedSectors(true); //mxd. Render selected sectors if (BuilderPlug.Me.UseHighlight) { renderer.RenderHighlight(overlayGeometry, General.Colors.Selection.WithAlpha(64).ToInt()); } //mxd. Render highlighted sector if(BuilderPlug.Me.UseHighlight && highlighted != null) { renderer.RenderHighlight(highlighted.FlatVertices, General.Colors.Highlight.WithAlpha(64).ToInt()); } if (BuilderPlug.Me.ViewSelectionNumbers) { foreach (Sector s in orderedselection) { // Render labels TextLabel[] labelarray = labels[s]; for (int i = 0; i < s.Labels.Count; i++) { TextLabel l = labelarray[i]; // Render only when enough space for the label to see float requiredsize = (l.TextSize.Height / 2) / renderer.Scale; if (requiredsize < s.Labels[i].radius) renderer.RenderText(l); } } } //mxd. Render effect labels if (BuilderPlug.Me.ViewSelectionEffects) { if(!BuilderPlug.Me.ViewSelectionNumbers) renderEffectLabels(selectedEffectLabels); renderEffectLabels(unselectedEffectLabels); } renderer.Finish(); } } //mxd private void renderEffectLabels(Dictionary labelsGroup) { foreach(KeyValuePair group in labelsGroup) { // Render labels TextLabel[] labelarray = labels[group.Key]; for(int i = 0; i < group.Key.Labels.Count; i++) { TextLabel l = labelarray[i]; l.Color = General.Colors.InfoLine; // Render only when enough space for the label to see float requiredsize = (General.Map.GetTextSize(group.Value[0], l.Scale).Width) / renderer.Scale; if(requiredsize > group.Key.Labels[i].radius) { requiredsize = (General.Map.GetTextSize(group.Value[1], l.Scale).Width) / renderer.Scale; l.Text = (requiredsize > group.Key.Labels[i].radius ? "+" : group.Value[1]); } else { l.Text = group.Value[0]; } renderer.RenderText(l); } } } //mxd private string[] getEffectText(Sector s) { string[] result = new []{string.Empty, string.Empty}; if(s.Effect != 0) { if(effects.ContainsKey(s.Effect)) { if(s.Tag != 0) { result[0] = "Tag " + s.Tag + ", " + effects[s.Effect][0]; result[1] = "T" + s.Tag + " " + "E" + s.Effect; } else { result[0] = effects[s.Effect][0]; result[1] = "E" + s.Effect; } } else { if(s.Tag != 0) { result[0] = "Tag " + s.Tag + ", Effect " + s.Effect; result[1] = "T" + s.Tag + " " + "E" + s.Effect; } else { result[0] = "Effect " + s.Effect; result[1] = "E" + s.Effect; } } } else if(s.Tag != 0) { result[0] = "Tag " + s.Tag; result[1] = "T" + s.Tag; } return result; } //mxd private void updateOverlaySurfaces() { ICollection orderedselection = General.Map.Map.GetSelectedSectors(true); List vertsList = new List(); // Go for all selected sectors foreach(Sector s in orderedselection) vertsList.AddRange(s.FlatVertices); overlayGeometry = vertsList.ToArray(); } //mxd private void updateEffectLabels() { selectedEffectLabels = new Dictionary(); unselectedEffectLabels = new Dictionary(); //update effect labels for selected sectors ICollection orderedselection = General.Map.Map.GetSelectedSectors(true); foreach(Sector s in orderedselection) { string[] labelText = getEffectText(s); if(!string.IsNullOrEmpty(labelText[0])) selectedEffectLabels.Add(s, labelText); } //update effect labels for unselected sectors orderedselection = General.Map.Map.GetSelectedSectors(false); foreach(Sector s in orderedselection) { string[] labelText = getEffectText(s); if(!string.IsNullOrEmpty(labelText[0])) unselectedEffectLabels.Add(s, labelText); } } // 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 List selectedlines = new List(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(); } } } } // Find the first sector that is not disposed List orderedselection = new List(General.Map.Map.GetSelectedSectors(true)); Sector first = null; foreach(Sector s in orderedselection) if(!s.IsDisposed) { first = s; break; } // Join all selected sectors with the first for(int i = 0; i < orderedselection.Count; i++) if((orderedselection[i] != first) && !orderedselection[i].IsDisposed) orderedselection[i].Join(first); // Clear selection General.Map.Map.ClearAllSelected(); // Update General.Map.Map.Update(); // Make text labels for sectors SetupLabels(); UpdateSelectedLabels(); } // This highlights a new item protected void Highlight(Sector s) { // 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? bool completeredraw = (highlighted != null) && (highlighted.Tag > 0); // Set highlight association if (s != null) { Vector2D center = (s.Labels.Count > 0 ? s.Labels[0].position : new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2)); highlightasso.Set(center, s.Tag, UniversalType.SectorTag); } else { highlightasso.Set(new Vector2D(), 0, 0); } // New association highlights something? if((s != null) && (s.Tag > 0)) completeredraw = true; // Change label color if((highlighted != null) && !highlighted.IsDisposed) { TextLabel[] labelarray = labels[highlighted]; foreach(TextLabel l in labelarray) l.Color = General.Colors.Selection; } // Change label color if((s != null) && !s.IsDisposed) { TextLabel[] labelarray = labels[s]; foreach(TextLabel l in labelarray) l.Color = General.Colors.Highlight; } // 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(); } UpdateOverlay(); renderer.Present(); } // Show highlight info if((highlighted != null) && !highlighted.IsDisposed) General.Interface.ShowSectorInfo(highlighted); else General.Interface.HideInfo(); } // This selectes or deselects a sector protected void SelectSector(Sector s, bool selectstate, bool update) { bool selectionchanged = false; if(!s.IsDisposed) { // Select the sector? if(selectstate && !s.Selected) { s.Selected = true; selectionchanged = true; // Setup labels if(update) { //mxd string selectedCount = General.Map.Map.SelectedSectorsCount.ToString(); TextLabel[] labelarray = labels[s]; foreach(TextLabel l in labelarray) { l.Text = selectedCount; l.Color = General.Colors.Selection; } updateEffectLabels(); } } // Deselect the sector? else if(!selectstate && s.Selected) { s.Selected = false; selectionchanged = true; // Clear labels if(update) { TextLabel[] labelarray = labels[s]; foreach(TextLabel l in labelarray) l.Text = ""; // Update all other labels UpdateSelectedLabels(); } } // 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; } if(update) { UpdateOverlay(); renderer.Present(); } } } } // This updates labels from the selected sectors private void UpdateSelectedLabels() { // Go for all labels in all selected sectors ICollection orderedselection = General.Map.Map.GetSelectedSectors(true); int index = 0; foreach(Sector s in orderedselection) { TextLabel[] labelarray = labels[s]; foreach(TextLabel l in labelarray) { // Make sure the text and color are right int labelnum = index + 1; l.Text = labelnum.ToString(); l.Color = General.Colors.Selection; } index++; } //mxd updateEffectLabels(); } //mxd private bool isInSelectionRect(Sector s, List selectionOutline) { if(selectionrect.Contains(s.BBox)) return true; if(BuilderPlug.Me.MarqueSelectTouching && s.BBox.IntersectsWith(selectionrect)) { //check endpoints foreach(Sidedef side in s.Sidedefs) { if((selectionrect.Contains(side.Line.Start.Position.x, side.Line.Start.Position.y) || selectionrect.Contains(side.Line.End.Position.x, side.Line.End.Position.y))) return true; } //check line intersections foreach(Sidedef side in s.Sidedefs) { foreach(Line2D line in selectionOutline) { if(Line2D.GetIntersection(side.Line.Line, line)) return true; } } } return false; } //mxd public override void SelectMapElement(SelectableElement element) { if(element is Sector) { SelectSector(element as Sector, true, true); // Update overlay updateOverlaySurfaces(); UpdateSelectionInfo(); } } #endregion #region ================== Events public override void OnHelp() { General.ShowHelp("e_sectors.html"); } // Cancel mode public override void OnCancel() { base.OnCancel(); // Return to this mode General.Editing.ChangeMode(new SectorsMode()); } // Mode engages public override void OnEngage() { base.OnEngage(); renderer.SetPresentation(Presentation.Standard); // Add toolbar buttons General.Interface.AddButton(BuilderPlug.Me.MenusForm.CopyProperties); General.Interface.AddButton(BuilderPlug.Me.MenusForm.PasteProperties); General.Interface.AddButton(BuilderPlug.Me.MenusForm.PastePropertiesOptions); //mxd General.Interface.AddButton(BuilderPlug.Me.MenusForm.SeparatorCopyPaste); General.Interface.AddButton(BuilderPlug.Me.MenusForm.ViewSelectionNumbers); General.Interface.AddButton(BuilderPlug.Me.MenusForm.ViewSelectionEffects); General.Interface.AddButton(BuilderPlug.Me.MenusForm.SeparatorSectors1); General.Interface.AddButton(BuilderPlug.Me.MenusForm.MakeDoor); //mxd General.Interface.AddButton(BuilderPlug.Me.MenusForm.MakeGradientBrightness); if(General.Map.UDMF) General.Interface.AddButton(BuilderPlug.Me.MenusForm.BrightnessGradientMode); //mxd General.Interface.AddButton(BuilderPlug.Me.MenusForm.MakeGradientFloors); General.Interface.AddButton(BuilderPlug.Me.MenusForm.MakeGradientCeilings); General.Interface.AddButton(BuilderPlug.Me.MenusForm.MarqueSelectTouching); //mxd if(General.Map.UDMF) General.Interface.AddButton(BuilderPlug.Me.MenusForm.TextureOffsetLock, ToolbarSection.Geometry); //mxd // Convert geometry selection to sectors only General.Map.Map.ConvertSelection(SelectionType.Sectors); // Make text labels for sectors SetupLabels(); // Update UpdateSelectedLabels(); updateOverlaySurfaces();//mxd UpdateSelectionInfo(); //mxd UpdateOverlay(); } // Mode disengages public override void OnDisengage() { base.OnDisengage(); // Remove toolbar buttons General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.CopyProperties); General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.PasteProperties); General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.PastePropertiesOptions); //mxd General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.SeparatorCopyPaste); General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.ViewSelectionNumbers); General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.ViewSelectionEffects); General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.SeparatorSectors1); General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MakeDoor); //mxd General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MakeGradientBrightness); if(General.Map.UDMF) General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.BrightnessGradientMode); //mxd General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MakeGradientFloors); General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MakeGradientCeilings); General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MarqueSelectTouching); //mxd if(General.Map.UDMF) General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.TextureOffsetLock); //mxd // Keep only sectors selected General.Map.Map.ClearSelectedLinedefs(); // Going to EditSelectionMode? if(General.Editing.NewMode is EditSelectionMode) { // Not pasting anything? EditSelectionMode editmode = (General.Editing.NewMode as EditSelectionMode); if(!editmode.Pasting) { // No selection made? But we have a highlight! if((General.Map.Map.GetSelectedSectors(true).Count == 0) && (highlighted != null)) { // Make the highlight the selection SelectSector(highlighted, true, false); UpdateSelectedLabels(); //mxd } } } // Hide highlight info General.Interface.HideInfo(); } // This redraws the display public override void OnRedrawDisplay() { renderer.RedrawSurface(); // 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); if(!panning) 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 overlay UpdateOverlay(); // Render selection if(renderer.StartOverlay(false)) { if(!panning && highlighted != null && !highlighted.IsDisposed) BuilderPlug.Me.RenderReverseAssociations(renderer, highlightasso); //mxd if(selecting) RenderMultiSelection(); renderer.Finish(); } renderer.Present(); } // Selection protected override void OnSelectBegin() { // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Update display if(renderer.StartPlotter(false)) { // Redraw highlight to show selection renderer.PlotSector(highlighted); renderer.Finish(); renderer.Present(); } } base.OnSelectBegin(); } // End selection protected override void OnSelectEnd() { // Not stopping from multiselection? if(!selecting) { // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { //mxd. Flip selection SelectSector(highlighted, !highlighted.Selected, true); //mxd. Also (de)select things inside of this sector if (General.Interface.AltState) { foreach(Thing t in General.Map.ThingsFilter.VisibleThings) { t.DetermineSector(); if(t.Sector != highlighted) continue; t.Selected = highlighted.Selected; } // 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(); } } // Update display if(renderer.StartPlotter(false)) { // Render highlighted item renderer.PlotSector(highlighted, General.Colors.Highlight); renderer.Finish(); renderer.Present(); } // Update overlay TextLabel[] labelarray = labels[highlighted]; foreach(TextLabel l in labelarray) l.Color = General.Colors.Highlight; updateOverlaySurfaces(); //mxd UpdateOverlay(); renderer.Present(); //mxd } else if(BuilderPlug.Me.AutoClearSelection && General.Map.Map.SelectedSectorsCount > 0) { General.Map.Map.ClearSelectedLinedefs(); General.Map.Map.ClearSelectedSectors(); updateOverlaySurfaces(); //mxd General.Interface.RedrawDisplay(); } UpdateSelectionInfo(); //mxd } base.OnSelectEnd(); } // Start editing protected override void OnEditBegin() { // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Edit pressed in this mode editpressed = true; // Highlighted item not selected? if(!highlighted.Selected && (BuilderPlug.Me.AutoClearSelection || (General.Map.Map.SelectedSectorsCount == 0))) { // Make this the only selection General.Map.Map.ClearSelectedSectors(); General.Map.Map.ClearSelectedLinedefs(); SelectSector(highlighted, true, false); UpdateSelectedLabels(); //mxd updateOverlaySurfaces(); //mxd General.Interface.RedrawDisplay(); } // Update display if(renderer.StartPlotter(false)) { // Redraw highlight to show selection renderer.PlotSector(highlighted); renderer.Finish(); renderer.Present(); } } else if(!selecting && BuilderPlug.Me.AutoDrawOnEdit) //mxd. We don't want to draw while multiselecting { // Start drawing mode DrawGeometryMode drawmode = new DrawGeometryMode(); bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid; bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge; DrawnVertex v = DrawGeometryMode.GetCurrentPosition(mousemappos, snaptonearest, snaptogrid, renderer, new List()); if(drawmode.DrawPointAt(v)) General.Editing.ChangeMode(drawmode); else General.Interface.DisplayStatus(StatusType.Warning, "Failed to draw point: outside of map boundaries."); } base.OnEditBegin(); } // Done editing protected override void OnEditEnd() { // Edit pressed in this mode? if(editpressed) { // Anything selected? ICollection selected = General.Map.Map.GetSelectedSectors(true); if(selected.Count > 0) { if(General.Interface.IsActiveWindow) { //mxd. Show realtime vertex edit dialog General.Interface.OnEditFormValuesChanged += sectorEditForm_OnValuesChanged; DialogResult result = General.Interface.ShowEditSectors(selected); General.Interface.OnEditFormValuesChanged -= sectorEditForm_OnValuesChanged; General.Map.Renderer2D.UpdateExtraFloorFlag(); //mxd // When a single sector was selected, deselect it now if (selected.Count == 1) { General.Map.Map.ClearSelectedSectors(); General.Map.Map.ClearSelectedLinedefs(); updateEffectLabels(); //mxd } else if(result == DialogResult.Cancel) { //mxd. Restore selection... foreach (Sector s in selected) SelectSector(s, true, false); UpdateSelectedLabels(); //mxd } updateOverlaySurfaces(); //mxd General.Interface.RedrawDisplay(); } } UpdateSelectionInfo(); //mxd } editpressed = false; base.OnEditEnd(); } //mxd private void sectorEditForm_OnValuesChanged(object sender, EventArgs e) { // Update entire display General.Map.Map.Update(); General.Interface.RedrawDisplay(); } // Mouse moves public override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); if(panning) return; //mxd. Skip all this jazz while panning //mxd if(selectpressed && !editpressed && !selecting) { // Check if moved enough pixels for multiselect Vector2D delta = mousedownpos - mousepos; if((Math.Abs(delta.x) > MULTISELECT_START_MOVE_PIXELS) || (Math.Abs(delta.y) > MULTISELECT_START_MOVE_PIXELS)) { // Start multiselecting StartMultiSelection(); } } else if(paintselectpressed && !editpressed && !selecting) //mxd. Drag-select { // Find the nearest linedef within highlight range Linedef l = General.Map.Map.NearestLinedefRange(mousemappos, BuilderPlug.Me.HighlightRange / renderer.Scale); Sector s = null; 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) s = l.Back.Sector; } else { // Is there a sidedef here? if(l.Front != null) s = l.Front.Sector; } if(s != null) { if(s != highlighted) { //toggle selected state highlighted = s; if(General.Interface.ShiftState ^ BuilderPlug.Me.AdditiveSelect) SelectSector(highlighted, true, true); else if(General.Interface.CtrlState) SelectSector(highlighted, false, true); else SelectSector(highlighted, !highlighted.Selected, true); // Update entire display updateOverlaySurfaces();//mxd General.Interface.RedrawDisplay(); } } else if(highlighted != null) { highlighted = null; Highlight(null); // Update entire display General.Interface.RedrawDisplay(); } UpdateSelectionInfo(); //mxd } } else if(e.Button == MouseButtons.None) // Not holding any buttons? { // 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); } //mxd protected override void OnPaintSelectBegin() { if(highlighted != null) { if(General.Interface.ShiftState ^ BuilderPlug.Me.AdditiveSelect) SelectSector(highlighted, true, true); else if(General.Interface.CtrlState) SelectSector(highlighted, false, true); else SelectSector(highlighted, !highlighted.Selected, true); // Update entire display updateOverlaySurfaces();//mxd General.Interface.RedrawDisplay(); } base.OnPaintSelectBegin(); } // Mouse wants to drag protected override void OnDragStart(MouseEventArgs e) { base.OnDragStart(e); // Edit button used? if(General.Actions.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, true); updateOverlaySurfaces(); //mxd } // Start dragging the selection if(!BuilderPlug.Me.DontMoveGeometryOutsideMapBoundary || canDrag()) //mxd General.Editing.ChangeMode(new DragSectorsMode(mousedownmappos)); } } } //mxd. Check if any selected sector is outside of map boundary private bool canDrag() { ICollection selectedsectors = General.Map.Map.GetSelectedSectors(true); int unaffectedCount = 0; foreach(Sector s in selectedsectors) { // Make sure the sector is inside the map boundary foreach(Sidedef sd in s.Sidedefs) { if(sd.Line.Start.Position.x < General.Map.Config.LeftBoundary || sd.Line.Start.Position.x > General.Map.Config.RightBoundary || sd.Line.Start.Position.y > General.Map.Config.TopBoundary || sd.Line.Start.Position.y < General.Map.Config.BottomBoundary || sd.Line.End.Position.x < General.Map.Config.LeftBoundary || sd.Line.End.Position.x > General.Map.Config.RightBoundary || sd.Line.End.Position.y > General.Map.Config.TopBoundary || sd.Line.End.Position.y < General.Map.Config.BottomBoundary) { SelectSector(s, false, false); unaffectedCount++; break; } } } if(unaffectedCount == selectedsectors.Count) { General.Interface.DisplayStatus(StatusType.Warning, "Unable to drag selection: " + (selectedsectors.Count == 1 ? "selected sector is" : "all of selected sectors are") + " outside of map boundary!"); General.Interface.RedrawDisplay(); return false; } if(unaffectedCount > 0) General.Interface.DisplayStatus(StatusType.Warning, unaffectedCount + " of selected sectors " + (unaffectedCount == 1 ? "is" : "are") + " outside of map boundary!"); UpdateSelectedLabels(); //mxd return true; } // This is called wheh selection ends protected override void OnEndMultiSelection() { bool selectionvolume = ((Math.Abs(base.selectionrect.Width) > 0.1f) && (Math.Abs(base.selectionrect.Height) > 0.1f)); if(selectionvolume) { List selectionOutline = new List() { new Line2D(selectionrect.Left, selectionrect.Top, selectionrect.Right, selectionrect.Top), new Line2D(selectionrect.Right, selectionrect.Top, selectionrect.Right, selectionrect.Bottom), new Line2D(selectionrect.Left, selectionrect.Bottom, selectionrect.Right, selectionrect.Bottom), new Line2D(selectionrect.Left, selectionrect.Bottom, selectionrect.Left, selectionrect.Top) }; //mxd. collect changed sectors switch(marqueSelectionMode) { case MarqueSelectionMode.SELECT: bool select; foreach(Sector s in General.Map.Map.Sectors) { select = isInSelectionRect(s, selectionOutline); if(select && !s.Selected) SelectSector(s, true, false); else if(!select && s.Selected) SelectSector(s, false, false); } if (marqueSelectionIncludesThings) { ICollection selected = General.Map.Map.GetSelectedSectors(true); foreach (Thing t in General.Map.ThingsFilter.VisibleThings) { t.DetermineSector(); if(t.Sector == null) continue; t.Selected = selectionrect.Contains(t.Position.x, t.Position.y) && selected.Contains(t.Sector); } } break; case MarqueSelectionMode.ADD: foreach(Sector s in General.Map.Map.Sectors) { if(!s.Selected && isInSelectionRect(s, selectionOutline)) SelectSector(s, true, false); } if (marqueSelectionIncludesThings) { ICollection selected = General.Map.Map.GetSelectedSectors(true); foreach (Thing t in General.Map.ThingsFilter.VisibleThings) { t.DetermineSector(); if(t.Sector == null) continue; t.Selected |= selectionrect.Contains(t.Position.x, t.Position.y) && selected.Contains(t.Sector); } } break; case MarqueSelectionMode.SUBTRACT: foreach(Sector s in General.Map.Map.Sectors) { if(!s.Selected) continue; if(isInSelectionRect(s, selectionOutline)) SelectSector(s, false, false); } if (marqueSelectionIncludesThings) { foreach (Thing t in General.Map.ThingsFilter.VisibleThings) if (selectionrect.Contains(t.Position.x, t.Position.y)) t.Selected = false; } break; default: //should be Intersect foreach(Sector s in General.Map.Map.Sectors) { if(!s.Selected) continue; if(!isInSelectionRect(s, selectionOutline)) SelectSector(s, false, false); } if (marqueSelectionIncludesThings) { foreach(Thing t in General.Map.ThingsFilter.VisibleThings) if(!selectionrect.Contains(t.Position.x, t.Position.y)) t.Selected = false; } break; } // Make sure all linedefs reflect selected sectors foreach(Sidedef sd in General.Map.Map.Sidedefs) sd.Line.Selected = sd.Sector.Selected || (sd.Other != null && sd.Other.Sector.Selected); //mxd. Clear labels for unselected sectors if(marqueSelectionMode != MarqueSelectionMode.ADD) { ICollection orderedselection = General.Map.Map.GetSelectedSectors(false); foreach(Sector s in orderedselection){ TextLabel[] labelarray = labels[s]; foreach(TextLabel l in labelarray) l.Text = ""; } } UpdateSelectedLabels(); //mxd UpdateSelectionInfo(); //mxd updateOverlaySurfaces(); //mxd } 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(); } } // When copying public override bool OnCopyBegin() { // No selection made? But we have a highlight! if((General.Map.Map.GetSelectedSectors(true).Count == 0) && (highlighted != null)) { // Make the highlight the selection SelectSector(highlighted, true, true); updateOverlaySurfaces();//mxd } return base.OnCopyBegin(); } // When undo is used public override bool OnUndoBegin() { // Clear ordered selection General.Map.Map.ClearAllSelected(); return base.OnUndoBegin(); } // When undo is performed public override void OnUndoEnd() { // Clear labels SetupLabels(); updateEffectLabels(); //mxd updateOverlaySurfaces(); //mxd base.OnUndoEnd(); //mxd } // When redo is used public override bool OnRedoBegin() { // Clear ordered selection General.Map.Map.ClearAllSelected(); return base.OnRedoBegin(); } // When redo is performed public override void OnRedoEnd() { // Clear labels SetupLabels(); updateEffectLabels(); //mxd updateOverlaySurfaces(); //mxd base.OnRedoEnd(); //mxd } //mxd public override void UpdateSelectionInfo() { if(General.Map.Map.SelectedSectorsCount > 0) General.Interface.DisplayStatus(StatusType.Selection, General.Map.Map.SelectedSectorsCount + (General.Map.Map.SelectedSectorsCount == 1 ? " sector" : " sectors") + " selected."); else General.Interface.DisplayStatus(StatusType.Selection, string.Empty); } #endregion #region ================== Actions // This copies the properties [BeginAction("classiccopyproperties")] public void CopyProperties() { // Determine source sectors ICollection sel = null; if(General.Map.Map.SelectedSectorsCount > 0) sel = General.Map.Map.GetSelectedSectors(true); else if(highlighted != null) sel = new List {highlighted}; if(sel != null) { // Copy properties from first source sectors BuilderPlug.Me.CopiedSectorProps = new SectorProperties(General.GetByIndex(sel, 0)); General.Interface.DisplayStatus(StatusType.Action, "Copied sector properties."); } } // This pastes the properties [BeginAction("classicpasteproperties")] public void PasteProperties() { if(BuilderPlug.Me.CopiedSectorProps != null) { // Determine target sectors ICollection sel = null; if(General.Map.Map.SelectedSectorsCount > 0) sel = General.Map.Map.GetSelectedSectors(true); else if(highlighted != null) { sel = new List(); sel.Add(highlighted); } if(sel != null) { // Apply properties to selection General.Map.UndoRedo.CreateUndo("Paste sector properties"); foreach(Sector s in sel) { BuilderPlug.Me.CopiedSectorProps.Apply(s); s.UpdateCeilingSurface(); s.UpdateFloorSurface(); } General.Interface.DisplayStatus(StatusType.Action, "Pasted sector properties."); // Update and redraw General.Map.IsChanged = true; General.Interface.RefreshInfo(); General.Map.Renderer2D.UpdateExtraFloorFlag(); //mxd updateEffectLabels(); //mxd General.Interface.RedrawDisplay(); } } } // This creates a new vertex at the mouse position [BeginAction("insertitem", BaseAction = true)] public virtual void InsertVertexAction() { // Start drawing mode DrawGeometryMode drawmode = new DrawGeometryMode(); if(mouseinside) { bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid; bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge; DrawnVertex v = DrawGeometryMode.GetCurrentPosition(mousemappos, snaptonearest, snaptogrid, renderer, new List()); drawmode.DrawPointAt(v); } General.Editing.ChangeMode(drawmode); } [BeginAction("makedoor")] public void MakeDoor() { // Highlighted item not selected? if((highlighted != null) && !highlighted.Selected) { // Make this the only selection General.Map.Map.ClearSelectedSectors(); General.Map.Map.ClearSelectedLinedefs(); SelectSector(highlighted, true, false); updateOverlaySurfaces();//mxd General.Interface.RedrawDisplay(); } // Anything selected? ICollection orderedselection = General.Map.Map.GetSelectedSectors(true); if(orderedselection.Count > 0) { if(doortex == "-") doortex = General.Map.Config.MakeDoorDoor; //mxd if(tracktex == "-") tracktex = General.Map.Config.MakeDoorTrack; //mxd string floortex = null; string ceiltex = null; bool resetoffsets = true; // Find ceiling and floor textures foreach(Sector s in orderedselection) { if(floortex == null) floortex = s.FloorTexture; else if(floortex != s.FloorTexture) floortex = ""; if(ceiltex == null) ceiltex = s.CeilTexture; else if(ceiltex != s.CeilTexture) ceiltex = ""; } // Show the dialog MakeDoorForm form = new MakeDoorForm(); if(form.Show(General.Interface, doortex, tracktex, ceiltex, floortex, resetoffsets) == DialogResult.OK) { doortex = form.DoorTexture; tracktex = form.TrackTexture; ceiltex = form.CeilingTexture; floortex = form.FloorTexture; resetoffsets = form.ResetOffsets; // Create undo General.Map.UndoRedo.CreateUndo("Make door (" + doortex + ")"); General.Interface.DisplayStatus(StatusType.Action, "Created a " + doortex + " door."); // Go for all selected sectors foreach(Sector s in orderedselection) { // Lower the ceiling down to the floor s.CeilHeight = s.FloorHeight; // Make a unique tag (not sure if we need it yet, depends on the args) int tag = General.Map.Map.GetNewTag(); // Go for all it's sidedefs foreach(Sidedef sd in s.Sidedefs) { // Singlesided? if(sd.Other == null) { // Make this a doortrak sd.SetTextureHigh("-"); sd.SetTextureMid(tracktex); sd.SetTextureLow("-"); // Set upper/lower unpegged flags sd.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, false); sd.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, true); } else { // Set textures if(floortex.Length > 0) s.SetFloorTexture(floortex); if(ceiltex.Length > 0) s.SetCeilTexture(ceiltex); if(doortex.Length > 0) sd.Other.SetTextureHigh(doortex); // Set upper/lower unpegged flags sd.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, false); sd.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, false); // Get door linedef type from config sd.Line.Action = General.Map.Config.MakeDoorAction; // Set activation type sd.Line.Activate = General.Map.Config.MakeDoorActivate; // Set the flags foreach(var flagpair in General.Map.Config.MakeDoorFlags) sd.Line.SetFlag(flagpair.Key, flagpair.Value); // Set the linedef args for(int i = 0; i < Linedef.NUM_ARGS; i++) { // A -1 arg indicates that the arg must be set to the new sector tag // and only in this case we set the tag on the sector, because only // then we know for sure that we need a tag. if(General.Map.Config.MakeDoorArgs[i] == -1) { sd.Line.Args[i] = tag; s.Tag = tag; } else { sd.Line.Args[i] = General.Map.Config.MakeDoorArgs[i]; } } // Make sure the line is facing outwards if(sd.IsFront) { sd.Line.FlipVertices(); sd.Line.FlipSidedefs(); } } // Reset the texture offsets if required if (resetoffsets) { sd.OffsetX = 0; sd.OffsetY = 0; if (sd.Other != null) { sd.Other.OffsetX = 0; sd.Other.OffsetY = 0; } } } } // When a single sector was selected, deselect it now if(orderedselection.Count == 1) { orderedselection.Clear(); General.Map.Map.ClearSelectedSectors(); General.Map.Map.ClearSelectedLinedefs(); updateOverlaySurfaces();//mxd } } // Done form.Dispose(); General.Interface.RedrawDisplay(); } else //mxd { General.Interface.DisplayStatus(StatusType.Warning, "This action requires selection!"); } } [BeginAction("deleteitem", BaseAction = true)] public void DeleteItem() { // Make list of selected sectors List selected = new List(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"); General.Interface.DisplayStatus(StatusType.Action, "Deleted " + selected.Count + " sectors."); } else { General.Map.UndoRedo.CreateUndo("Delete sector"); General.Interface.DisplayStatus(StatusType.Action, "Deleted sector."); } General.Map.Map.BeginAddRemove(); //mxd // Dispose selected sectors foreach(Sector s in selected) { //mxd. Get all the linedefs List lines = new List(s.Sidedefs.Count); foreach(Sidedef side in s.Sidedefs) lines.Add(side.Line); // 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 { // If the line only has a back side left, flip the line and sides if((lines[i].Front == null) && (lines[i].Back != null)) { lines[i].FlipVertices(); lines[i].FlipSidedefs(); } //mxd. Check textures. if(lines[i].Front.MiddleRequired() && lines[i].Front.LongMiddleTexture == MapSet.EmptyLongName) { if(lines[i].Front.LongHighTexture != MapSet.EmptyLongName) { lines[i].Front.SetTextureMid(lines[i].Front.HighTexture); } else if(lines[i].Front.LongLowTexture != MapSet.EmptyLongName) { lines[i].Front.SetTextureMid(lines[i].Front.LowTexture); } } //mxd. Do we still need high/low textures? lines[i].Front.RemoveUnneededTextures(false); // Update sided flags lines[i].ApplySidedFlags(); } } } General.Map.Map.EndAddRemove(); //mxd // Update cache values General.Map.IsChanged = true; General.Map.Map.Update(); updateOverlaySurfaces(); //mxd // Make text labels for sectors SetupLabels(); UpdateSelectedLabels(); // Redraw screen General.Interface.RedrawDisplay(); } } [BeginAction("dissolveitem", BaseAction = true)] //mxd public void DissolveItem() { //TODO handle this differently?.. DeleteItem(); } // 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"); General.Interface.DisplayStatus(StatusType.Action, "Joined " + count + " sectors."); // 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"); General.Interface.DisplayStatus(StatusType.Action, "Merged " + count + " sectors."); // Merge JoinMergeSectors(true); // Deselect General.Map.Map.ClearSelectedSectors(); General.Map.Map.ClearSelectedLinedefs(); General.Map.IsChanged = true; // Redraw display General.Interface.RedrawDisplay(); } } // Make gradient brightness [BeginAction("gradientbrightness")] public void MakeGradientBrightness() { // Need at least 3 selected sectors // The first and last are not modified ICollection orderedselection = General.Map.Map.GetSelectedSectors(true); if(orderedselection.Count > 2) { General.Interface.DisplayStatus(StatusType.Action, "Created gradient brightness over selected sectors."); General.Map.UndoRedo.CreateUndo("Gradient brightness"); //mxd Sector start = General.GetByIndex(orderedselection, 0); Sector end = General.GetByIndex(orderedselection, orderedselection.Count - 1); //mxd. Use UDMF light? string mode = (string)BuilderPlug.Me.MenusForm.BrightnessGradientMode.SelectedItem; if(General.Map.UDMF && (mode == MenusForm.BrightnessGradientModes.Ceilings || mode == MenusForm.BrightnessGradientModes.Floors)) { string lightKey; string lightAbsKey; float startbrightness, endbrightness; if(mode == MenusForm.BrightnessGradientModes.Ceilings) { lightKey = "lightceiling"; lightAbsKey = "lightceilingabsolute"; } else { //should be floors... lightKey = "lightfloor"; lightAbsKey = "lightfloorabsolute"; } //get total brightness of start sector if(start.Fields.GetValue(lightAbsKey, false)) startbrightness = start.Fields.GetValue(lightKey, 0); else startbrightness = Math.Min(255, Math.Max(0, (float)start.Brightness + start.Fields.GetValue(lightKey, 0))); //get total brightness of end sector if(end.Fields.GetValue(lightAbsKey, false)) endbrightness = end.Fields.GetValue(lightKey, 0); else endbrightness = Math.Min(255, Math.Max(0, (float)end.Brightness + end.Fields.GetValue(lightKey, 0))); float delta = endbrightness - startbrightness; // Go for all sectors in between first and last int index = 0; foreach(Sector s in orderedselection) { s.Fields.BeforeFieldsChange(); float u = index / (float)(orderedselection.Count - 1); float b = startbrightness + delta * u; //absolute flag set? if(s.Fields.GetValue(lightAbsKey, false)) { if(s.Fields.ContainsKey(lightKey)) s.Fields[lightKey].Value = (int)b; else s.Fields.Add(lightKey, new UniValue(UniversalType.Integer, (int)b)); } else { UDMFTools.SetInteger(s.Fields, lightKey, (int)b - s.Brightness, 0); } index++; } //mxd. Use UDMF light/fade color? } else if(General.Map.UDMF && (mode == MenusForm.BrightnessGradientModes.Fade || mode == MenusForm.BrightnessGradientModes.Light)) { string key; int defaultValue = 0; if(mode == MenusForm.BrightnessGradientModes.Light) { key = "lightcolor"; defaultValue = 0xFFFFFF; } else { key = "fadecolor"; } if(!start.Fields.ContainsKey(key) && !end.Fields.ContainsKey(key)) { General.Interface.DisplayStatus(StatusType.Warning, "First or last sector must have " + key + "!"); } else { Color startColor = PixelColor.FromInt(start.Fields.GetValue(key, defaultValue)).ToColor(); Color endColor = PixelColor.FromInt(end.Fields.GetValue(key, defaultValue)).ToColor(); int dr = endColor.R - startColor.R; int dg = endColor.G - startColor.G; int db = endColor.B - startColor.B; // Go for all sectors in between first and last int index = 0; foreach(Sector s in orderedselection) { s.Fields.BeforeFieldsChange(); float u = index / (float)(orderedselection.Count - 1); Color c = Color.FromArgb(0, General.Clamp((int)(startColor.R + dr * u), 0, 255), General.Clamp((int)(startColor.G + dg * u), 0, 255), General.Clamp((int)(startColor.B + db * u), 0, 255)); UDMFTools.SetInteger(s.Fields, key, c.ToArgb(), defaultValue); s.UpdateNeeded = true; index++; } } } else { float startbrightness = start.Brightness; float endbrightness = end.Brightness; float delta = endbrightness - startbrightness; // Go for all sectors in between first and last int index = 0; foreach(Sector s in orderedselection) { float u = index / (float)(orderedselection.Count - 1); float b = startbrightness + delta * u; s.Brightness = (int)b; index++; } } // Update General.Map.Map.Update(); UpdateOverlay(); renderer.Present(); General.Interface.RedrawDisplay(); General.Interface.RefreshInfo(); General.Map.IsChanged = true; } else { General.Interface.DisplayStatus(StatusType.Warning, "Select at least 3 sectors first!"); } } // Make gradient floors [BeginAction("gradientfloors")] public void MakeGradientFloors() { // Need at least 3 selected sectors // The first and last are not modified ICollection orderedselection = General.Map.Map.GetSelectedSectors(true); if(orderedselection.Count > 2) { General.Interface.DisplayStatus(StatusType.Action, "Created gradient floor heights over selected sectors."); General.Map.UndoRedo.CreateUndo("Gradient floor heights"); float startlevel = General.GetByIndex(orderedselection, 0).FloorHeight; float endlevel = General.GetByIndex(orderedselection, orderedselection.Count - 1).FloorHeight; float delta = endlevel - startlevel; // Go for all sectors in between first and last int index = 0; foreach(Sector s in orderedselection) { float u = index / (float)(orderedselection.Count - 1); float b = startlevel + delta * u; s.FloorHeight = (int)b; index++; } // Update General.Interface.RefreshInfo(); General.Map.IsChanged = true; } else { General.Interface.DisplayStatus(StatusType.Warning, "Select at least 3 sectors first!"); } } // Make gradient ceilings [BeginAction("gradientceilings")] public void MakeGradientCeilings() { // Need at least 3 selected sectors // The first and last are not modified ICollection orderedselection = General.Map.Map.GetSelectedSectors(true); if(orderedselection.Count > 2) { General.Interface.DisplayStatus(StatusType.Action, "Created gradient ceiling heights over selected sectors."); General.Map.UndoRedo.CreateUndo("Gradient ceiling heights"); float startlevel = General.GetByIndex(orderedselection, 0).CeilHeight; float endlevel = General.GetByIndex(orderedselection, orderedselection.Count - 1).CeilHeight; float delta = endlevel - startlevel; // Go for all sectors in between first and last int index = 0; foreach(Sector s in orderedselection) { float u = (float)index / (orderedselection.Count - 1); float b = startlevel + delta * u; s.CeilHeight = (int)b; index++; } // Update General.Interface.RefreshInfo(); General.Map.IsChanged = true; } else { General.Interface.DisplayStatus(StatusType.Warning, "Select at least 3 sectors first!"); } } // Change heights [BeginAction("lowerfloor8")] public void LowerFloors8() { // Get selection ICollection selected = General.Map.Map.GetSelectedSectors(true); if(selected.Count == 0 && highlighted != null && !highlighted.IsDisposed) selected.Add(highlighted); if(selected.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!"); return; } // Make undo General.Interface.DisplayStatus(StatusType.Action, "Lowered floor heights by 8mp."); General.Map.UndoRedo.CreateUndo("Floor heights change", this, UndoGroup.FloorHeightChange, CreateSelectionCRC(selected)); // Change heights foreach(Sector s in selected) { s.FloorHeight -= 8; } // Update General.Interface.RefreshInfo(); General.Map.IsChanged = true; } // Change heights [BeginAction("raisefloor8")] public void RaiseFloors8() { // Get selection ICollection selected = General.Map.Map.GetSelectedSectors(true); if(selected.Count == 0 && highlighted != null && !highlighted.IsDisposed) selected.Add(highlighted); if(selected.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!"); return; } // Make undo General.Interface.DisplayStatus(StatusType.Action, "Raised floor heights by 8mp."); General.Map.UndoRedo.CreateUndo("Floor heights change", this, UndoGroup.FloorHeightChange, CreateSelectionCRC(selected)); // Change heights foreach(Sector s in selected) { s.FloorHeight += 8; } // Update General.Interface.RefreshInfo(); General.Map.IsChanged = true; } // Change heights [BeginAction("lowerceiling8")] public void LowerCeilings8() { // Get selection ICollection selected = General.Map.Map.GetSelectedSectors(true); if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed) selected.Add(highlighted); if(selected.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!"); return; } // Make undo General.Interface.DisplayStatus(StatusType.Action, "Lowered ceiling heights by 8mp."); General.Map.UndoRedo.CreateUndo("Ceiling heights change", this, UndoGroup.CeilingHeightChange, CreateSelectionCRC(selected)); // Change heights foreach(Sector s in selected) { s.CeilHeight -= 8; } // Update General.Interface.RefreshInfo(); General.Map.IsChanged = true; } // Change heights [BeginAction("raiseceiling8")] public void RaiseCeilings8() { // Get selection ICollection selected = General.Map.Map.GetSelectedSectors(true); if(selected.Count == 0 && highlighted != null && !highlighted.IsDisposed) selected.Add(highlighted); if(selected.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!"); return; } // Make undo General.Interface.DisplayStatus(StatusType.Action, "Raised ceiling heights by 8mp."); General.Map.UndoRedo.CreateUndo("Ceiling heights change", this, UndoGroup.CeilingHeightChange, CreateSelectionCRC(selected)); // Change heights foreach(Sector s in selected) { s.CeilHeight += 8; } // Update General.Interface.RefreshInfo(); General.Map.IsChanged = true; } //mxd. Raise brightness [BeginAction("raisebrightness8")] public void RaiseBrightness8() { // Get selection ICollection selected = General.Map.Map.GetSelectedSectors(true); if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed) selected.Add(highlighted); if(selected.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!"); return; } // Make undo General.Interface.DisplayStatus(StatusType.Action, "Raised sector brightness by 8."); General.Map.UndoRedo.CreateUndo("Sector brightness change", this, UndoGroup.SectorBrightnessChange, CreateSelectionCRC(selected)); // Change heights foreach(Sector s in selected) { s.Brightness = General.Map.Config.BrightnessLevels.GetNextHigher(s.Brightness); s.UpdateNeeded = true; s.UpdateCache(); } // Update General.Interface.RefreshInfo(); General.Map.IsChanged = true; // Redraw General.Interface.RedrawDisplay(); } //mxd. Lower brightness [BeginAction("lowerbrightness8")] public void LowerBrightness8() { // Get selection ICollection selected = General.Map.Map.GetSelectedSectors(true); if(selected.Count == 0 && highlighted != null && !highlighted.IsDisposed) selected.Add(highlighted); if (selected.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!"); return; } // Make undo General.Interface.DisplayStatus(StatusType.Action, "Lowered sector brightness by 8."); General.Map.UndoRedo.CreateUndo("Sector brightness change", this, UndoGroup.SectorBrightnessChange, CreateSelectionCRC(selected)); // Change heights foreach(Sector s in selected) { s.Brightness = General.Map.Config.BrightnessLevels.GetNextLower(s.Brightness); s.UpdateNeeded = true; s.UpdateCache(); } // Update General.Interface.RefreshInfo(); General.Map.IsChanged = true; // Redraw General.Interface.RedrawDisplay(); } // This clears the selection [BeginAction("clearselection", BaseAction = true)] public void ClearSelection() { // Clear selection General.Map.Map.ClearAllSelected(); //mxd. Clear selection info General.Interface.DisplayStatus(StatusType.Selection, string.Empty); // Clear labels foreach(TextLabel[] labelarray in labels.Values) foreach(TextLabel l in labelarray) l.Text = ""; updateOverlaySurfaces(); //mxd updateEffectLabels(); //mxd // Redraw General.Interface.RedrawDisplay(); } [BeginAction("placethings")] //mxd public void PlaceThings() { // Make list of selected sectors ICollection sectors = General.Map.Map.GetSelectedSectors(true); List positions = new List(); if(sectors.Count == 0) { if(highlighted != null && !highlighted.IsDisposed) { sectors.Add(highlighted); } else { General.Interface.DisplayStatus(StatusType.Warning, "This action requires selection of some description!"); return; } } // Make list of suitable positions foreach(Sector s in sectors) { Vector2D pos = (s.Labels.Count > 0 ? s.Labels[0].position : new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2)); if(!positions.Contains(pos)) positions.Add(pos); } if(positions.Count < 1) { General.Interface.DisplayStatus(StatusType.Warning, "Unable to get vertex positions from selection!"); return; } placeThingsAtPositions(positions); } //mxd. rotate clockwise [BeginAction("rotateclockwise")] public void RotateCW() { rotateTextures(5); } //mxd. rotate counterclockwise [BeginAction("rotatecounterclockwise")] public void RotateCCW() { rotateTextures(-5); } //mxd private void rotateTextures(float increment) { if (!General.Map.UDMF) { General.Interface.DisplayStatus(StatusType.Warning, "This action works only in UDMF map format!"); return; } // Make list of selected sectors ICollection sectors = General.Map.Map.GetSelectedSectors(true); if(sectors.Count == 0 && highlighted != null && !highlighted.IsDisposed) sectors.Add(highlighted); if(sectors.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!"); return; } string targets; string target; switch (General.Map.Renderer2D.ViewMode) { case ViewMode.FloorTextures: target = " a floor"; targets = " floors"; break; case ViewMode.CeilingTextures: target = " a ceiling"; targets = " ceilings"; break; default: target = " a floor and a ceiling"; targets = " floors and ceilings"; break; } // Make undo if(sectors.Count > 1) { General.Map.UndoRedo.CreateUndo("Rotate " + sectors.Count + targets, this, UndoGroup.TextureRotationChange, CreateSelectionCRC(sectors)); General.Interface.DisplayStatus(StatusType.Action, "Rotated " + sectors.Count + targets + "."); } else { General.Map.UndoRedo.CreateUndo("Rotate" + target, this, UndoGroup.TextureRotationChange, CreateSelectionCRC(sectors)); General.Interface.DisplayStatus(StatusType.Action, "Rotated" + target + "."); } //rotate stuff foreach (Sector s in sectors) { s.Fields.BeforeFieldsChange(); //floor if(General.Map.Renderer2D.ViewMode == ViewMode.FloorTextures || General.Map.Renderer2D.ViewMode != ViewMode.CeilingTextures) { UDMFTools.SetFloat(s.Fields, "rotationfloor", General.ClampAngle(UDMFTools.GetFloat(s.Fields, "rotationfloor") + increment)); s.UpdateNeeded = true; } //ceiling if(General.Map.Renderer2D.ViewMode == ViewMode.CeilingTextures || General.Map.Renderer2D.ViewMode != ViewMode.FloorTextures) { UDMFTools.SetFloat(s.Fields, "rotationceiling", General.ClampAngle(UDMFTools.GetFloat(s.Fields, "rotationceiling") + increment)); s.UpdateNeeded = true; } } // Redraw screen General.Map.Map.Update(); General.Interface.RedrawDisplay(); General.Interface.RefreshInfo(); } //mxd [BeginAction("selectsimilar")] public void SelectSimilar() { ICollection selection = General.Map.Map.GetSelectedSectors(true); if(selection.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!"); return; } var form = new SelectSimilarElementOptionsPanel(); if(form.Setup(this)) form.ShowDialog(); } //mxd [BeginAction("fliplinedefs")] public void FlipLinedefs() { // Get selection ICollection selection = General.Map.Map.GetSelectedSectors(true); if(selection.Count == 0 && highlighted != null && !highlighted.IsDisposed) selection.Add(highlighted); if(selection.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!"); return; } // Make undo if(selection.Count > 1) { General.Map.UndoRedo.CreateUndo("Flip linedefs of " + selection.Count + " sectors"); General.Interface.DisplayStatus(StatusType.Action, "Flipped linedefs of " + selection.Count + "sectors."); } else { General.Map.UndoRedo.CreateUndo("Flip sector linedefs"); General.Interface.DisplayStatus(StatusType.Action, "Flipped sector linedefs."); } // Flip lines Tools.FlipSectorLinedefs(selection, false); // Redraw General.Map.Map.Update(); General.Map.IsChanged = true; General.Interface.RefreshInfo(); General.Interface.RedrawDisplay(); } #endregion } }