#region ================== Copyright (c) 2007 Pascal vd Heiden, 2014 Boris Iwanski /* * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com * Copyright (c) 2014 Boris Iwanski * 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.ComponentModel; using System.Drawing; using System.Windows.Forms; using CodeImp.DoomBuilder.Actions; using CodeImp.DoomBuilder.Controls; using CodeImp.DoomBuilder.Editing; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Windows; #endregion namespace CodeImp.DoomBuilder.SoundPropagationMode { [EditMode(DisplayName = "Sound Environment Mode", SwitchAction = "soundenvironmentmode", // Action name used to switch to this mode ButtonImage = "ZDoomSoundEnvironment.png", // Image resource name for the button ButtonOrder = int.MinValue + 502, // Position of the button (lower is more to the left) ButtonGroup = "000_editing", UseByDefault = true, SafeStartMode = false, SupportedMapFormats = new[] { "UniversalMapSetIO" }, //mxd Volatile = false)] public class SoundEnvironmentMode : ClassicMode { #region ================== Variables // Highlighted item private Sector highlighted; private SoundEnvironment highlightedsoundenvironment; private SoundEnvironment oldhighlightedsoundenvironment; //mxd private Linedef highlightedline; //mxd private Thing highlightedthing; //mxd // Interface private static SoundEnvironmentPanel panel; private Docker docker; private BackgroundWorker worker; // The blockmap makes is used to make finding lines faster BlockMap blockmap; #endregion #region ================== Properties public override object HighlightedObject { get { return highlighted; } } internal const string ZoneBoundaryFlag = "zoneboundary"; //mxd internal static SoundEnvironmentPanel SoundEnvironmentPanel { get { return panel; } } //mxd #endregion #region ================== Constructor / Disposer // Disposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Dispose base base.Dispose(); } } #endregion #region ================== Methods // This highlights a new item private void Highlight(Sector s) { // Set new highlight highlighted = s; highlightedsoundenvironment = null; if(highlighted != null) { foreach(SoundEnvironment se in BuilderPlug.Me.SoundEnvironments) { if(se.Sectors.Contains(highlighted)) { highlightedsoundenvironment = se; break; } } } panel.HighlightSoundEnvironment(highlightedsoundenvironment); } private void UpdateData() { BuilderPlug.Me.DataIsDirty = false; panel.SoundEnvironments.Nodes.Clear(); // Only update if map has changed or the sound environments were never updated at all (i.e. first time engaging this mode) if((General.Map.IsChanged || !BuilderPlug.Me.SoundEnvironmentIsUpdated) && !worker.IsBusy) { General.Interface.DisplayStatus(StatusType.Busy, "Updating sound environments"); worker.RunWorkerAsync(); } else if(!worker.IsBusy) { panel.BeginUpdate(); //mxd foreach(SoundEnvironment se in BuilderPlug.Me.SoundEnvironments) panel.AddSoundEnvironment(se); panel.EndUpdate(); //mxd } } /// /// Create a blockmap containing linedefs. This is used to speed up determining the closest line /// to the mouse cursor /// private void CreateBlockmap() { RectangleF area = MapSet.CreateArea(General.Map.Map.Vertices); blockmap = new BlockMap(area); blockmap.AddLinedefsSet(General.Map.Map.Linedefs); } #endregion #region ================== Events public override void OnHelp() { General.ShowHelp("gzdb/features/classic_modes/mode_soundenvironment.html"); } // Cancel mode public override void OnCancel() { base.OnCancel(); // Return to this mode General.Editing.ChangeMode(new SoundEnvironmentMode()); } // Mode engages public override void OnEngage() { base.OnEngage(); General.Interface.AddButton(BuilderPlug.Me.MenusForm.ColorConfiguration); panel = new SoundEnvironmentPanel(); panel.OnShowWarningsOnlyChanged += PanelOnOnShowWarningsOnlyChanged; docker = new Docker("soundenvironments", "Sound Environments", panel); General.Interface.AddDocker(docker, true); General.Interface.SelectDocker(docker); worker = new BackgroundWorker(); worker.WorkerReportsProgress = true; worker.WorkerSupportsCancellation = true; worker.DoWork += BuilderPlug.Me.UpdateSoundEnvironments; worker.ProgressChanged += worker_ProgressChanged; worker.RunWorkerCompleted += worker_RunWorkerCompleted; // Create the blockmap CreateBlockmap(); UpdateData(); CustomPresentation presentation = new CustomPresentation(); presentation.AddLayer(new PresentLayer(RendererLayer.Background, BlendingMode.Mask, General.Settings.BackgroundAlpha)); presentation.AddLayer(new PresentLayer(RendererLayer.Grid, BlendingMode.Mask)); presentation.AddLayer(new PresentLayer(RendererLayer.Overlay, BlendingMode.Alpha, 1f, true)); presentation.AddLayer(new PresentLayer(RendererLayer.Things, BlendingMode.Alpha, 1.0f)); presentation.AddLayer(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 1f, true)); renderer.SetPresentation(presentation); } //mxd. If a linedef is highlighted, toggle the sound blocking flag, if a sound environment is clicked, select it in the tree view protected override void OnSelectEnd() { if(highlightedline != null) { // Make undo General.Map.UndoRedo.CreateUndo("Toggle Sound Zone Boundary"); // Toggle flag highlightedline.SetFlag(ZoneBoundaryFlag, !highlightedline.IsFlagSet(ZoneBoundaryFlag)); // Update UpdateData(); General.Interface.RedrawDisplay(); } else //mxd { panel.SelectSoundEnvironment(highlightedsoundenvironment); } } //mxd. Show Reverb selector dialog or add a new sound environment thing protected override void OnEditEnd() { if(highlightedthing != null) { ReverbsPickerForm form = new ReverbsPickerForm(highlightedthing); if(form.ShowDialog((Form) General.Interface) == DialogResult.OK) { // Make undo General.Map.UndoRedo.CreateUndo("Change Sound Environment Settings"); // Apply changes form.ApplyTo(highlightedthing); // Update UpdateData(); General.Interface.RedrawDisplay(); } } else { InsertThing(); } } //mxd public override void OnUndoEnd() { base.OnUndoEnd(); // Recreate the blockmap CreateBlockmap(); // Update UpdateData(); General.Interface.RedrawDisplay(); } //mxd public override void OnRedoEnd() { base.OnRedoEnd(); // Recreate the blockmap CreateBlockmap(); // Update UpdateData(); General.Interface.RedrawDisplay(); } private void worker_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e) { panel.HighlightSoundEnvironment(highlightedsoundenvironment); //mxd. Expand highlighted node in the treeview General.Interface.DisplayStatus(StatusType.Ready, "Finished updating sound environments"); General.Interface.RedrawDisplay(); //mxd } private void worker_ProgressChanged(object sender, ProgressChangedEventArgs e) { SoundEnvironment se = e.UserState as SoundEnvironment; General.Interface.DisplayStatus(StatusType.Busy, "Updating sound environments (" + e.ProgressPercentage + "%)"); panel.AddSoundEnvironment(se); General.Interface.RedrawDisplay(); } // Mode disengages public override void OnDisengage() { base.OnDisengage(); worker.CancelAsync(); worker.Dispose(); General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.ColorConfiguration); General.Interface.RemoveDocker(docker); panel.Dispose(); //mxd panel = null; //mxd // Hide highlight info General.Interface.HideInfo(); } // This redraws the display public override void OnRedrawDisplay() { if(BuilderPlug.Me.DataIsDirty) UpdateData(); renderer.RedrawSurface(); // Render lines and vertices if (renderer.StartPlotter(true)) { // Plot lines by hand, so that no coloring (line specials, 3D floors etc.) distracts from // the sound environments. Also don't draw the line's normal. They are not needed here anyway // and can make it harder to see the sound environment colors foreach(Linedef ld in General.Map.Map.Linedefs) { PixelColor c; if(ld.IsFlagSet(General.Map.Config.ImpassableFlag)) c = General.Colors.Linedefs; else c = General.Colors.Linedefs.WithAlpha(General.Settings.DoubleSidedAlphaByte); renderer.PlotLine(ld.Start.Position, ld.End.Position, c, BuilderPlug.LINE_LENGTH_SCALER); } // Since there will usually be way less blocking linedefs than total linedefs, it's presumably // faster to draw them on their own instead of checking if each linedef is in BlockingLinedefs lock(BuilderPlug.Me.BlockingLinedefs) { foreach(Linedef ld in BuilderPlug.Me.BlockingLinedefs) { renderer.PlotLine(ld.Start.Position, ld.End.Position, BuilderPlug.Me.BlockSoundColor, BuilderPlug.LINE_LENGTH_SCALER); } } //mxd. Render highlighted line if(highlightedline != null) { renderer.PlotLine(highlightedline.Start.Position, highlightedline.End.Position, General.Colors.Highlight, BuilderPlug.LINE_LENGTH_SCALER); } renderer.Finish(); } // Render things if(renderer.StartThings(true)) { renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, General.Settings.HiddenThingsAlpha); renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, General.Settings.InactiveThingsAlpha); lock(BuilderPlug.Me.SoundEnvironments) { foreach(SoundEnvironment se in BuilderPlug.Me.SoundEnvironments) { if(se.Things.Count == 0) continue; if(se == highlightedsoundenvironment) { foreach(Thing t in se.Things) renderer.RenderThing(t, General.Colors.Highlight, General.Settings.ActiveThingsAlpha); } else { renderer.RenderThingSet(se.Things, General.Settings.ActiveThingsAlpha); } } } //mxd. Render highlighted thing if(highlightedthing != null) renderer.RenderThing(highlightedthing, General.Colors.Selection, General.Settings.ActiveThingsAlpha); renderer.Finish(); } // Render overlay geometry (sectors) if(BuilderPlug.Me.OverlayGeometry != null) { lock(BuilderPlug.Me.OverlayGeometry) { if(BuilderPlug.Me.OverlayGeometry.Length > 0 && renderer.StartOverlay(true)) { renderer.RenderGeometry(BuilderPlug.Me.OverlayGeometry, null, true); //mxd. Render highlighted sound environment if(General.Settings.UseHighlight && highlightedsoundenvironment != null) renderer.RenderHighlight(highlightedsoundenvironment.SectorsGeometry, General.Colors.Highlight.WithAlpha(128).ToInt()); renderer.Finish(); } } } renderer.Present(); } // Mouse moves public override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); // Not holding any buttons? if(e.Button == MouseButtons.None) { General.Interface.SetCursor(Cursors.Default); // 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 double 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 if(highlighted != null) { // Highlight nothing 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 if(highlighted != null) { // Highlight nothing Highlight(null); } } } else if(highlighted != null) { // Highlight nothing Highlight(null); } //mxd. Find the nearest linedef within default highlight range l = General.Map.Map.NearestLinedefRange(mousemappos, 20 / renderer.Scale); //mxd. We are not interested in single-sided lines, unless they have zoneboundary flag... if(l != null && ((l.Front == null || l.Back == null) && !l.IsFlagSet(ZoneBoundaryFlag))) l = null; //mxd. Set as highlighted bool redrawrequired = false; if(highlightedline != l) { highlightedline = l; redrawrequired = true; } //mxd. Highlighted environment changed? if(oldhighlightedsoundenvironment != highlightedsoundenvironment) { oldhighlightedsoundenvironment = highlightedsoundenvironment; redrawrequired = true; } //mxd. Find the nearest thing within default highlight range if(highlightedline == null && highlightedsoundenvironment != null) { Thing t = MapSet.NearestThingSquareRange(highlightedsoundenvironment.Things, mousemappos, 10 / renderer.Scale); if(highlightedthing != t) { highlightedthing = t; redrawrequired = true; } } else if(highlightedthing != null) { highlightedthing = null; redrawrequired = true; } //mxd if(redrawrequired) { // Show highlight info if(highlightedline != null && !highlightedline.IsDisposed) General.Interface.ShowLinedefInfo(highlightedline); else if(highlighted != null && !highlighted.IsDisposed) General.Interface.ShowSectorInfo(highlighted); else General.Interface.HideInfo(); // Redraw display General.Interface.RedrawDisplay(); } } } // Mouse leaves public override void OnMouseLeave(EventArgs e) { base.OnMouseLeave(e); // Highlight nothing Highlight(null); } //mxd private void PanelOnOnShowWarningsOnlyChanged(object sender, EventArgs eventArgs) { UpdateData(); } #endregion #region ================== Actions [BeginAction("soundpropagationcolorconfiguration")] public void ConfigureColors() { ColorConfiguration cc = new ColorConfiguration(); if(cc.ShowDialog((Form)General.Interface) == DialogResult.OK) { General.Interface.RedrawDisplay(); } } // This creates a new thing at the mouse position [BeginAction("insertitem", BaseAction = true)] public void InsertThing() { // Mouse in window? if(mouseinside) { // Check the boundaries if(mousemappos.x < General.Map.Config.LeftBoundary || mousemappos.x > General.Map.Config.RightBoundary || mousemappos.y > General.Map.Config.TopBoundary || mousemappos.y < General.Map.Config.BottomBoundary) { General.Interface.DisplayStatus(StatusType.Warning, "Failed to insert thing: outside of map boundaries."); return; } // Create undo General.Map.UndoRedo.CreateUndo("Insert sound environment thing"); // Create thing Thing t = General.Map.Map.CreateThing(); if(t == null) { General.Map.UndoRedo.WithdrawUndo(); return; } General.Settings.ApplyDefaultThingSettings(t); t.Type = BuilderPlug.SOUND_ENVIROMNEMT_THING_TYPE; t.Move(mousemappos); t.UpdateConfiguration(); // Update things filter so that it includes this thing General.Map.ThingsFilter.Update(); // Snap to grid enabled? if(General.Interface.SnapToGrid) { // Snap to grid t.SnapToGrid(); } else { // Snap to map format accuracy t.SnapToAccuracy(); } // Add to current sound environment if(highlightedsoundenvironment != null) { lock(highlightedsoundenvironment) { highlightedsoundenvironment.Things.Add(t); } } // Edit the thing highlightedthing = t; General.Interface.RedrawDisplay(); // Redraw screen OnEditEnd(); General.Interface.DisplayStatus(StatusType.Action, "Inserted a new sound environment thing."); // Update things filter General.Map.ThingsFilter.Update(); // Update sound environments UpdateData(); // Redraw screen again General.Interface.RedrawDisplay(); } } [BeginAction("deleteitem", BaseAction = true)] public void DeleteItem() { // Anything to do? if(highlightedthing == null) return; // Make undo General.Map.UndoRedo.CreateUndo("Delete sound environment thing"); General.Interface.DisplayStatus(StatusType.Action, "Deleted a sound environment thing."); // Remove from current sound environment if(highlightedsoundenvironment != null && highlightedsoundenvironment.Things.Contains(highlightedthing)) { lock(highlightedsoundenvironment) { highlightedsoundenvironment.Things.Remove(highlightedthing); } } // Dispose highlighted thing General.Map.Map.BeginAddRemove(); highlightedthing.Dispose(); highlightedthing = null; General.Map.Map.EndAddRemove(); // Update cache values General.Map.IsChanged = true; General.Map.ThingsFilter.Update(); // Update sound environments UpdateData(); // Invoke a new mousemove so that the highlighted item updates highlightedsoundenvironment = null; OnMouseMove(new MouseEventArgs(MouseButtons.None, 0, (int)mousepos.x, (int)mousepos.y, 0)); // Redraw screen General.Interface.RedrawDisplay(); } #endregion } }