#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 CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Editing; #endregion namespace CodeImp.DoomBuilder.BuilderModes { // No action or button for this mode, it is automatic. // The EditMode attribute does not have to be specified unless the // mode must be activated by class name rather than direct instance. // In that case, just specifying the attribute like this is enough: // [EditMode] [EditMode(DisplayName = "Linedefs", AllowCopyPaste = false, Volatile = true)] public sealed class DragLinedefsMode : DragGeometryMode { #region ================== Constants #endregion #region ================== Variables private ICollection selectedlines; private ICollection unselectedlines; #endregion #region ================== Properties #endregion #region ================== Constructor / Disposer // Constructor to start dragging immediately public DragLinedefsMode(Vector2D dragstartmappos) { // Mark what we are dragging General.Map.Map.ClearAllMarks(false); General.Map.Map.MarkSelectedLinedefs(true, true); ICollection verts = General.Map.Map.GetVerticesFromLinesMarks(true); foreach(Vertex v in verts) v.Marked = true; // Get line collections selectedlines = General.Map.Map.GetSelectedLinedefs(true); unselectedlines = General.Map.Map.GetSelectedLinedefs(false); // Initialize base.StartDrag(dragstartmappos); undodescription = (selectedlines.Count == 1 ? "Drag linedef" : "Drag " + selectedlines.Count + " linedefs"); //mxd // We have no destructor GC.SuppressFinalize(this); } // Disposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up // Done base.Dispose(); } } #endregion #region ================== Methods // Disenagaging public override void OnDisengage() { // Select vertices from lines selection General.Map.Map.ClearSelectedVertices(); ICollection verts = General.Map.Map.GetVerticesFromLinesMarks(true); foreach(Vertex v in verts) v.Selected = true; // Perform normal disengage base.OnDisengage(); // Clear vertex selection General.Map.Map.ClearSelectedVertices(); // When not cancelled if(!cancelled) { // If only a single linedef was selected, deselect it now if(selectedlines.Count == 1) General.Map.Map.ClearSelectedLinedefs(); } } // This redraws the display public override void OnRedrawDisplay() { renderer.RedrawSurface(); UpdateRedraw(); if(CheckViewChanged()) { // Start rendering things if(renderer.StartThings(true)) { renderer.RenderThingSet(General.Map.Map.Things, General.Settings.ActiveThingsAlpha); renderer.Finish(); } } renderer.Present(); } // This redraws only the required things protected override void UpdateRedraw() { // Start rendering structure if(renderer.StartPlotter(true)) { // Render lines and vertices renderer.PlotLinedefSet(unselectedlines); renderer.PlotLinedefSet(selectedlines); renderer.PlotVerticesSet(General.Map.Map.Vertices); // Draw the dragged item highlighted // This is important to know, because this item is used // for snapping to the grid and snapping to nearest items renderer.PlotVertex(dragitem, ColorCollection.HIGHLIGHT); // Done renderer.Finish(); } //mxd. Render things if(renderer.StartThings(true)) { renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, General.Settings.HiddenThingsAlpha); renderer.RenderThingSet(unselectedthings, General.Settings.ActiveThingsAlpha); renderer.RenderThingSet(selectedthings, General.Settings.ActiveThingsAlpha); renderer.Finish(); } // Redraw overlay if(renderer.StartOverlay(true)) { foreach(LineLengthLabel l in labels) { renderer.RenderText(l.TextLabel); } renderer.Finish(); } } #endregion } }