#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.Diagnostics; using System.Linq; using System.Windows.Forms; using CodeImp.DoomBuilder.BuilderModes.Interface; using CodeImp.DoomBuilder.Windows; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Editing; using CodeImp.DoomBuilder.Actions; using CodeImp.DoomBuilder.VisualModes; using CodeImp.DoomBuilder.Config; using CodeImp.DoomBuilder.GZBuilder.Data; using CodeImp.DoomBuilder.Types; using CodeImp.DoomBuilder.Data; #endregion namespace CodeImp.DoomBuilder.BuilderModes { [EditMode(DisplayName = "Visual Mode", SwitchAction = "gzdbvisualmode", // Action name used to switch to this mode ButtonImage = "VisualMode.png", // Image resource name for the button ButtonOrder = 1, // Position of the button (lower is more to the left) ButtonGroup = "001_visual", UseByDefault = true)] public class BaseVisualMode : VisualMode { #region ================== Constants // Object picking private const long PICK_INTERVAL = 80; private const long PICK_INTERVAL_PAINT_SELECT = 10; // biwa // Gravity private const float GRAVITY = -0.06f; #endregion #region ================== Variables // Gravity private Vector3D gravity; private double cameraflooroffset = 41.0; // same as in doom private double cameraceilingoffset = 10.0; // Object picking private VisualPickResult target; private long lastpicktime; private bool locktarget; private bool useSelectionFromClassicMode;//mxd private readonly Timer selectioninfoupdatetimer; //mxd // This keeps extra element info private Dictionary sectordata; private Dictionary thingdata; private Dictionary vertexdata; //mxd //private Dictionary lightdata; //mxd // This is true when a selection was made because the action is performed // on an object that was not selected. In this case the previous selection // is cleared and the targeted object is temporarely selected to perform // the action on. After the action is completed, the object is deselected. private bool singleselection; // We keep these to determine if we need to make a new undo level private bool selectionchanged; private int lastundogroup; private VisualActionResult actionresult; private bool undocreated; // List of selected objects when an action is performed private List selectedobjects; //mxd. Used in Cut/PasteSelection actions private readonly List copybuffer; private Type lasthighlighttype; // biwa. Info for paint selection protected bool paintselectpressed; protected Type paintselecttype = null; protected IVisualPickable highlighted; // biwa //mxd. Moved here from Tools private struct SidedefAlignJob { public Sidedef sidedef; public double offsetx; public double scaleX; //mxd public double scaleY; //mxd private Sidedef controlside; //mxd public Sidedef controlSide { get { return controlside; } set { controlside = value; ceilingheight = (controlside.Index != sidedef.Index && controlside.Line.Args[1] == 0 ? controlside.Sector.FloorHeight : controlside.Sector.CeilHeight); } } private int ceilingheight; //mxd public int ceilingHeight { get { return ceilingheight; } } //mxd // When this is true, the previous sidedef was on the left of // this one and the texture X offset of this sidedef can be set // directly. When this is false, the length of this sidedef // must be subtracted from the X offset first. public bool forward; } #endregion #region ================== Properties public override object HighlightedObject { get { // Geometry picked? VisualGeometry vg = target.picked as VisualGeometry; if(vg != null) { if(vg.Sidedef != null) return vg.Sidedef; if(vg.Sector != null) return vg.Sector; return null; } // Thing picked? VisualThing vt = target.picked as VisualThing; if(vt != null) return vt.Thing; return null; } } public object HighlightedTarget { get { return target.picked; } } //mxd public bool UseSelectionFromClassicMode { get { return useSelectionFromClassicMode; } } //mxd new public IRenderer3D Renderer { get { return renderer; } } public bool IsSingleSelection { get { return singleselection; } } public bool SelectionChanged { get { return selectionchanged; } set { selectionchanged |= value; } } public bool PaintSelectPressed { get { return paintselectpressed; } } // biwa public Type PaintSelectType { get { return paintselecttype; } set { paintselecttype = value; } } // biwa public IVisualPickable Highlighted { get { return highlighted; } } // biwa #endregion #region ================== Constructor / Disposer // Constructor public BaseVisualMode() { // Initialize this.gravity = new Vector3D(0.0f, 0.0f, 0.0f); this.selectedobjects = new List(); //mxd this.copybuffer = new List(); this.selectioninfoupdatetimer = new Timer(); selectioninfoupdatetimer.Interval = 100; selectioninfoupdatetimer.Tick += SelectioninfoupdatetimerOnTick; // We have no destructor GC.SuppressFinalize(this); } // Disposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up selectioninfoupdatetimer.Dispose(); //mxd // Done base.Dispose(); } } #endregion #region ================== Methods // This calculates brightness level internal int CalculateBrightness(int level) { return renderer.CalculateBrightness(level); } //mxd. This calculates brightness level with doom-style shading internal int CalculateBrightness(int level, Sidedef sd) { return renderer.CalculateBrightness(level, sd); } // This adds a selected object internal void AddSelectedObject(IVisualEventReceiver obj) { selectedobjects.Add(obj); selectionchanged = true; selectioninfoupdatetimer.Start(); //mxd } // This removes a selected object internal void RemoveSelectedObject(IVisualEventReceiver obj) { selectedobjects.Remove(obj); selectionchanged = true; selectioninfoupdatetimer.Start(); //mxd } // This is called before an action is performed public void PreAction(int multiselectionundogroup) { actionresult = new VisualActionResult(); PickTargetUnlocked(); // If the action is not performed on a selected object, clear the // current selection and make a temporary selection for the target. if ((target.picked != null) && !target.picked.Selected && (BuilderPlug.Me.VisualModeClearSelection || (selectedobjects.Count == 0))) { // Single object, no selection singleselection = true; // Only clear the selection if anything is selected, since it can be very time consuming on huge maps if(BuilderPlug.Me.VisualModeClearSelection && selectedobjects.Count > 0) ClearSelection(); undocreated = false; } else { singleselection = false; // Check if we should make a new undo level // We don't want to do this if this is the same action with the same // selection and the action wants to group the undo levels if((lastundogroup != multiselectionundogroup) || (lastundogroup == UndoGroup.None) || (multiselectionundogroup == UndoGroup.None) || selectionchanged) { // We want to create a new undo level, but not just yet lastundogroup = multiselectionundogroup; undocreated = false; } else { // We don't want to make a new undo level (changes will be combined) undocreated = true; } } } // Called before an action is performed. This does not make an undo level private void PreActionNoChange() { actionresult = new VisualActionResult(); singleselection = false; undocreated = false; } // This is called after an action is performed private void PostAction() { if(!string.IsNullOrEmpty(actionresult.displaystatus)) General.Interface.DisplayStatus(StatusType.Action, actionresult.displaystatus); // Reset changed flags foreach(KeyValuePair vs in allsectors) { BaseVisualSector bvs = (BaseVisualSector)vs.Value; foreach(VisualFloor vf in bvs.ExtraFloors) vf.Changed = false; foreach(VisualCeiling vc in bvs.ExtraCeilings) vc.Changed = false; foreach(VisualFloor vf in bvs.ExtraBackFloors) vf.Changed = false; //mxd foreach(VisualCeiling vc in bvs.ExtraBackCeilings) vc.Changed = false; //mxd bvs.Floor.Changed = false; bvs.Ceiling.Changed = false; } selectionchanged = false; // Only clear the selection if anything is selected, since it can be very time consuming on huge maps if (singleselection && selectedobjects.Count > 0) ClearSelection(); UpdateChangedObjects(); ShowTargetInfo(); } // This sets the result for an action public void SetActionResult(VisualActionResult result) { actionresult = result; } // This sets the result for an action public void SetActionResult(string displaystatus) { actionresult = new VisualActionResult {displaystatus = displaystatus}; } // This creates an undo, when only a single selection is made // When a multi-selection is made, the undo is created by the PreAction function public int CreateUndo(string description, int group, int grouptag) { if(!undocreated) { undocreated = true; if(singleselection) return General.Map.UndoRedo.CreateUndo(description, this, group, grouptag); return General.Map.UndoRedo.CreateUndo(description, this, UndoGroup.None, 0); } return 0; } // This creates an undo, when only a single selection is made // When a multi-selection is made, the undo is created by the PreAction function public int CreateUndo(string description) { return CreateUndo(description, UndoGroup.None, 0); } // This makes a list of the selected object private void RebuildSelectedObjectsList() { // Make list of selected objects selectedobjects = new List(); foreach(KeyValuePair vs in allsectors) { if(vs.Value != null) { BaseVisualSector bvs = (BaseVisualSector)vs.Value; if((bvs.Floor != null) && bvs.Floor.Selected) selectedobjects.Add(bvs.Floor); if((bvs.Ceiling != null) && bvs.Ceiling.Selected) selectedobjects.Add(bvs.Ceiling); // Also check extra floors if (bvs.ExtraFloors.Count > 0) foreach (VisualFloor vf in bvs.ExtraFloors) if (vf.Selected) selectedobjects.Add(vf); if (bvs.ExtraBackFloors.Count > 0) foreach (VisualFloor vf in bvs.ExtraBackFloors) if (vf.Selected) selectedobjects.Add(vf); // Also check extra ceilings if (bvs.ExtraCeilings.Count > 0) foreach (VisualCeiling vc in bvs.ExtraCeilings) if (vc.Selected) selectedobjects.Add(vc); if (bvs.ExtraBackCeilings.Count > 0) foreach (VisualCeiling vc in bvs.ExtraBackCeilings) if (vc.Selected) selectedobjects.Add(vc); foreach (Sidedef sd in vs.Key.Sidedefs) { List sidedefgeos = bvs.GetSidedefGeometry(sd); foreach(VisualGeometry sdg in sidedefgeos) { if(sdg.Selected) selectedobjects.Add((IVisualEventReceiver)sdg); } } } } foreach(KeyValuePair vt in allthings) { if(vt.Value != null) { BaseVisualThing bvt = (BaseVisualThing)vt.Value; if(bvt.Selected) selectedobjects.Add(bvt); } } //mxd if(General.Map.UDMF && General.Settings.GZShowVisualVertices) { foreach(KeyValuePair pair in vertices) { if(pair.Value.CeilingVertex.Selected) selectedobjects.Add((BaseVisualVertex)pair.Value.CeilingVertex); if(pair.Value.FloorVertex.Selected) selectedobjects.Add((BaseVisualVertex)pair.Value.FloorVertex); } } if (General.Map.UDMF) { foreach (KeyValuePair> kvp in allslopehandles) { foreach (BaseVisualSlope handle in kvp.Value) if (handle.Selected) selectedobjects.Add(handle); } } //mxd UpdateSelectionInfo(); } //mxd. Need this to apply changes to 3d-floor even if control sector doesn't exist as BaseVisualSector internal BaseVisualSector CreateBaseVisualSector(Sector s) { BaseVisualSector vs = new BaseVisualSector(this, s); allsectors.Add(s, vs); return vs; } // This creates a visual sector protected override VisualSector CreateVisualSector(Sector s) { BaseVisualSector vs = new BaseVisualSector(this, s); allsectors.Add(s, vs); //mxd return vs; } internal VisualSlope CreateVisualSlopeHandle(SectorLevel level, Sidedef sd, bool up) { VisualSidedefSlope handle = new VisualSidedefSlope(this, level, sd, up); if (!allslopehandles.ContainsKey(sd.Sector)) allslopehandles.Add(sd.Sector, new List()); if (!sidedefslopehandles.ContainsKey(sd.Sector)) sidedefslopehandles.Add(sd.Sector, new List()); allslopehandles[sd.Sector].Add(handle); sidedefslopehandles[sd.Sector].Add(handle); return handle; } internal VisualSlope CreateVisualSlopeHandle(SectorLevel level, Vertex v, Sector s, bool up) { VisualVertexSlope handle = new VisualVertexSlope(this, level, v, s, up); /* if (!allslopehandles.ContainsKey(level.sector)) allslopehandles.Add(level.sector, new List()); if (!vertexslopehandles.ContainsKey(level.sector)) vertexslopehandles.Add(level.sector, new List()); allslopehandles[level.sector].Add(handle); vertexslopehandles[level.sector].Add(handle); */ if (!allslopehandles.ContainsKey(s)) allslopehandles.Add(s, new List()); if (!vertexslopehandles.ContainsKey(s)) vertexslopehandles.Add(s, new List()); allslopehandles[s].Add(handle); vertexslopehandles[s].Add(handle); return handle; } // This creates a visual thing protected override VisualThing CreateVisualThing(Thing t) { BaseVisualThing vt = new BaseVisualThing(this, t); return vt.Setup() ? vt : null; } // This locks the target so that it isn't changed until unlocked public void LockTarget() { locktarget = true; } // This unlocks the target so that is changes to the aimed geometry again public void UnlockTarget() { locktarget = false; } // This picks a new target, if not locked private void PickTargetUnlocked() { if(!locktarget) PickTarget(); } // This picks a new target private void PickTarget() { // Find the object we are aiming at Vector3D start = General.Map.VisualCamera.Position; Vector3D delta = General.Map.VisualCamera.Target - General.Map.VisualCamera.Position; delta = delta.GetFixedLength(General.Settings.ViewDistance * PICK_RANGE); VisualPickResult newtarget = PickObject(start, start + delta); VisualSlope pickedhandle = null; // Should we update the info on panels? bool updateinfo = (newtarget.picked != target.picked); // Operating on slope handles is potentially expensive, so only do it it absolutely necessary (i.e. when a new slope handle was selected) if (updateinfo) { if (target.picked is VisualSlope) // Old target { // Remove all smart pivot handles from being processed. There should only be exactly one, but better save than sorry List sph = new List(); foreach (VisualSlope vs in usedslopehandles) { if(vs.SmartPivot && !(vs.Selected || vs.Pivot)) sph.Add(vs); vs.SmartPivot = false; } foreach (VisualSlope vs in sph) usedslopehandles.Remove(vs); // Don't render old slope handle anymore if (!((VisualSlope)target.picked).Selected && !((VisualSlope)target.picked).Pivot) usedslopehandles.Remove((VisualSlope)target.picked); } if(newtarget.picked is VisualSlope) { usedslopehandles.Add((VisualSlope)newtarget.picked); pickedhandle = ((VisualSlope)newtarget.picked); } } // Apply new target target = newtarget; // Get the smart pivot handle for the targeted slope handle, so that it can be drawn. We have to do it after the current // target is set because otherwise it might get wrong results if the old target was a floor/ceiling if (pickedhandle != null) { VisualSlope handle = pickedhandle.GetSmartPivotHandle(); if (handle != null) { handle.SmartPivot = true; usedslopehandles.Add(handle); } } // Show target info if (updateinfo) ShowTargetInfo(); } // This shows the picked target information public void ShowTargetInfo() { // Any result? if(target.picked != null) { // Geometry picked? if(target.picked is VisualGeometry) { VisualGeometry pickedgeo = (VisualGeometry)target.picked; // Sidedef? if(pickedgeo is BaseVisualGeometrySidedef) { BaseVisualGeometrySidedef pickedsidedef = (BaseVisualGeometrySidedef)pickedgeo; General.Interface.ShowLinedefInfo(pickedsidedef.GetControlLinedef(), pickedsidedef.Sidedef); //mxd } // Sector? else if(pickedgeo is BaseVisualGeometrySector) { BaseVisualGeometrySector pickedsector = (BaseVisualGeometrySector)pickedgeo; bool isceiling = (pickedsector is VisualCeiling); //mxd General.Interface.ShowSectorInfo(pickedsector.Level.sector, isceiling, !isceiling); } else { General.Interface.HideInfo(); } } // Thing picked? else if(target.picked is VisualThing) { VisualThing pickedthing = (VisualThing)target.picked; General.Interface.ShowThingInfo(pickedthing.Thing); } //mxd. Vertex picked? else if(target.picked is VisualVertex) { VisualVertex pickedvert = (VisualVertex)target.picked; General.Interface.ShowVertexInfo(pickedvert.Vertex); } } else { General.Interface.HideInfo(); } } // This updates the VisualSectors and VisualThings that have their Changed property set private void UpdateChangedObjects() { foreach(KeyValuePair vs in allsectors) { if(vs.Value != null) { BaseVisualSector bvs = (BaseVisualSector)vs.Value; if(bvs.Changed) { bvs.Rebuild(); // Also update slope handles if (allslopehandles.ContainsKey(vs.Key)) foreach (VisualSlope handle in allslopehandles[vs.Key]) handle.Update(); } } } foreach(KeyValuePair vt in allthings) { if(vt.Value != null) { BaseVisualThing bvt = (BaseVisualThing)vt.Value; if(bvt.Changed) bvt.Rebuild(); } } //mxd if(General.Map.UDMF) { foreach(KeyValuePair pair in vertices) pair.Value.Update(); } //mxd. Update event lines (still better than updating them on every frame redraw) renderer.SetEventLines(LinksCollector.GetHelperShapes(General.Map.ThingsFilter.VisibleThings, blockmap)); } //mxd protected override void MoveSelectedThings(Vector2D direction, bool absoluteposition) { List visualthings = GetSelectedVisualThings(true); if(visualthings.Count == 0) return; PreAction(UndoGroup.ThingMove); Vector3D[] coords = new Vector3D[visualthings.Count]; for(int i = 0; i < visualthings.Count; i++) coords[i] = visualthings[i].Thing.Position; //move things... Vector3D[] translatedcoords = TranslateCoordinates(coords, direction, absoluteposition); for(int i = 0; i < visualthings.Count; i++) { BaseVisualThing t = (BaseVisualThing)visualthings[i]; t.OnMove(translatedcoords[i]); } // Things may've changed sectors... FillBlockMap(); PostAction(); } //mxd private static Vector3D[] TranslateCoordinates(Vector3D[] coordinates, Vector2D direction, bool absolutePosition) { if(coordinates.Length == 0) return null; direction.x = Math.Round(direction.x); direction.y = Math.Round(direction.y); Vector3D[] translatedCoords = new Vector3D[coordinates.Length]; //move things... if(!absolutePosition) //...relatively (that's easy) { int camAngle = (int)Math.Round(Angle2D.RadToDeg(General.Map.VisualCamera.AngleXY)); int sector = General.ClampAngle(camAngle - 45) / 90; direction = direction.GetRotated(sector * Angle2D.PIHALF); for(int i = 0; i < coordinates.Length; i++) translatedCoords[i] = coordinates[i] + new Vector3D(direction); return translatedCoords; } //...to specified location preserving relative positioning (that's harder) if(coordinates.Length == 1) //just move it there { translatedCoords[0] = new Vector3D(direction.x, direction.y, coordinates[0].z); return translatedCoords; } //we need some reference double minX = coordinates[0].x; double maxX = minX; double minY = coordinates[0].y; double maxY = minY; //get bounding coordinates for selected things for(int i = 1; i < coordinates.Length; i++) { if(coordinates[i].x < minX) minX = coordinates[i].x; else if(coordinates[i].x > maxX) maxX = coordinates[i].x; if(coordinates[i].y < minY) minY = coordinates[i].y; else if(coordinates[i].y > maxY) maxY = coordinates[i].y; } Vector2D selectionCenter = new Vector2D(minX + (maxX - minX) / 2, minY + (maxY - minY) / 2); //move them for(int i = 0; i < coordinates.Length; i++) translatedCoords[i] = new Vector3D(Math.Round(direction.x - (selectionCenter.x - coordinates[i].x)), Math.Round(direction.y - (selectionCenter.y - coordinates[i].y)), Math.Round(coordinates[i].z)); return translatedCoords; } //mxd public override void UpdateSelectionInfo() { // Collect info int numWalls = 0; int numFloors = 0; int numCeilings = 0; int numThings = 0; int numVerts = 0; foreach(IVisualEventReceiver obj in selectedobjects) { if(!obj.Selected) continue; if(obj is BaseVisualThing) numThings++; else if(obj is BaseVisualVertex) numVerts++; else if(obj is VisualCeiling) numCeilings++; else if(obj is VisualFloor) numFloors++; else if(obj is VisualMiddleSingle || obj is VisualMiddleDouble || obj is VisualLower || obj is VisualUpper || obj is VisualMiddle3D || obj is VisualMiddleBack) numWalls++; } List results = new List(); if(numWalls > 0) results.Add(numWalls + (numWalls > 1 ? " sidedefs" : " sidedef")); if(numFloors > 0) results.Add(numFloors + (numFloors > 1 ? " floors" : " floor")); if(numCeilings > 0) results.Add(numCeilings + (numCeilings > 1 ? " ceilings" : " ceiling")); if(numThings > 0) results.Add(numThings + (numThings > 1 ? " things" : " thing")); if(numVerts > 0) results.Add(numVerts + (numVerts > 1 ? " vertices" : " vertex")); // Display results string result = string.Empty; if(results.Count > 0) { result = string.Join(", ", results.ToArray()); int pos = result.LastIndexOf(",", StringComparison.Ordinal); if(pos != -1) result = result.Remove(pos, 1).Insert(pos, " and"); result += " selected."; } General.Interface.DisplayStatus(StatusType.Selection, result); } //mxd internal void StartRealtimeInterfaceUpdate(SelectionType selectiontype) { switch(selectiontype) { case SelectionType.All: case SelectionType.Linedefs: case SelectionType.Sectors: General.Interface.OnEditFormValuesChanged += Interface_OnSectorEditFormValuesChanged; break; case SelectionType.Things: General.Interface.OnEditFormValuesChanged += Interface_OnThingEditFormValuesChanged; break; default: General.Interface.OnEditFormValuesChanged += Interface_OnEditFormValuesChanged; break; } } //mxd internal void StopRealtimeInterfaceUpdate(SelectionType selectiontype) { switch(selectiontype) { case SelectionType.All: case SelectionType.Linedefs: case SelectionType.Sectors: General.Interface.OnEditFormValuesChanged -= Interface_OnSectorEditFormValuesChanged; break; case SelectionType.Things: General.Interface.OnEditFormValuesChanged -= Interface_OnThingEditFormValuesChanged; break; default: General.Interface.OnEditFormValuesChanged -= Interface_OnEditFormValuesChanged; break; } } private List GetSlopeHandlePair() { List handles = GetSelectedSlopeHandles(); // No handles selected, try to slope between highlighted handle and it smart pivot if (handles.Count == 0 && HighlightedTarget is VisualSidedefSlope) { //VisualSidedefSlope handle = VisualSidedefSlope.GetSmartPivotHandle((VisualSidedefSlope)HighlightedTarget, this); VisualSidedefSlope handle = (VisualSidedefSlope)((VisualSidedefSlope)HighlightedTarget).GetSmartPivotHandle(); if (handle == null) { General.Interface.DisplayStatus(StatusType.Warning, "Couldn't find a smart pivot handle."); return handles; } handles.Add((VisualSidedefSlope)HighlightedTarget); handles.Add(handle); } // One handle selected, try to slope between it and the highlighted handle or the selected one's smart pivot else if (handles.Count == 1) { if (HighlightedTarget == handles[0] || !(HighlightedTarget is VisualSidedefSlope)) { VisualSidedefSlope handle; if (HighlightedTarget is VisualSidedefSlope) handle = (VisualSidedefSlope)((VisualSidedefSlope)HighlightedTarget).GetSmartPivotHandle(); else handle = (VisualSidedefSlope)(handles[0].GetSmartPivotHandle()); if (handle == null) { General.Interface.DisplayStatus(StatusType.Warning, "Couldn't find a smart pivot handle."); return handles; } handles.Add(handle); } else { handles.Add((VisualSidedefSlope)HighlightedTarget); } } // Return if more than two handles are selected else if (handles.Count > 2) { General.Interface.DisplayStatus(StatusType.Warning, "Too many slope handles selected."); return handles; } // Everything else else if (handles.Count != 2) { General.Interface.DisplayStatus(StatusType.Warning, "No slope handles selected or highlighted."); return handles; } return handles; } #endregion #region ================== Extended Methods // This requests a sector's extra data internal SectorData GetSectorData(Sector s) { // Make fresh sector data when it doesn't exist yet if(!sectordata.ContainsKey(s)) sectordata[s] = new SectorData(this, s); return sectordata[s]; } //mxd. This requests a sector's extra data or null if given sector doesn't have it internal SectorData GetSectorDataEx(Sector s) { return (sectordata.ContainsKey(s) ? sectordata[s] : null); } // This requests a things's extra data internal ThingData GetThingData(Thing t) { // Make fresh sector data when it doesn't exist yet if(!thingdata.ContainsKey(t)) thingdata[t] = new ThingData(this, t); return thingdata[t]; } //mxd internal VertexData GetVertexData(Vertex v) { if(!vertexdata.ContainsKey(v)) vertexdata[v] = new VertexData(this, v); return vertexdata[v]; } internal BaseVisualVertex GetVisualVertex(Vertex v, bool floor) { if(!vertices.ContainsKey(v)) vertices.Add(v, new VisualVertexPair(new BaseVisualVertex(this, v, false), new BaseVisualVertex(this, v, true))); return (floor ? (BaseVisualVertex)vertices[v].FloorVertex : (BaseVisualVertex)vertices[v].CeilingVertex); } //mxd internal void UpdateVertexHandle(Vertex v) { if(!vertices.ContainsKey(v)) vertices.Add(v, new VisualVertexPair(new BaseVisualVertex(this, v, false), new BaseVisualVertex(this, v, true))); else vertices[v].Changed = true; } // This rebuilds the sector data // This requires that the blockmap is up-to-date! internal void RebuildElementData() { HashSet effectsectors = null; //mxd List[] slopelinedefpass = new List[] { new List(), new List() }; List[] slopethingpass = new List[] { new List(), new List() }; if (!General.Settings.EnhancedRenderingEffects) //mxd { // Store all sectors with effects if(sectordata != null && sectordata.Count > 0) effectsectors = new HashSet(sectordata.Keys); // Remove all vertex handles from selection if(vertices != null && vertices.Count > 0) { for (int i = 0; i < selectedobjects.Count; i++) { if (selectedobjects[i] is BaseVisualVertex) { RemoveSelectedObject(selectedobjects[i]); i--; } } } } Dictionary> sectortags = new Dictionary>(); Dictionary> linetags = new Dictionary>(); sectordata = new Dictionary(General.Map.Map.Sectors.Count); thingdata = new Dictionary(General.Map.Map.Things.Count); //mxd. Rebuild all sectors with effects if(effectsectors != null) { foreach(Sector s in effectsectors) { if(!VisualSectorExists(s)) continue; // The visual sector associated is now outdated BaseVisualSector vs = (BaseVisualSector)GetVisualSector(s); vs.UpdateSectorGeometry(true); } } if(General.Map.UDMF) { vertexdata = new Dictionary(General.Map.Map.Vertices.Count); //mxd vertices.Clear(); } if(!General.Settings.EnhancedRenderingEffects) return; //mxd // Find all sector who's tag is not 0 and hash them so that we can find them quickly foreach(Sector s in General.Map.Map.Sectors) { foreach(int tag in s.Tags) { if(tag == 0) continue; if(!sectortags.ContainsKey(tag)) sectortags[tag] = new List(); sectortags[tag].Add(s); } } // Find interesting linedefs (such as line slopes) // This also determines which slope lines belong to pass one and pass two. See https://zdoom.org/wiki/Slope foreach (Linedef l in General.Map.Map.Linedefs) { // Builds a cache of linedef ids/tags. Used for slope things. Use linedef tags in UDMF if(General.Map.UDMF) { foreach(int tag in l.Tags) { if (!linetags.ContainsKey(tag)) linetags[tag] = new List(); linetags[tag].Add(l); } } //mxd. Rewritten to use action ID instead of number if (l.Action == 0 || !General.Map.Config.LinedefActions.ContainsKey(l.Action)) continue; switch(General.Map.Config.LinedefActions[l.Action].Id.ToLowerInvariant()) { // ========== Line Set Identification (121) (see https://zdoom.org/wiki/Line_SetIdentification) ========== // Builds a cache of linedef ids/tags. Used for slope things. Only used for Hexen format case "line_setidentification": int tag = l.Args[0] + l.Args[4] * 256; if (!linetags.ContainsKey(tag)) linetags[tag] = new List(); linetags[tag].Add(l); break; // ========== Plane Align (181) (see http://zdoom.org/wiki/Plane_Align) ========== case "plane_align": slopelinedefpass[0].Add(l); break; // ========== Plane Copy (118) (mxd) (see http://zdoom.org/wiki/Plane_Copy) ========== case "plane_copy": slopelinedefpass[1].Add(l); break; // ========== Sector 3D floor (160) (see http://zdoom.org/wiki/Sector_Set3dFloor) ========== case "sector_set3dfloor": if(l.Front != null) { //mxd. Added hi-tag/line ID check int sectortag = (General.Map.UDMF || (l.Args[1] & (int)Effect3DFloor.FloorTypes.HiTagIsLineID) != 0) ? l.Args[0] : l.Args[0] + (l.Args[4] << 8); if(sectortags.ContainsKey(sectortag)) { List sectors = sectortags[sectortag]; foreach(Sector s in sectors) { SectorData sd = GetSectorData(s); sd.AddEffect3DFloor(l); } } } break; // ========== Transfer Brightness (50) (see http://zdoom.org/wiki/ExtraFloor_LightOnly) ========= case "extrafloor_lightonly": if(l.Front != null && sectortags.ContainsKey(l.Args[0])) { List sectors = sectortags[l.Args[0]]; foreach(Sector s in sectors) { SectorData sd = GetSectorData(s); sd.AddEffectBrightnessLevel(l); } } break; // ========== mxd. Transfer Floor Brightness (210) (see http://www.zdoom.org/w/index.php?title=Transfer_FloorLight) ========= case "transfer_floorlight": if(l.Front != null && sectortags.ContainsKey(l.Args[0])) { List sectors = sectortags[l.Args[0]]; foreach(Sector s in sectors) { SectorData sd = GetSectorData(s); sd.AddEffectTransferFloorBrightness(l); } } break; // ========== mxd. Transfer Ceiling Brightness (211) (see http://www.zdoom.org/w/index.php?title=Transfer_CeilingLight) ========= case "transfer_ceilinglight": if(l.Front != null && sectortags.ContainsKey(l.Args[0])) { List sectors = sectortags[l.Args[0]]; foreach(Sector s in sectors) { SectorData sd = GetSectorData(s); sd.AddEffectTransferCeilingBrightness(l); } } break; // ========== mxd. BOOM: Set Tagged Floor Lighting to Lighting on 1st Sidedef's Sector (213) ========= case "boom_transfer_floorlight": if(l.Front != null && sectortags.ContainsKey(l.Tag)) { List sectors = sectortags[l.Tag]; foreach(Sector s in sectors) { SectorData sd = GetSectorData(s); sd.AddEffectTransferFloorBrightness(l); } } break; // ========== mxd. BOOM: Set Tagged Ceiling Lighting to Lighting on 1st Sidedef's Sector (261) ========= case "boom_transfer_ceilinglight": if(l.Front != null && sectortags.ContainsKey(l.Tag)) { List sectors = sectortags[l.Tag]; foreach(Sector s in sectors) { SectorData sd = GetSectorData(s); sd.AddEffectTransferCeilingBrightness(l); } } break; } } // Pass one for linedefs foreach (Linedef l in slopelinedefpass[0]) { //mxd. Rewritten to use action ID instead of number if (l.Action == 0 || !General.Map.Config.LinedefActions.ContainsKey(l.Action)) continue; switch (General.Map.Config.LinedefActions[l.Action].Id.ToLowerInvariant()) { // ========== Plane Align (181) (see http://zdoom.org/wiki/Plane_Align) ========== case "plane_align": if (((l.Args[0] == 1) || (l.Args[1] == 1)) && (l.Front != null)) { SectorData sd = GetSectorData(l.Front.Sector); sd.AddEffectLineSlope(l); } if (((l.Args[0] == 2) || (l.Args[1] == 2)) && (l.Back != null)) { SectorData sd = GetSectorData(l.Back.Sector); sd.AddEffectLineSlope(l); } break; } } // Find interesting things (such as sector slopes) // Pass one of slope things, and determine which one are for pass two //TODO: rewrite using classnames instead of numbers foreach (Thing t in General.Map.Map.Things) { switch (t.Type) { // ========== Copy slope ========== case 9511: case 9510: slopethingpass[1].Add(t); break; // ========== Thing line slope ========== case 9501: case 9500: if(linetags.ContainsKey(t.Args[0])) { // Only slope each sector once, even when multiple lines of the same sector are tagged. See https://github.com/jewalky/UltimateDoomBuilder/issues/491 List slopedsectors = new List(); foreach(Linedef ld in linetags[t.Args[0]]) { if (ld.Line.GetSideOfLine(t.Position) < 0.0f) { if (ld.Front != null && !slopedsectors.Contains(ld.Front.Sector)) { GetSectorData(ld.Front.Sector).AddEffectThingLineSlope(t, ld.Front); slopedsectors.Add(ld.Front.Sector); } } else if (ld.Back != null && !slopedsectors.Contains(ld.Back.Sector)) { GetSectorData(ld.Back.Sector).AddEffectThingLineSlope(t, ld.Back); slopedsectors.Add(ld.Back.Sector); } } } break; // ========== Thing slope ========== case 9503: case 9502: t.DetermineSector(blockmap); if (t.Sector != null) { SectorData sd = GetSectorData(t.Sector); sd.AddEffectThingSlope(t); } break; } } // Pass two of slope things //TODO: rewrite using classnames instead of numbers foreach (Thing t in slopethingpass[1]) { switch (t.Type) { // ========== Copy slope ========== case 9511: case 9510: t.DetermineSector(blockmap); if (t.Sector != null) { SectorData sd = GetSectorData(t.Sector); sd.AddEffectCopySlope(t); } break; } } // Find sectors with 3 vertices, because they can be sloped foreach (Sector s in General.Map.Map.Sectors) { // ========== Thing vertex slope, vertices with UDMF vertex offsets ========== if (s.Sidedefs.Count == 3) { if (General.Map.UDMF) GetSectorData(s).AddEffectVertexOffset(); //mxd List slopeceilingthings = new List(3); List slopefloorthings = new List(3); foreach (Sidedef sd in s.Sidedefs) { Vertex v = sd.IsFront ? sd.Line.End : sd.Line.Start; // Check if a thing is at this vertex foreach (VisualBlockEntry block in blockmap.GetBlocks(v.Position)) { foreach (Thing t in block.Things) { if ((Vector2D)t.Position == v.Position) { switch (t.Type) { case 1504: slopefloorthings.Add(t); break; case 1505: slopeceilingthings.Add(t); break; } } } } } // Slope any floor vertices? if (slopefloorthings.Count > 0) { SectorData sd = GetSectorData(s); sd.AddEffectThingVertexSlope(slopefloorthings, true); } // Slope any ceiling vertices? if (slopeceilingthings.Count > 0) { SectorData sd = GetSectorData(s); sd.AddEffectThingVertexSlope(slopeceilingthings, false); } } } // Pass two for linedefs foreach (Linedef l in slopelinedefpass[1]) { if (l.Action == 0 || !General.Map.Config.LinedefActions.ContainsKey(l.Action)) continue; switch (General.Map.Config.LinedefActions[l.Action].Id.ToLowerInvariant()) { // ========== Plane Copy (118) (mxd) (see http://zdoom.org/wiki/Plane_Copy) ========== case "plane_copy": { //check the flags... bool floorCopyToBack = false; bool floorCopyToFront = false; bool ceilingCopyToBack = false; bool ceilingCopyToFront = false; if (l.Args[4] > 0 && l.Args[4] != 3 && l.Args[4] != 12) { floorCopyToBack = (l.Args[4] & 1) == 1; floorCopyToFront = (l.Args[4] & 2) == 2; ceilingCopyToBack = (l.Args[4] & 4) == 4; ceilingCopyToFront = (l.Args[4] & 8) == 8; } // Copy slope to front sector if (l.Front != null) { if ((l.Args[0] > 0 || l.Args[1] > 0) || (l.Back != null && (floorCopyToFront || ceilingCopyToFront))) { SectorData sd = GetSectorData(l.Front.Sector); sd.AddEffectPlaneClopySlope(l, true); } } // Copy slope to back sector if (l.Back != null) { if ((l.Args[2] > 0 || l.Args[3] > 0) || (l.Front != null && (floorCopyToBack || ceilingCopyToBack))) { SectorData sd = GetSectorData(l.Back.Sector); sd.AddEffectPlaneClopySlope(l, false); } } } break; } } // Visual slope handles foreach (KeyValuePair> kvp in allslopehandles) { foreach (VisualSlope handle in kvp.Value) if (handle != null && handle.Selected) if (handle is BaseVisualSlope) RemoveSelectedObject((BaseVisualSlope)handle); kvp.Value.Clear(); } usedslopehandles.Clear(); allslopehandles.Clear(); sidedefslopehandles.Clear(); vertexslopehandles.Clear(); BuildSlopeHandles(General.Map.Map.Sectors.ToList()); } private void BuildSlopeHandles(List sectors) { if (!General.Map.UDMF) return; foreach (Sector s in sectors) { if (s.IsDisposed) continue; SectorData sectordata = GetSectorData(s); sectordata.Update(); // Clear old data if (allslopehandles.ContainsKey(s)) allslopehandles.Remove(s); if (sidedefslopehandles.ContainsKey(s)) sidedefslopehandles.Remove(s); if (vertexslopehandles.ContainsKey(s)) vertexslopehandles.Remove(s); // Create visual sidedef slope handles foreach (Sidedef sidedef in s.Sidedefs) { // Create handles for the regular floor and ceiling CreateVisualSlopeHandle(sectordata.Floor, sidedef, true); CreateVisualSlopeHandle(sectordata.Ceiling, sidedef, false); // Create handles for 3D floors if (sectordata.ExtraFloors.Count > 0) { foreach (Effect3DFloor floor in sectordata.ExtraFloors) { CreateVisualSlopeHandle(floor.Floor, sidedef, false); CreateVisualSlopeHandle(floor.Ceiling, sidedef, true); } } } } // Create visual vertex slope handles foreach(Vertex v in General.Map.Map.Vertices) { if (v.IsDisposed || v.Linedefs.Count == 0) continue; HashSet vertexsectors = new HashSet(); // Find all sectors that have lines connected to this vertex foreach(Linedef ld in v.Linedefs) { if (ld.IsDisposed) continue; if (ld.Front != null && ld.Front.Sector != null && !ld.Front.Sector.IsDisposed) vertexsectors.Add(ld.Front.Sector); if (ld.Back != null && ld.Back.Sector != null && !ld.Back.Sector.IsDisposed) vertexsectors.Add(ld.Back.Sector); } foreach(Sector s in vertexsectors) { SectorData sectordata = GetSectorData(s); sectordata.Update(); // Create handles for the regular floor and ceiling CreateVisualSlopeHandle(sectordata.Floor, v, s, true); CreateVisualSlopeHandle(sectordata.Ceiling, v, s, false); // Create handles for 3D floors if (sectordata.ExtraFloors.Count > 0) { foreach (Effect3DFloor floor in sectordata.ExtraFloors) { CreateVisualSlopeHandle(floor.Floor, v, s, false); CreateVisualSlopeHandle(floor.Ceiling, v, s, true); } } } } } #endregion #region ================== Events // Help! public override void OnHelp() { General.ShowHelp("e_visual.html"); } // When entering this mode public override void OnEngage() { //mxd useSelectionFromClassicMode = BuilderPlug.Me.SyncSelection ? !General.Interface.ShiftState : General.Interface.ShiftState; if(useSelectionFromClassicMode) UpdateSelectionInfo(); // Read settings cameraflooroffset = General.Map.Config.ReadSetting("cameraflooroffset", cameraflooroffset); cameraceilingoffset = General.Map.Config.ReadSetting("cameraceilingoffset", cameraceilingoffset); //mxd. Update fog color (otherwise FogBoundaries won't be setup correctly) foreach (Sector s in General.Map.Map.Sectors) s.UpdateFogColor(); // biwa. We need a blockmap for the slope things. Can't wait until it's built in base.OnEngage // This was the root cause for issue #160 FillBlockMap(); // (Re)create special effects RebuildElementData(); //mxd. Update event lines renderer.SetEventLines(LinksCollector.GetHelperShapes(General.Map.ThingsFilter.VisibleThings, blockmap)); // [ZZ] this enables calling of this object from the outside world. Only after properly initialized pls. base.OnEngage(); } // When returning to another mode public override void OnDisengage() { base.OnDisengage(); //mxd if(BuilderPlug.Me.SyncSelection ? !General.Interface.ShiftState : General.Interface.ShiftState) { //clear previously selected stuff General.Map.Map.ClearAllSelected(); //refill selection List selectedsectorindices = new List(); List selectedlineindices = new List(); List selectedvertexindices = new List(); foreach(IVisualEventReceiver obj in selectedobjects) { if(obj is BaseVisualThing) { ((BaseVisualThing)obj).Thing.Selected = true; } else if(obj is VisualFloor || obj is VisualCeiling) { VisualGeometry vg = (VisualGeometry)obj; if(vg.Sector != null && vg.Sector.Sector != null && !selectedsectorindices.Contains(vg.Sector.Sector.Index)) { selectedsectorindices.Add(vg.Sector.Sector.Index); vg.Sector.Sector.Selected = true; } } else if(obj is VisualLower || obj is VisualUpper || obj is VisualMiddleDouble || obj is VisualMiddleSingle || obj is VisualMiddle3D) { VisualGeometry vg = (VisualGeometry)obj; if(vg.Sidedef != null && !selectedlineindices.Contains(vg.Sidedef.Line.Index)) { selectedlineindices.Add(vg.Sidedef.Line.Index); vg.Sidedef.Line.Selected = true; } } else if(obj is VisualVertex) { VisualVertex v = (VisualVertex)obj; if(!selectedvertexindices.Contains(v.Vertex.Index)) { selectedvertexindices.Add(v.Vertex.Index); v.Vertex.Selected = true; } } } } General.Map.Map.Update(); } // Processing public override void OnProcess(long deltatime) { long pickinterval = PICK_INTERVAL; // biwa // Process things? base.ProcessThings = (BuilderPlug.Me.ShowVisualThings != 0); // Setup the move multiplier depending on gravity Vector3D movemultiplier = new Vector3D(1.0, 1.0, 1.0); if(BuilderPlug.Me.UseGravity) movemultiplier.z = 0.0; General.Map.VisualCamera.MoveMultiplier = movemultiplier; // Apply gravity? if(BuilderPlug.Me.UseGravity && (General.Map.VisualCamera.Sector != null)) { SectorData sd = GetSectorData(General.Map.VisualCamera.Sector); if(!sd.Updated) sd.Update(); // Camera below floor level? Vector3D feetposition = General.Map.VisualCamera.Position; SectorLevel floorlevel = sd.GetFloorBelow(feetposition) ?? sd.Floor; double floorheight = floorlevel.plane.GetZ(General.Map.VisualCamera.Position); if(General.Map.VisualCamera.Position.z < (floorheight + cameraflooroffset + 0.1)) { // Stay above floor gravity = new Vector3D(0.0, 0.0, 0.0); General.Map.VisualCamera.Position = new Vector3D(General.Map.VisualCamera.Position.x, General.Map.VisualCamera.Position.y, floorheight + cameraflooroffset); } else { // Fall down gravity.z += GRAVITY * General.Map.VisualCamera.Gravity * deltatime; if(gravity.z > 3.0) gravity.z = 3.0; // Test if we don't go through a floor if((General.Map.VisualCamera.Position.z + gravity.z) < (floorheight + cameraflooroffset + 0.1)) { // Stay above floor gravity = new Vector3D(0.0, 0.0, 0.0); General.Map.VisualCamera.Position = new Vector3D(General.Map.VisualCamera.Position.x, General.Map.VisualCamera.Position.y, floorheight + cameraflooroffset); } else { // Apply gravity vector General.Map.VisualCamera.Position += gravity; } } // Camera above ceiling? feetposition = General.Map.VisualCamera.Position - new Vector3D(0, 0, cameraflooroffset - 7.0); SectorLevel ceillevel = sd.GetCeilingAbove(feetposition) ?? sd.Ceiling; double ceilheight = ceillevel.plane.GetZ(General.Map.VisualCamera.Position); if(General.Map.VisualCamera.Position.z > (ceilheight - cameraceilingoffset - 0.01)) { // Stay below ceiling General.Map.VisualCamera.Position = new Vector3D(General.Map.VisualCamera.Position.x, General.Map.VisualCamera.Position.y, ceilheight - cameraceilingoffset); } } else { gravity = new Vector3D(0.0, 0.0, 0.0); } // Do processing base.OnProcess(deltatime); // Process visible geometry foreach(IVisualEventReceiver g in visiblegeometry) { g.OnProcess(deltatime); } // biwa. Use a lower pick interval for paint selection, to make it more reliable if (paintselectpressed) pickinterval = PICK_INTERVAL_PAINT_SELECT; // Time to pick a new target? if(Clock.CurrentTime > (lastpicktime + pickinterval)) { PickTargetUnlocked(); lastpicktime = Clock.CurrentTime; } // The mouse is always in motion MouseEventArgs args = new MouseEventArgs(General.Interface.MouseButtons, 0, 0, 0, 0); OnMouseMove(args); } //mxd public override void OnClockReset() { base.OnClockReset(); lastpicktime = 0; } // This draws a frame public override void OnRedrawDisplay() { renderer.SetClassicLightingColorMap(General.Map.Data.MainColorMap); // Start drawing if(renderer.Start()) { // Use fog! renderer.SetFogMode(true); // Set target for highlighting renderer.ShowSelection = General.Settings.GZOldHighlightMode || General.Settings.UseHighlight; //mxd if(General.Settings.UseHighlight) renderer.SetHighlightedObject(target.picked); // Begin with geometry renderer.StartGeometry(); // Render all visible sectors foreach(VisualGeometry g in visiblegeometry) renderer.AddSectorGeometry(g); if(BuilderPlug.Me.ShowVisualThings != 0) { // Render things in cages? renderer.DrawThingCages = ((BuilderPlug.Me.ShowVisualThings & 2) != 0); // Render all visible things foreach(VisualThing t in visiblethings) renderer.AddThingGeometry(t); } //mxd if(General.Map.UDMF && General.Settings.GZShowVisualVertices && vertices.Count > 0) { List verts = new List(); foreach(KeyValuePair pair in vertices) verts.AddRange(pair.Value.Vertices); renderer.SetVisualVertices(verts); } renderer.SetVisualSlopeHandles(usedslopehandles); // Done rendering geometry renderer.FinishGeometry(); // Render crosshair renderer.RenderCrosshair(); // Present! renderer.Finish(); } } // After resources were reloaded protected override void ResourcesReloaded() { base.ResourcesReloaded(); RebuildElementData(); UpdateChangedObjects(); //mxd PickTarget(); } // This usually happens when geometry is changed by undo, redo, cut or paste actions // and uses the marks to check what needs to be reloaded. protected override void ResourcesReloadedPartial() { // Let the core do this (it will just dispose the sectors that were changed) base.ResourcesReloadedPartial(); if (General.Map.UndoRedo.GeometryChanged) { // The base doesn't know anything about slobe handles, so we have to clear them up ourself if (General.Map.UDMF) { List removedsectors = new List(); // Get the sectors that were disposed... foreach(Sector s in allslopehandles.Keys) { if (s.IsDisposed) removedsectors.Add(s); } // ... so that we can remove their slope handles foreach(Sector s in removedsectors) { allslopehandles[s].Clear(); allslopehandles.Remove(s); sidedefslopehandles[s].Clear(); sidedefslopehandles.Remove(s); vertexslopehandles[s].Clear(); vertexslopehandles.Remove(s); } // Rebuild slope handles for the changed sectors BuildSlopeHandles(General.Map.Map.GetMarkedSectors(true)); } } else { bool sectorsmarked = false; // Neighbour sectors must be updated as well foreach (Sector s in General.Map.Map.Sectors) { if(s.Marked) { sectorsmarked = true; foreach(Sidedef sd in s.Sidedefs) { sd.Marked = true; if(sd.Other != null) sd.Other.Marked = true; } } } // Go for all sidedefs to update foreach(Sidedef sd in General.Map.Map.Sidedefs) { if(sd.Marked && VisualSectorExists(sd.Sector)) { BaseVisualSector vs = (BaseVisualSector)GetVisualSector(sd.Sector); VisualSidedefParts parts = vs.GetSidedefParts(sd); parts.SetupAllParts(); } } // Go for all sectors to update foreach(Sector s in General.Map.Map.Sectors) { if(s.Marked) { SectorData sd = GetSectorDataEx(s); if(sd != null) { sd.Reset(false); //mxd (changed Reset implementation) // UpdateSectorGeometry for associated sectors (sd.UpdateAlso) as well! foreach(KeyValuePair us in sd.UpdateAlso) { if(VisualSectorExists(us.Key)) { BaseVisualSector vs = (BaseVisualSector)GetVisualSector(us.Key); vs.UpdateSectorGeometry(us.Value); } } } // And update for this sector ofcourse if(VisualSectorExists(s)) { BaseVisualSector vs = (BaseVisualSector)GetVisualSector(s); vs.UpdateSectorGeometry(false); } } } if(!sectorsmarked) { // No sectors or geometry changed. So we only have // to update things when they have changed. HashSet toremove = new HashSet(); //mxd foreach(KeyValuePair vt in allthings) { if((vt.Value != null) && vt.Key.Marked) { if(vt.Key.IsDisposed) toremove.Add(vt.Key); //mxd. Disposed things will cause problems else ((BaseVisualThing)vt.Value).Rebuild(); } } //mxd. Remove disposed things foreach(Thing t in toremove) { if(allthings[t] != null) allthings[t].Dispose(); allthings.Remove(t); } } else { // Things depend on the sector they are in and because we can't // easily determine which ones changed, we dispose all things foreach(KeyValuePair vt in allthings) if(vt.Value != null) vt.Value.Dispose(); // Apply new lists allthings = new Dictionary(allthings.Count); } // Clear visibility collections visiblesectors.Clear(); visibleblocks.Clear(); visiblegeometry.Clear(); visiblethings.Clear(); // Make new blockmap if(sectorsmarked || General.Map.UndoRedo.PopulationChanged || General.Map.IsChanged) FillBlockMap(); RebuildElementData(); UpdateChangedObjects(); // Visibility culling (this re-creates the needed resources) DoCulling(); } // Determine what we're aiming at now PickTarget(); } // Mouse moves public override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); IVisualEventReceiver o = GetTargetEventReceiver(true); o.OnMouseMove(e); //mxd. Show hints! if(o.GetType() != lasthighlighttype) { if(General.Interface.ActiveDockerTabName == "Help") { if(o is BaseVisualGeometrySidedef) { General.Hints.ShowHints(this.GetType(), "sidedefs"); } else if(o is BaseVisualGeometrySector) { General.Hints.ShowHints(this.GetType(), "sectors"); } else if(o is BaseVisualThing) { General.Hints.ShowHints(this.GetType(), "things"); } else if(o is BaseVisualVertex) { General.Hints.ShowHints(this.GetType(), "vertices"); } else { General.Hints.ShowHints(this.GetType(), HintsManager.GENERAL); } } lasthighlighttype = o.GetType(); } // biwa if (o is NullVisualEventReceiver) highlighted = null; else if (o is VisualGeometry) highlighted = (VisualGeometry)o; else if (o is VisualThing) highlighted = (VisualThing)o; } // Undo performed public override void OnUndoEnd() { base.OnUndoEnd(); //mxd. Effects may've become invalid if(sectordata != null && sectordata.Count > 0) RebuildElementData(); //mxd. As well as geometry... foreach(VisualSector sector in visiblesectors) { BaseVisualSector vs = (BaseVisualSector)sector; if(vs != null) vs.Rebuild(); } RebuildSelectedObjectsList(); // We can't group with this undo level anymore lastundogroup = UndoGroup.None; } // Redo performed public override void OnRedoEnd() { base.OnRedoEnd(); //mxd. Effects may've become invalid if(sectordata != null && sectordata.Count > 0) RebuildElementData(); //mxd. As well as geometry... foreach(VisualSector sector in visiblesectors) { BaseVisualSector vs = (BaseVisualSector)sector; if(vs != null) vs.Rebuild(); } RebuildSelectedObjectsList(); } public override void OnScriptRunEnd() { base.OnScriptRunEnd(); FillBlockMap(); // Effects may've become invalid if (sectordata != null && sectordata.Count > 0) RebuildElementData(); // As well as geometry... foreach (VisualSector sector in visiblesectors) { BaseVisualSector vs = (BaseVisualSector)sector; if (vs != null) vs.Rebuild(); } RebuildSelectedObjectsList(); } //mxd private void Interface_OnSectorEditFormValuesChanged(object sender, EventArgs e) { if(allsectors == null) return; // Reset changed flags foreach(KeyValuePair vs in allsectors) { BaseVisualSector bvs = (BaseVisualSector)vs.Value; foreach(VisualFloor vf in bvs.ExtraFloors) vf.Changed = false; foreach(VisualCeiling vc in bvs.ExtraCeilings) vc.Changed = false; foreach(VisualFloor vf in bvs.ExtraBackFloors) vf.Changed = false; foreach(VisualCeiling vc in bvs.ExtraBackCeilings) vc.Changed = false; bvs.Floor.Changed = false; bvs.Ceiling.Changed = false; } UpdateChangedObjects(); ShowTargetInfo(); } //mxd private void Interface_OnThingEditFormValuesChanged(object sender, EventArgs e) { //update visual sectors, which are affected by certain things List things = GetSelectedThings(); foreach(Thing t in things) { if(thingdata.ContainsKey(t)) { // Update what must be updated ThingData td = GetThingData(t); foreach(KeyValuePair s in td.UpdateAlso) { if(VisualSectorExists(s.Key)) { BaseVisualSector vs = (BaseVisualSector)GetVisualSector(s.Key); vs.UpdateSectorGeometry(s.Value); } } } } UpdateChangedObjects(); ShowTargetInfo(); } //mxd private void Interface_OnEditFormValuesChanged(object sender, EventArgs e) { UpdateChangedObjects(); ShowTargetInfo(); } private void Interface_OnUpdateChangedObjects(object sender, EventArgs e) { UpdateChangedObjects(); } //mxd private void SelectioninfoupdatetimerOnTick(object sender, EventArgs eventArgs) { selectioninfoupdatetimer.Stop(); UpdateSelectionInfo(); } #endregion #region ================== Action Assist // Because some actions can only be called on a single (the targeted) object because // they show a dialog window or something, these functions help applying the result // to all compatible selected objects. // Apply texture offsets public void ApplyTextureOffsetChange(int dx, int dy) { List objs = GetSelectedObjects(false, true, false, false, false); //mxd. Because Upper/Middle/Lower textures offsets should be threated separately in UDMF //MaxW. But they're not for Eternity, so this needs its own config setting if(General.Map.UDMF && General.Map.Config.UseLocalSidedefTextureOffsets) { HashSet donesides = new HashSet(); foreach(IVisualEventReceiver i in objs) { BaseVisualGeometrySidedef vs = (BaseVisualGeometrySidedef)i; //mxd if(!donesides.Contains(vs)) { //mxd. added scaling by texture scale if(vs.Texture.UsedInMap) //mxd. Otherwise it's MissingTexture3D and we probably don't want to drag that vs.OnChangeTextureOffset((int)(dx / vs.Texture.Scale.x), (int)(dy / vs.Texture.Scale.y), false); donesides.Add(vs); } } } else { HashSet donesides = new HashSet(); foreach(IVisualEventReceiver i in objs) { BaseVisualGeometrySidedef vs = (BaseVisualGeometrySidedef)i; //mxd if(!donesides.Contains(vs.Sidedef)) { //mxd. added scaling by texture scale if(vs.Texture.UsedInMap) //mxd. Otherwise it's MissingTexture3D and we probably don't want to drag that vs.OnChangeTextureOffset((int)(dx / vs.Texture.Scale.x), (int)(dy / vs.Texture.Scale.y), false); donesides.Add(vs.Sidedef); } } } } // Apply flat offsets public void ApplyFlatOffsetChange(int dx, int dy) { HashSet donesectors = new HashSet(); List objs = GetSelectedObjects(true, false, false, false, false); foreach(IVisualEventReceiver i in objs) { BaseVisualGeometrySector bvs = (BaseVisualGeometrySector)i; if(bvs != null && !donesectors.Contains(bvs.Sector.Sector.Index)) { //mxd. Sector surface belongs to 3d-floor? if(bvs.Level.sector.Index != bvs.Sector.Sector.Index) { // Don't update control sector several times if(!donesectors.Contains(bvs.Level.sector.Index)) { // Update the offsets bvs.OnChangeTextureOffset(dx, dy, false); // Update control sector SectorData sd = GetSectorData(bvs.Level.sector); sd.Update(); BaseVisualSector vs = (BaseVisualSector)GetVisualSector(bvs.Level.sector); vs.Rebuild(); // Add to collection donesectors.Add(bvs.Level.sector.Index); // Update 3d-floors List updatealso = new List(sd.UpdateAlso.Keys); foreach(Sector other in updatealso) { if(!donesectors.Contains(other.Index)) { BaseVisualSector vsother = (BaseVisualSector)GetVisualSector(other); vsother.Rebuild(); // Add to collection donesectors.Add(other.Index); } } } } else { //mxd. Regular sector surface. Just update the offsets bvs.OnChangeTextureOffset(dx, dy, false); //mxd. Add to collection donesectors.Add(bvs.Sector.Sector.Index); } //mxd. Update sector geometry bvs.Sector.Rebuild(); } } } // Apply upper unpegged flag public void ApplyUpperUnpegged(bool set) { List objs = GetSelectedObjects(false, true, false, false, false); foreach(IVisualEventReceiver i in objs) { i.ApplyUpperUnpegged(set); } } // Apply lower unpegged flag public void ApplyLowerUnpegged(bool set) { List objs = GetSelectedObjects(false, true, false, false, false); foreach(IVisualEventReceiver i in objs) { i.ApplyLowerUnpegged(set); } } // Apply texture change public void ApplySelectTexture(string texture, bool flat) { List objs; if(General.Map.Config.MixTexturesFlats) { // Apply on all compatible types objs = GetSelectedObjects(true, true, false, false, false); } else { // We don't want to mix textures and flats, so apply only on the appropriate type objs = GetSelectedObjects(flat, !flat, false, false, false); } foreach(IVisualEventReceiver i in objs) { i.ApplyTexture(texture); } } // This returns all selected objects internal List GetSelectedObjects(bool includesectors, bool includesidedefs, bool includethings, bool includevertices, bool includeslopehandles) { List objs = new List(); foreach(IVisualEventReceiver i in selectedobjects) { if(includesectors && (i is BaseVisualGeometrySector)) objs.Add(i); else if(includesidedefs && (i is BaseVisualGeometrySidedef)) objs.Add(i); else if(includethings && (i is BaseVisualThing)) objs.Add(i); else if(includevertices && (i is BaseVisualVertex)) objs.Add(i); //mxd else if (includeslopehandles && (i is VisualSlope)) objs.Add(i); // biwa } // Add highlight? if(selectedobjects.Count == 0) { IVisualEventReceiver i = (target.picked as IVisualEventReceiver); if(includesectors && (i is BaseVisualGeometrySector)) objs.Add(i); else if(includesidedefs && (i is BaseVisualGeometrySidedef)) objs.Add(i); else if(includethings && (i is BaseVisualThing)) objs.Add(i); else if(includevertices && (i is BaseVisualVertex)) objs.Add(i); //mxd else if (includeslopehandles && (i is VisualSlope)) objs.Add(i); // biwa } return objs; } //mxd private static IEnumerable RemoveDuplicateSidedefs(IEnumerable objs) { HashSet processed = new HashSet(); List result = new List(); if(General.Map.UDMF) { // For UDMF maps, we only need to remove duplicate extrafloor sidedefs foreach(IVisualEventReceiver i in objs) { if(i is VisualMiddle3D) { VisualMiddle3D vm = i as VisualMiddle3D; if(!processed.Contains(vm.Sidedef)) { processed.Add(vm.Sidedef); result.Add(i); } } else { result.Add(i); } } } else { // For Doom/Hexen maps, we need to remove all duplicates foreach(IVisualEventReceiver i in objs) { BaseVisualGeometrySidedef sidedef = i as BaseVisualGeometrySidedef; if(sidedef != null) { if(!processed.Contains(sidedef.Sidedef)) { processed.Add(sidedef.Sidedef); result.Add(i); } } else { result.Add(i); } } } return result; } // This returns all selected sectors, no doubles public List GetSelectedSectors() { HashSet added = new HashSet(); List sectors = new List(); foreach(IVisualEventReceiver i in selectedobjects) { BaseVisualGeometrySector sector = i as BaseVisualGeometrySector; if(sector != null && !added.Contains(sector.Level.sector)) { sectors.Add(sector.Level.sector); added.Add(sector.Level.sector); } } // Add highlight? if((selectedobjects.Count == 0) && (target.picked is BaseVisualGeometrySector)) { Sector s = ((BaseVisualGeometrySector)target.picked).Level.sector; if(!added.Contains(s)) sectors.Add(s); } return sectors; } /// /// Determines if the floor and/or ceiling of a sector is selected. /// /// The sector to check /// If floor is selected or not /// If ceiling is selected or not public void GetSelectedSurfaceTypesBySector(Sector sector, out bool floor, out bool ceiling) { floor = ceiling = false; foreach(IVisualEventReceiver i in selectedobjects) { if (i is VisualFloor && ((VisualFloor)i).Level.sector == sector) floor = true; else if (i is VisualCeiling && ((VisualCeiling)i).Level.sector == sector) ceiling = true; } } // This returns all selected linedefs, no doubles public List GetSelectedLinedefs() { HashSet added = new HashSet(); List linedefs = new List(); foreach(IVisualEventReceiver i in selectedobjects) { BaseVisualGeometrySidedef sidedef = i as BaseVisualGeometrySidedef; if(sidedef != null) { Linedef l = sidedef.GetControlLinedef(); //mxd if(!added.Contains(l)) { linedefs.Add(l); added.Add(l); } } } // Add highlight? if((selectedobjects.Count == 0) && (target.picked is BaseVisualGeometrySidedef)) { Linedef l = ((BaseVisualGeometrySidedef)target.picked).GetControlLinedef(); //mxd if(!added.Contains(l)) linedefs.Add(l); } return linedefs; } /// /// Determines if the upper/middle/lower parts of a sidedef are selected. /// /// The sidedef tzo check /// If the upper part is selected /// If the middle part is selected /// If the lower part is selected public void GetSelectedSurfaceTypesBySidedef(Sidedef sidedef, out bool upper, out bool middle, out bool lower) { upper = middle = lower = false; foreach(IVisualEventReceiver i in selectedobjects) { if (i is VisualUpper && ((VisualUpper)i).Sidedef == sidedef) upper = true; else if ((i is VisualMiddleSingle || i is VisualMiddleDouble || i is VisualMiddleBack) && ((BaseVisualGeometrySidedef)i).Sidedef == sidedef) middle = true; else if (i is VisualLower && ((VisualLower)i).Sidedef == sidedef) lower = true; } } // This returns all selected sidedefs, no doubles public List GetSelectedSidedefs() { HashSet added = new HashSet(); List sidedefs = new List(); foreach(IVisualEventReceiver i in selectedobjects) { BaseVisualGeometrySidedef sidedef = i as BaseVisualGeometrySidedef; if(sidedef != null && !added.Contains(sidedef.Sidedef)) { sidedefs.Add(sidedef.Sidedef); added.Add(sidedef.Sidedef); } } // Add highlight? /* if((selectedobjects.Count == 0) && (target.picked is BaseVisualGeometrySidedef)) { Sidedef sd = ((BaseVisualGeometrySidedef)target.picked).Sidedef; if(!added.Contains(sd)) sidedefs.Add(sd); } */ return sidedefs; } // This returns all selected things, no doubles public List GetSelectedThings() { HashSet added = new HashSet(); List things = new List(); foreach(IVisualEventReceiver i in selectedobjects) { BaseVisualThing thing = i as BaseVisualThing; if(thing != null && !added.Contains(thing.Thing)) { things.Add(thing.Thing); added.Add(thing.Thing); } } // Add highlight? if((selectedobjects.Count == 0) && (target.picked is BaseVisualThing)) { Thing t = ((BaseVisualThing)target.picked).Thing; if(!added.Contains(t)) things.Add(t); } return things; } //mxd. This returns all selected vertices, no doubles public List GetSelectedVertices() { HashSet added = new HashSet(); List verts = new List(); foreach(IVisualEventReceiver i in selectedobjects) { BaseVisualVertex vertex = i as BaseVisualVertex; if(vertex != null && !added.Contains(vertex.Vertex)) { verts.Add(vertex.Vertex); added.Add(vertex.Vertex); } } // Add highlight? if((selectedobjects.Count == 0) && (target.picked is BaseVisualVertex)) { Vertex v = ((BaseVisualVertex)target.picked).Vertex; if(!added.Contains(v)) verts.Add(v); } return verts; } // This returns all selected slope handles, no doubles private List GetSelectedSlopeHandles() { HashSet added = new HashSet(); List handles = new List(); foreach(IVisualEventReceiver i in selectedobjects) { VisualSidedefSlope handle = i as VisualSidedefSlope; if(handle != null && !added.Contains(handle)) { handles.Add(handle); added.Add(handle); } } // Add highlight? if((selectedobjects.Count == 0) && (target.picked is VisualSidedefSlope)) { VisualSidedefSlope handle = (VisualSidedefSlope)target.picked; if (!added.Contains(handle)) handles.Add(handle); } return handles; } // This returns the IVisualEventReceiver on which the action must be performed private IVisualEventReceiver GetTargetEventReceiver(bool targetonly) { if(target.picked != null) { if(singleselection || target.picked.Selected || targetonly || target.picked is VisualSlope) { return (IVisualEventReceiver)target.picked; } if(selectedobjects.Count > 0) { return selectedobjects[0]; } return (IVisualEventReceiver)target.picked; } return new NullVisualEventReceiver(); } //mxd. Copied from BuilderModes.ThingsMode // This creates a new thing private static Thing CreateThing(Vector2D pos) { if(pos.x < General.Map.Config.LeftBoundary || pos.x > General.Map.Config.RightBoundary || pos.y > General.Map.Config.TopBoundary || pos.y < General.Map.Config.BottomBoundary) { General.Interface.DisplayStatus(StatusType.Warning, "Failed to insert thing: outside of map boundaries."); return null; } // Create thing Thing t = General.Map.Map.CreateThing(); if(t != null) { General.Settings.ApplyDefaultThingSettings(t); t.Move(pos); t.UpdateConfiguration(); General.Map.IsChanged = true; // 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(); } } return t; } #endregion #region ================== Actions // [ZZ] I moved this out of ClearSelection because "cut selection" action needs this to only affect things. private void ClearSelection(bool clearsectors, bool clearsidedefs, bool clearthings, bool clearvertices, bool clearslopehandles, bool displaystatus) { selectedobjects.RemoveAll(obj => { return ((obj is BaseVisualGeometrySector && clearsectors) || (obj is BaseVisualGeometrySidedef && clearsidedefs) || (obj is BaseVisualThing && clearthings) || (obj is BaseVisualVertex && clearvertices) || (obj is VisualSlope && clearslopehandles)); }); // foreach (KeyValuePair vs in allsectors) { if (vs.Value != null) { BaseVisualSector bvs = (BaseVisualSector)vs.Value; if (clearsectors) { if (bvs.Floor != null) bvs.Floor.Selected = false; if (bvs.Ceiling != null) bvs.Ceiling.Selected = false; foreach (VisualFloor vf in bvs.ExtraFloors) vf.Selected = false; foreach (VisualCeiling vc in bvs.ExtraCeilings) vc.Selected = false; foreach (VisualFloor vf in bvs.ExtraBackFloors) vf.Selected = false; //mxd foreach (VisualCeiling vc in bvs.ExtraBackCeilings) vc.Selected = false; //mxd } if (clearsidedefs) { foreach (Sidedef sd in vs.Key.Sidedefs) { //mxd. VisualSidedefParts can contain references to visual geometry, which is not present in VisualSector.sidedefgeometry bvs.GetSidedefParts(sd).DeselectAllParts(); } } } } if (clearthings) { foreach (KeyValuePair vt in allthings) { if (vt.Value != null) { BaseVisualThing bvt = (BaseVisualThing)vt.Value; bvt.Selected = false; } } } //mxd if (clearvertices) { if (General.Map.UDMF) { foreach (KeyValuePair pair in vertices) pair.Value.Deselect(); } } // biwa if (clearslopehandles) { if (General.Map.UDMF) { VisualSlope oldsmartpivot = null; foreach (KeyValuePair> kvp in allslopehandles) { foreach (VisualSlope handle in kvp.Value) { // We want to keep the old smart pivot handle if (handle.SmartPivot) oldsmartpivot = handle; handle.Selected = false; handle.Pivot = false; handle.SmartPivot = false; } } usedslopehandles.Clear(); // Clearing the used slopes also clears the currently highlighted handle and the smart pivot handle. For // performance reasons PickTarget() will not do its slope handle stuff if the current and new pick are // the same, so we need to re-add the currently picked slope handle and its smart pivot handle if (target.picked is VisualSlope) { usedslopehandles.Add((VisualSlope)target.picked); if (oldsmartpivot != null) { oldsmartpivot.SmartPivot = true; usedslopehandles.Add(oldsmartpivot); } } } } //mxd if (displaystatus) { General.Interface.DisplayStatus(StatusType.Selection, string.Empty); } } [BeginAction("clearselection", BaseAction = true)] public void ClearSelection() { ClearSelection(true, true, true, true, true, true); } [BeginAction("visualselect", BaseAction = true)] public void BeginSelect() { PreActionNoChange(); PickTargetUnlocked(); GetTargetEventReceiver(true).OnSelectBegin(); PostAction(); } [EndAction("visualselect", BaseAction = true)] public void EndSelect() { IVisualEventReceiver target = GetTargetEventReceiver(true); target.OnSelectEnd(); //mxd if((General.Interface.ShiftState || General.Interface.CtrlState) && selectedobjects.Count > 0) { if(General.Interface.AltState) { target.SelectNeighbours(target.Selected, General.Interface.ShiftState, General.Interface.CtrlState); } else { IVisualEventReceiver[] selection = new IVisualEventReceiver[selectedobjects.Count]; selectedobjects.CopyTo(selection); foreach(IVisualEventReceiver obj in selection) obj.SelectNeighbours(target.Selected, General.Interface.ShiftState, General.Interface.CtrlState); } } Renderer.ShowSelection = true; Renderer.ShowHighlight = true; PostAction(); } [BeginAction("visualedit", BaseAction = true)] public void BeginEdit() { PreAction(UndoGroup.None); GetTargetEventReceiver(false).OnEditBegin(); PostAction(); } [EndAction("visualedit", BaseAction = true)] public void EndEdit() { PreActionNoChange(); GetTargetEventReceiver(false).OnEditEnd(); PostAction(); } [BeginAction("raisesector8")] public void RaiseSector8() { PreAction(UndoGroup.SectorHeightChange); List objs = GetSelectedObjects(true, true, true, true, true); bool hasvisualslopehandles = objs.Any(o => o is VisualSlope); foreach (IVisualEventReceiver i in objs) // If slope handles are selected only apply the action to them if (!hasvisualslopehandles || (hasvisualslopehandles && i is VisualSlope)) i.OnChangeTargetHeight(8); PostAction(); } [BeginAction("lowersector8")] public void LowerSector8() { PreAction(UndoGroup.SectorHeightChange); List objs = GetSelectedObjects(true, true, true, true, true); bool hasvisualslopehandles = objs.Any(o => o is VisualSlope); foreach (IVisualEventReceiver i in objs) // If slope handles are selected only apply the action to them if (!hasvisualslopehandles || (hasvisualslopehandles && i is VisualSlope)) i.OnChangeTargetHeight(-8); PostAction(); } [BeginAction("raisesector1")] public void RaiseSector1() { PreAction(UndoGroup.SectorHeightChange); List objs = GetSelectedObjects(true, true, true, true, true); bool hasvisualslopehandles = objs.Any(o => o is VisualSlope); foreach (IVisualEventReceiver i in objs) // If slope handles are selected only apply the action to them if (!hasvisualslopehandles || (hasvisualslopehandles && i is VisualSlope)) i.OnChangeTargetHeight(1); PostAction(); } [BeginAction("lowersector1")] public void LowerSector1() { PreAction(UndoGroup.SectorHeightChange); List objs = GetSelectedObjects(true, true, true, true, true); bool hasvisualslopehandles = objs.Any(o => o is VisualSlope); foreach (IVisualEventReceiver i in objs) // If slope handles are selected only apply the action to them if (!hasvisualslopehandles || (hasvisualslopehandles && i is VisualSlope)) i.OnChangeTargetHeight(-1); PostAction(); } [BeginAction("raisesector128")] public void RaiseSector128() { PreAction(UndoGroup.SectorHeightChange); List objs = GetSelectedObjects(true, true, true, true, true); bool hasvisualslopehandles = objs.Any(o => o is VisualSlope); foreach (IVisualEventReceiver i in objs) // If slope handles are selected only apply the action to them if (!hasvisualslopehandles || (hasvisualslopehandles && i is VisualSlope)) i.OnChangeTargetHeight(128); PostAction(); } [BeginAction("lowersector128")] public void LowerSector128() { PreAction(UndoGroup.SectorHeightChange); List objs = GetSelectedObjects(true, true, true, true, true); bool hasvisualslopehandles = objs.Any(o => o is VisualSlope); foreach (IVisualEventReceiver i in objs) // If slope handles are selected only apply the action to them if (!hasvisualslopehandles || (hasvisualslopehandles && i is VisualSlope)) i.OnChangeTargetHeight(-128); PostAction(); } [BeginAction("raisemapelementbygridsize")] public void RaiseMapElementByGridSize() { PreAction(UndoGroup.SectorHeightChange); List objs = GetSelectedObjects(true, true, true, true, true); bool hasvisualslopehandles = objs.Any(o => o is VisualSlope); foreach (IVisualEventReceiver i in objs) // If slope handles are selected only apply the action to them if (!hasvisualslopehandles || (hasvisualslopehandles && i is VisualSlope)) i.OnChangeTargetHeight(General.Map.Grid.GridSize); PostAction(); } [BeginAction("lowermapelementbygridsize")] public void LowerMapElementByGridSize() { PreAction(UndoGroup.SectorHeightChange); List objs = GetSelectedObjects(true, true, true, true, true); bool hasvisualslopehandles = objs.Any(o => o is VisualSlope); foreach (IVisualEventReceiver i in objs) // If slope handles are selected only apply the action to them if (!hasvisualslopehandles || (hasvisualslopehandles && i is VisualSlope)) i.OnChangeTargetHeight(-General.Map.Grid.GridSize); PostAction(); } //mxd [BeginAction("raisesectortonearest")] public void RaiseSectorToNearest() { List selectedhandles = GetSelectedSlopeHandles(); if (selectedhandles.Count > 0) { if (selectedhandles.Count > 1) { General.Interface.DisplayStatus(StatusType.Warning, "Can only raise to nearest when one visual slope handle is selected"); return; } int startheight = (int)Math.Round(selectedhandles[0].GetCenterPoint().z); int targetheight = int.MaxValue; foreach (KeyValuePair> kvp in sidedefslopehandles) { foreach (VisualSidedefSlope handle in kvp.Value) { if (handle != selectedhandles[0] && handle.Sidedef.Line == selectedhandles[0].Sidedef.Line) { int z = (int)Math.Round(handle.GetCenterPoint().z); if (z > startheight && z < targetheight) targetheight = z; } } } if (targetheight != int.MaxValue) { PreAction(UndoGroup.SectorHeightChange); selectedhandles[0].OnChangeTargetHeight(targetheight - startheight); PostAction(); } else { General.Interface.DisplayStatus(StatusType.Warning, "Can't raise: already at the highest level"); } } else { Dictionary floors = new Dictionary(); Dictionary ceilings = new Dictionary(); List things = new List(); bool withinSelection = General.Interface.CtrlState; // Get selection if (selectedobjects.Count == 0) { if (target.picked is VisualFloor) { VisualFloor vf = (VisualFloor)target.picked; floors[vf.Level.sector] = vf; } else if (target.picked is VisualCeiling) { VisualCeiling vc = (VisualCeiling)target.picked; ceilings[vc.Level.sector] = vc; } else if (target.picked is BaseVisualThing) { things.Add((BaseVisualThing)target.picked); } } else { foreach (IVisualEventReceiver i in selectedobjects) { if (i is VisualFloor) { VisualFloor vf = (VisualFloor)i; floors[vf.Level.sector] = vf; } else if (i is VisualCeiling) { VisualCeiling vc = (VisualCeiling)i; ceilings[vc.Level.sector] = vc; } else if (i is BaseVisualThing) { things.Add((BaseVisualThing)i); } } } // Check what we have if (floors.Count + ceilings.Count == 0 && (things.Count == 0 || !General.Map.FormatInterface.HasThingHeight)) { General.Interface.DisplayStatus(StatusType.Warning, "No suitable objects found!"); return; } if (withinSelection) { string s = string.Empty; if (floors.Count == 1) s = "floors"; if (ceilings.Count == 1) { if (!string.IsNullOrEmpty(s)) s += " and "; s += "ceilings"; } if (!string.IsNullOrEmpty(s)) { General.Interface.DisplayStatus(StatusType.Warning, "Can't do: at least 2 selected " + s + " are required!"); return; } } // Process floors... int maxSelectedHeight = int.MinValue; int minSelectedCeilingHeight = int.MaxValue; int targetCeilingHeight = int.MaxValue; // Get highest ceiling height from selection foreach (KeyValuePair group in ceilings) { if (group.Key.CeilHeight > maxSelectedHeight) maxSelectedHeight = group.Key.CeilHeight; } if (withinSelection) { // We are raising, so we don't need to check anything targetCeilingHeight = maxSelectedHeight; } else { // Get next higher floor or ceiling from surrounding unselected sectors foreach (Sector s in BuilderModesTools.GetSectorsAround(this, ceilings.Keys)) { if (s.FloorHeight < targetCeilingHeight && s.FloorHeight > maxSelectedHeight) targetCeilingHeight = s.FloorHeight; else if (s.CeilHeight < targetCeilingHeight && s.CeilHeight > maxSelectedHeight) targetCeilingHeight = s.CeilHeight; } } // Ceilings... maxSelectedHeight = int.MinValue; int targetFloorHeight = int.MaxValue; // Get maximum floor and minimum ceiling heights from selection foreach (KeyValuePair group in floors) { if (group.Key.FloorHeight > maxSelectedHeight) maxSelectedHeight = group.Key.FloorHeight; if (group.Key.CeilHeight < minSelectedCeilingHeight) minSelectedCeilingHeight = group.Key.CeilHeight; } if (withinSelection) { // Check heights if (minSelectedCeilingHeight < maxSelectedHeight) { General.Interface.DisplayStatus(StatusType.Warning, "Can't do: lowest ceiling is lower than highest floor!"); return; } targetFloorHeight = maxSelectedHeight; } else { // Get next higher floor or ceiling from surrounding unselected sectors foreach (Sector s in BuilderModesTools.GetSectorsAround(this, floors.Keys)) { if (s.FloorHeight > maxSelectedHeight && s.FloorHeight < targetFloorHeight && s.FloorHeight <= minSelectedCeilingHeight) targetFloorHeight = s.FloorHeight; else if (s.CeilHeight > maxSelectedHeight && s.CeilHeight < targetFloorHeight && s.CeilHeight <= minSelectedCeilingHeight) targetFloorHeight = s.CeilHeight; } } //CHECK VALUES string alignFailDescription = string.Empty; if (floors.Count > 0 && targetFloorHeight == int.MaxValue) { // Raise to lowest ceiling? if (!withinSelection && minSelectedCeilingHeight > maxSelectedHeight) { targetFloorHeight = minSelectedCeilingHeight; } else { alignFailDescription = floors.Count > 1 ? "floors" : "floor"; } } if (ceilings.Count > 0 && targetCeilingHeight == int.MaxValue) { if (!string.IsNullOrEmpty(alignFailDescription)) alignFailDescription += " and "; alignFailDescription += ceilings.Count > 1 ? "ceilings" : "ceiling"; } if (!string.IsNullOrEmpty(alignFailDescription)) { General.Interface.DisplayStatus(StatusType.Warning, "Unable to align selected " + alignFailDescription + "!"); return; } //APPLY VALUES PreAction(UndoGroup.SectorHeightChange); // Change floors heights if (floors.Count > 0) { foreach (KeyValuePair group in floors) { if (targetFloorHeight != group.Key.FloorHeight) group.Value.OnChangeTargetHeight(targetFloorHeight - group.Key.FloorHeight); } } // Change ceilings heights if (ceilings.Count > 0) { foreach (KeyValuePair group in ceilings) { if (targetCeilingHeight != group.Key.CeilHeight) group.Value.OnChangeTargetHeight(targetCeilingHeight - group.Key.CeilHeight); } } // Change things heights. Align to higher 3d floor or actual ceiling. if (General.Map.FormatInterface.HasThingHeight) { foreach (BaseVisualThing vt in things) { if (vt.Thing.Sector == null) continue; SectorData sd = GetSectorData(vt.Thing.Sector); vt.OnMove(new Vector3D(vt.Thing.Position, BuilderModesTools.GetHigherThingZ(this, sd, vt))); } } PostAction(); } } //mxd [BeginAction("lowersectortonearest")] public void LowerSectorToNearest() { List selectedhandles = GetSelectedSlopeHandles(); if (selectedhandles.Count > 0) { if (selectedhandles.Count > 1) { General.Interface.DisplayStatus(StatusType.Warning, "Can only lower to nearest when one visual slope handle is selected"); return; } int startheight = (int)Math.Round(selectedhandles[0].GetCenterPoint().z); int targetheight = int.MinValue; foreach (KeyValuePair> kvp in sidedefslopehandles) { foreach (VisualSidedefSlope handle in kvp.Value) { if (handle != selectedhandles[0] && handle.Sidedef.Line == selectedhandles[0].Sidedef.Line) { int z = (int)Math.Round(handle.GetCenterPoint().z); if (z < startheight && z > targetheight) targetheight = z; } } } if (targetheight != int.MinValue) { PreAction(UndoGroup.SectorHeightChange); selectedhandles[0].OnChangeTargetHeight(-(startheight - targetheight)); PostAction(); } else { General.Interface.DisplayStatus(StatusType.Warning, "Can't lower: already at the lowest level"); } } else { Dictionary floors = new Dictionary(); Dictionary ceilings = new Dictionary(); List things = new List(); bool withinSelection = General.Interface.CtrlState; // Get selection if (selectedobjects.Count == 0) { if (target.picked is VisualFloor) { VisualFloor vf = (VisualFloor)target.picked; floors[vf.Level.sector] = vf; } else if (target.picked is VisualCeiling) { VisualCeiling vc = (VisualCeiling)target.picked; ceilings[vc.Level.sector] = vc; } else if (target.picked is BaseVisualThing) { things.Add((BaseVisualThing)target.picked); } } else { foreach (IVisualEventReceiver i in selectedobjects) { if (i is VisualFloor) { VisualFloor vf = (VisualFloor)i; floors[vf.Level.sector] = vf; } else if (i is VisualCeiling) { VisualCeiling vc = (VisualCeiling)i; ceilings[vc.Level.sector] = vc; } else if (i is BaseVisualThing) { things.Add((BaseVisualThing)i); } } } // Check what we have if (floors.Count + ceilings.Count == 0 && (things.Count == 0 || !General.Map.FormatInterface.HasThingHeight)) { General.Interface.DisplayStatus(StatusType.Warning, "No suitable objects found!"); return; } if (withinSelection) { string s = string.Empty; if (floors.Count == 1) s = "floors"; if (ceilings.Count == 1) { if (!string.IsNullOrEmpty(s)) s += " and "; s += "ceilings"; } if (!string.IsNullOrEmpty(s)) { General.Interface.DisplayStatus(StatusType.Warning, "Can't do: at least 2 selected " + s + " are required!"); return; } } // Process floors... int minSelectedHeight = int.MaxValue; int targetFloorHeight = int.MinValue; // Get minimum floor height from selection foreach (KeyValuePair group in floors) { if (group.Key.FloorHeight < minSelectedHeight) minSelectedHeight = group.Key.FloorHeight; } if (withinSelection) { // We are lowering, so we don't need to check anything targetFloorHeight = minSelectedHeight; } else { // Get next lower ceiling or floor from surrounding unselected sectors foreach (Sector s in BuilderModesTools.GetSectorsAround(this, floors.Keys)) { if (s.CeilHeight > targetFloorHeight && s.CeilHeight < minSelectedHeight) targetFloorHeight = s.CeilHeight; else if (s.FloorHeight > targetFloorHeight && s.FloorHeight < minSelectedHeight) targetFloorHeight = s.FloorHeight; } } // Ceilings... minSelectedHeight = int.MaxValue; int maxSelectedFloorHeight = int.MinValue; int targetCeilingHeight = int.MinValue; // Get minimum ceiling and maximum floor heights from selection foreach (KeyValuePair group in ceilings) { if (group.Key.CeilHeight < minSelectedHeight) minSelectedHeight = group.Key.CeilHeight; if (group.Key.FloorHeight > maxSelectedFloorHeight) maxSelectedFloorHeight = group.Key.FloorHeight; } if (withinSelection) { if (minSelectedHeight < maxSelectedFloorHeight) { General.Interface.DisplayStatus(StatusType.Warning, "Can't do: lowest ceiling is lower than highest floor!"); return; } targetCeilingHeight = minSelectedHeight; } else { // Get next lower ceiling or floor from surrounding unselected sectors foreach (Sector s in BuilderModesTools.GetSectorsAround(this, ceilings.Keys)) { if (s.CeilHeight > targetCeilingHeight && s.CeilHeight < minSelectedHeight && s.CeilHeight >= maxSelectedFloorHeight) targetCeilingHeight = s.CeilHeight; else if (s.FloorHeight > targetCeilingHeight && s.FloorHeight < minSelectedHeight && s.FloorHeight >= maxSelectedFloorHeight) targetCeilingHeight = s.FloorHeight; } } //CHECK VALUES: string alignFailDescription = string.Empty; if (floors.Count > 0 && targetFloorHeight == int.MinValue) alignFailDescription = floors.Count > 1 ? "floors" : "floor"; if (ceilings.Count > 0 && targetCeilingHeight == int.MinValue) { // Drop to highest floor? if (!withinSelection && maxSelectedFloorHeight < minSelectedHeight) { targetCeilingHeight = maxSelectedFloorHeight; } else { if (!string.IsNullOrEmpty(alignFailDescription)) alignFailDescription += " and "; alignFailDescription += ceilings.Count > 1 ? "ceilings" : "ceiling"; } } if (!string.IsNullOrEmpty(alignFailDescription)) { General.Interface.DisplayStatus(StatusType.Warning, "Unable to align selected " + alignFailDescription + "!"); return; } //APPLY VALUES: PreAction(UndoGroup.SectorHeightChange); // Change floor height if (floors.Count > 0) { foreach (KeyValuePair group in floors) { if (targetFloorHeight != group.Key.FloorHeight) group.Value.OnChangeTargetHeight(targetFloorHeight - group.Key.FloorHeight); } } // Change ceiling height if (ceilings.Count > 0) { foreach (KeyValuePair group in ceilings) { if (targetCeilingHeight != group.Key.CeilHeight) group.Value.OnChangeTargetHeight(targetCeilingHeight - group.Key.CeilHeight); } } // Change things height. Drop to lower 3d floor or to actual sector's floor. if (General.Map.FormatInterface.HasThingHeight) { foreach (BaseVisualThing vt in things) { if (vt.Thing.Sector == null) continue; SectorData sd = GetSectorData(vt.Thing.Sector); vt.OnMove(new Vector3D(vt.Thing.Position, BuilderModesTools.GetLowerThingZ(this, sd, vt))); } } PostAction(); } } //mxd [BeginAction("matchbrightness")] public void MatchBrightness() { //check input if(!General.Map.UDMF) { General.Interface.DisplayStatus(StatusType.Warning, "'Match Brightness' action works only in UDMF map format!"); return; } if(selectedobjects.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "'Match Brightness' action requires a selection!"); return; } IVisualEventReceiver highlighted = (IVisualEventReceiver)target.picked; if(highlighted is BaseVisualThing) { General.Interface.DisplayStatus(StatusType.Warning, "Highlight a surface, to which you want to match the brightness."); return; } //get target brightness int targetbrightness; if(highlighted is VisualFloor) { VisualFloor v = (VisualFloor)highlighted; targetbrightness = v.Level.sector.Fields.GetValue("lightfloor", 0); if(!v.Level.sector.Fields.GetValue("lightfloorabsolute", false)) { targetbrightness += v.Level.sector.Brightness; } } else if(highlighted is VisualCeiling) { VisualCeiling v = (VisualCeiling)highlighted; targetbrightness = v.Level.sector.Fields.GetValue("lightceiling", 0); if(!v.Level.sector.Fields.GetValue("lightceilingabsolute", false)) { targetbrightness += v.Level.sector.Brightness; } } else if(highlighted is VisualUpper || highlighted is VisualMiddleSingle || highlighted is VisualMiddleDouble || highlighted is VisualLower) { BaseVisualGeometrySidedef v = (BaseVisualGeometrySidedef)highlighted; targetbrightness = v.Sidedef.Fields.GetValue("light", 0); if(!v.Sidedef.Fields.GetValue("lightabsolute", false)) { targetbrightness += v.Sidedef.Sector.Brightness; } } else if(highlighted is VisualMiddle3D) { VisualMiddle3D v = (VisualMiddle3D)highlighted; Sidedef sd = v.GetControlLinedef().Front; if(sd == null) { General.Interface.DisplayStatus(StatusType.Warning, "Highlight a surface, to which you want to match the brightness."); return; } targetbrightness = sd.Fields.GetValue("light", 0); if(!sd.Fields.GetValue("lightabsolute", false)) { targetbrightness += sd.Sector.Brightness; } } else { General.Interface.DisplayStatus(StatusType.Warning, "Highlight a surface, to which you want to match the brightness."); return; } //make undo CreateUndo("Match Brightness"); targetbrightness = General.Clamp(targetbrightness, 0, 255); //apply new brightness foreach(IVisualEventReceiver obj in selectedobjects) { if(obj == highlighted) continue; if(obj is VisualFloor) { VisualFloor v = (VisualFloor)obj; v.Level.sector.Fields.BeforeFieldsChange(); v.Sector.Changed = true; if(v.Level.sector.Fields.GetValue("lightfloorabsolute", false)) { v.Level.sector.Fields["lightfloor"] = new UniValue(UniversalType.Integer, targetbrightness); } else { UniFields.SetInteger(v.Level.sector.Fields, "lightfloor", targetbrightness - v.Level.sector.Brightness, 0); } v.Sector.UpdateSectorGeometry(false); } else if(obj is VisualCeiling) { VisualCeiling v = (VisualCeiling)obj; v.Level.sector.Fields.BeforeFieldsChange(); v.Sector.Changed = true; v.Sector.Sector.UpdateNeeded = true; if(v.Level.sector.Fields.GetValue("lightceilingabsolute", false)) { v.Level.sector.Fields["lightceiling"] = new UniValue(UniversalType.Integer, targetbrightness); } else { UniFields.SetInteger(v.Level.sector.Fields, "lightceiling", targetbrightness - v.Level.sector.Brightness, 0); } v.Sector.UpdateSectorGeometry(false); } else if(obj is VisualUpper || obj is VisualMiddleSingle || obj is VisualMiddleDouble || obj is VisualLower) { BaseVisualGeometrySidedef v = (BaseVisualGeometrySidedef)obj; v.Sidedef.Fields.BeforeFieldsChange(); v.Sector.Changed = true; if(v.Sidedef.Fields.GetValue("lightabsolute", false)) { v.Sidedef.Fields["light"] = new UniValue(UniversalType.Integer, targetbrightness); } else { UniFields.SetInteger(v.Sidedef.Fields, "light", targetbrightness - v.Sidedef.Sector.Brightness, 0); } //Update 'lightfog' flag Tools.UpdateLightFogFlag(v.Sidedef); } } //Done General.Interface.DisplayStatus(StatusType.Action, "Matched brightness for " + selectedobjects.Count + " surfaces."); Interface_OnSectorEditFormValuesChanged(this, EventArgs.Empty); } [BeginAction("showvisualthings")] public void ShowVisualThings() { BuilderPlug.Me.ShowVisualThings++; if(BuilderPlug.Me.ShowVisualThings > 2) BuilderPlug.Me.ShowVisualThings = 0; string shortmessage = "Thing visibility is now " + (BuilderPlug.Me.ShowVisualThings > 0 ? (BuilderPlug.Me.ShowVisualThings > 1 ? "ON" : "SPRITE ONLY") : "OFF") + "."; string message = shortmessage; string key = Actions.Action.GetShortcutKeyDesc(General.Actions.Current.ShortcutKey); if (!string.IsNullOrEmpty(key)) message += $" Press '{key}' to change."; General.ToastManager.ShowToast("showvisualthings", ToastType.INFO, "Changed thing visibility", message, new StatusInfo(StatusType.Action, shortmessage)); } [BeginAction("raisebrightness8")] public void RaiseBrightness8() { PreAction(UndoGroup.SectorBrightnessChange); List objs = GetSelectedObjects(true, true, false, false, false); foreach(IVisualEventReceiver i in objs) i.OnChangeTargetBrightness(true); PostAction(); } [BeginAction("lowerbrightness8")] public void LowerBrightness8() { PreAction(UndoGroup.SectorBrightnessChange); List objs = GetSelectedObjects(true, true, false, false, false); foreach(IVisualEventReceiver i in objs) i.OnChangeTargetBrightness(false); PostAction(); } [BeginAction("movetextureleft")] public void MoveTextureLeft1() { MoveTextureByOffset(-1, 0); } [BeginAction("movetextureright")] public void MoveTextureRight1() { MoveTextureByOffset(1, 0); } [BeginAction("movetextureup")] public void MoveTextureUp1() { MoveTextureByOffset(0, -1); } [BeginAction("movetexturedown")] public void MoveTextureDown1() { MoveTextureByOffset(0, 1); } [BeginAction("movetextureleft8")] public void MoveTextureLeft8() { MoveTextureByOffset(-8, 0); } [BeginAction("movetextureright8")] public void MoveTextureRight8() { MoveTextureByOffset(8, 0); } [BeginAction("movetextureup8")] public void MoveTextureUp8() { MoveTextureByOffset(0, -8); } [BeginAction("movetexturedown8")] public void MoveTextureDown8() { MoveTextureByOffset(0, 8); } [BeginAction("movetextureleftgs")] public void MoveTextureLeftGrid() { MoveTextureByOffset(-General.Map.Grid.GridSize, 0); } //mxd [BeginAction("movetexturerightgs")] public void MoveTextureRightGrid() { MoveTextureByOffset(General.Map.Grid.GridSize, 0); } //mxd [BeginAction("movetextureupgs")] public void MoveTextureUpGrid() { MoveTextureByOffset(0, -General.Map.Grid.GridSize); } //mxd [BeginAction("movetexturedowngs")] public void MoveTextureDownGrid() { MoveTextureByOffset(0, General.Map.Grid.GridSize); } //mxd //mxd private void MoveTextureByOffset(int ox, int oy) { PreAction(UndoGroup.TextureOffsetChange); IEnumerable objs = RemoveDuplicateSidedefs(GetSelectedObjects(true, true, false, false, false)); foreach(IVisualEventReceiver i in objs) i.OnChangeTextureOffset(ox, oy, true); PostAction(); } //mxd [BeginAction("scaleup")] public void ScaleTextureUp() { ScaleTexture(1, 1); } [BeginAction("scaledown")] public void ScaleTextureDown() { ScaleTexture(-1, -1); } [BeginAction("scaleupx")] public void ScaleTextureUpX() { ScaleTexture(1, 0); } [BeginAction("scaledownx")] public void ScaleTextureDownX() { ScaleTexture(-1, 0); } [BeginAction("scaleupy")] public void ScaleTextureUpY() { ScaleTexture(0, 1); } [BeginAction("scaledowny")] public void ScaleTextureDownY() { ScaleTexture(0, -1); } //mxd private void ScaleTexture(int incrementx, int incrementy) { PreAction(UndoGroup.TextureScaleChange); List objs = GetSelectedObjects(true, true, true, false, false); foreach(IVisualEventReceiver i in objs) i.OnChangeScale(incrementx, incrementy); PostAction(); } [BeginAction("textureselect")] public void TextureSelect() { PreAction(UndoGroup.None); renderer.SetCrosshairBusy(true); General.Interface.RedrawDisplay(); GetTargetEventReceiver(false).OnSelectTexture(); renderer.SetCrosshairBusy(false); PostAction(); } [BeginAction("texturecopy")] public void TextureCopy() { PreActionNoChange(); IVisualEventReceiver i = GetTargetEventReceiver(true); i.OnCopyTexture(); //mxd if(!(i is VisualThing)) copybuffer.Clear(); //mxd. Not copying things any more... PostAction(); } [BeginAction("texturepaste")] public void TexturePaste() { PreAction(UndoGroup.None); List objs = GetSelectedObjects(true, true, false, false, false); foreach(IVisualEventReceiver i in objs) i.OnPasteTexture(); PostAction(); } //mxd [BeginAction("visualautoalign")] public void TextureAutoAlign() { PreAction(UndoGroup.None); renderer.SetCrosshairBusy(true); General.Interface.RedrawDisplay(); GetTargetEventReceiver(false).OnTextureAlign(true, true); UpdateChangedObjects(); renderer.SetCrosshairBusy(false); PostAction(); } [BeginAction("visualautoalignx")] public void TextureAutoAlignX() { PreAction(UndoGroup.None); renderer.SetCrosshairBusy(true); General.Interface.RedrawDisplay(); GetTargetEventReceiver(false).OnTextureAlign(true, false); UpdateChangedObjects(); renderer.SetCrosshairBusy(false); PostAction(); } [BeginAction("visualautoaligny")] public void TextureAutoAlignY() { PreAction(UndoGroup.None); renderer.SetCrosshairBusy(true); General.Interface.RedrawDisplay(); GetTargetEventReceiver(false).OnTextureAlign(false, true); UpdateChangedObjects(); renderer.SetCrosshairBusy(false); PostAction(); } //mxd [BeginAction("visualautoaligntoselection")] public void TextureAlignToSelected() { PreAction(UndoGroup.None); renderer.SetCrosshairBusy(true); General.Interface.RedrawDisplay(); AutoAlignTexturesToSelected(true, true); UpdateChangedObjects(); renderer.SetCrosshairBusy(false); PostAction(); } //mxd [BeginAction("visualautoaligntoselectionx")] public void TextureAlignToSelectedX() { PreAction(UndoGroup.None); renderer.SetCrosshairBusy(true); General.Interface.RedrawDisplay(); AutoAlignTexturesToSelected(true, false); UpdateChangedObjects(); renderer.SetCrosshairBusy(false); PostAction(); } //mxd [BeginAction("visualautoaligntoselectiony")] public void TextureAlignToSelectedY() { PreAction(UndoGroup.None); renderer.SetCrosshairBusy(true); General.Interface.RedrawDisplay(); AutoAlignTexturesToSelected(false, true); UpdateChangedObjects(); renderer.SetCrosshairBusy(false); PostAction(); } //mxd private void AutoAlignTexturesToSelected(bool alignX, bool alignY) { string rest; if(alignX && alignY) rest = "(X and Y)"; else if(alignX) rest = "(X)"; else rest = "(Y)"; CreateUndo("Auto-align textures to selected sidedefs " + rest); SetActionResult("Auto-aligned textures to selected sidedefs " + rest + "."); // Clear all marks, this will align everything it can General.Map.Map.ClearMarkedSidedefs(false); //get selection List objs = GetSelectedObjects(false, true, false, false, false); //align foreach(IVisualEventReceiver i in objs) { BaseVisualGeometrySidedef side = (BaseVisualGeometrySidedef)i; // Make sure the texture is loaded (we need the texture size) if(!side.Texture.IsImageLoaded) side.Texture.LoadImageNow(); //Align textures AutoAlignTextures(side, side.Texture, alignX, alignY, false, false); // Get the changed sidedefs List changes = General.Map.Map.GetMarkedSidedefs(true); foreach(Sidedef sd in changes) { // Update the parts for this sidedef! if(VisualSectorExists(sd.Sector)) { BaseVisualSector vs = (BaseVisualSector)GetVisualSector(sd.Sector); VisualSidedefParts parts = vs.GetSidedefParts(sd); parts.SetupAllParts(); } } } } //mxd [BeginAction("visualfittextures")] private void FitTextures() { PreAction(UndoGroup.None); // Get selection List objs = GetSelectedObjects(false, true, false, false, false); List sides = new List(); foreach(IVisualEventReceiver i in objs) { BaseVisualGeometrySidedef side = (BaseVisualGeometrySidedef)i; if(side != null) sides.Add(side); } if(sides.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "Fit Textures action requires selected sidedefs."); return; } // Show form FitTexturesForm form = new FitTexturesForm(); // Undo changes? if(form.Setup(sides) && form.ShowDialog((Form)General.Interface) == DialogResult.Cancel) General.Map.UndoRedo.WithdrawUndo(); PostAction(); } [BeginAction("toggleupperunpegged")] public void ToggleUpperUnpegged() { PreAction(UndoGroup.None); GetTargetEventReceiver(false).OnToggleUpperUnpegged(); PostAction(); } [BeginAction("togglelowerunpegged")] public void ToggleLowerUnpegged() { PreAction(UndoGroup.None); GetTargetEventReceiver(false).OnToggleLowerUnpegged(); PostAction(); } [BeginAction("togglegravity")] public void ToggleGravity() { BuilderPlug.Me.UseGravity = !BuilderPlug.Me.UseGravity; string shortmessage = "Gravity is now " + (BuilderPlug.Me.UseGravity ? "ON" : "OFF") + "."; string message = shortmessage; string key = Actions.Action.GetShortcutKeyDesc(General.Actions.Current.ShortcutKey); if (!string.IsNullOrEmpty(key)) message += $" Press '{key}' to toggle."; General.ToastManager.ShowToast("togglegravity", ToastType.INFO, "Changed gravity", message, new StatusInfo(StatusType.Action, shortmessage)); } [BeginAction("resettexture")] public void ResetTexture() { PreAction(UndoGroup.None); List objs = GetSelectedObjects(true, true, true, false, false); foreach(IVisualEventReceiver i in objs) i.OnResetTextureOffset(); PostAction(); } [BeginAction("resettextureudmf")] public void ResetLocalOffsets() { PreAction(UndoGroup.None); List objs = GetSelectedObjects(true, true, true, false, false); foreach(IVisualEventReceiver i in objs) i.OnResetLocalTextureOffset(); PostAction(); } [BeginAction("floodfilltextures")] public void FloodfillTextures() { PreAction(UndoGroup.None); GetTargetEventReceiver(false).OnTextureFloodfill(); PostAction(); } [BeginAction("texturecopyoffsets")] public void TextureCopyOffsets() { PreActionNoChange(); GetTargetEventReceiver(true).OnCopyTextureOffsets(); //mxd PostAction(); } [BeginAction("texturepasteoffsets")] public void TexturePasteOffsets() { PreAction(UndoGroup.None); List objs = GetSelectedObjects(true, true, false, false, false); foreach(IVisualEventReceiver i in objs) i.OnPasteTextureOffsets(); PostAction(); } [BeginAction("copyproperties")] public void CopyProperties() { PreActionNoChange(); GetTargetEventReceiver(true).OnCopyProperties(); //mxd PostAction(); } [BeginAction("pasteproperties")] public void PasteProperties() { PreAction(UndoGroup.None); List objs = GetSelectedObjects(true, true, true, true, false); foreach(IVisualEventReceiver i in objs) i.OnPasteProperties(false); PostAction(); } //mxd [BeginAction("pastepropertieswithoptions")] public void PastePropertiesWithOptions() { // Which options to show? HashSet added; var targettypes = new List(); var selection = new List(); // Sectors selected? var obj = GetSelectedObjects(true, false, false, false, false); if(obj.Count > 0) { targettypes.Add(MapElementType.SECTOR); // Don't add duplicates added = new HashSet(); foreach(IVisualEventReceiver receiver in obj) { VisualGeometry vg = (VisualGeometry)receiver; if(vg != null && !added.Contains(vg.Sector.GetHashCode())) { selection.Add(receiver); added.Add(vg.Sector.GetHashCode()); } } } // Sidedefs selected? obj = GetSelectedObjects(false, true, false, false, false); if(obj.Count > 0) { targettypes.Add(MapElementType.SIDEDEF); // Don't add duplicates added = new HashSet(); foreach(IVisualEventReceiver receiver in obj) { VisualGeometry vg = (VisualGeometry)receiver; if(vg != null && !added.Contains(vg.Sidedef.Line.GetHashCode())) { selection.Add(receiver); added.Add(vg.Sidedef.Line.GetHashCode()); } } } // Things selected? obj = GetSelectedObjects(false, false, true, false, false); if(obj.Count > 0) { targettypes.Add(MapElementType.THING); // Don't add duplicates added = new HashSet(); foreach(IVisualEventReceiver receiver in obj) { VisualThing vt = (VisualThing)receiver; if(vt != null && !added.Contains(vt.Thing.GetHashCode())) { selection.Add(receiver); added.Add(vt.Thing.GetHashCode()); } } } // Vertices selected? obj = GetSelectedObjects(false, false, false, true, false); if(obj.Count > 0) { targettypes.Add(MapElementType.VERTEX); // Don't add duplicates added = new HashSet(); foreach(IVisualEventReceiver receiver in obj) { VisualVertex vv = (VisualVertex)receiver; if(vv != null && !added.Contains(vv.Vertex.GetHashCode())) { selection.Add(receiver); added.Add(vv.Vertex.GetHashCode()); } } } // Anything selected? if(selection.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "This action requires highlight or selection!"); return; } // Show the form PastePropertiesOptionsForm form = new PastePropertiesOptionsForm(); if(form.Setup(targettypes) && form.ShowDialog(General.Interface) == DialogResult.OK) { // Paste properties PreAction(UndoGroup.None); foreach(IVisualEventReceiver i in selection)i.OnPasteProperties(true); PostAction(); } } //mxd. now we can insert things in Visual modes [BeginAction("insertitem", BaseAction = true)] public void InsertThing() { Vector2D hitpos = GetHitPosition(); if(!hitpos.IsFinite()) { General.Interface.DisplayStatus(StatusType.Warning, "Cannot insert thing here!"); return; } ClearSelection(); PreActionNoChange(); General.Map.UndoRedo.ClearAllRedos(); General.Map.UndoRedo.CreateUndo("Insert thing"); Thing t = CreateThing(new Vector2D(hitpos.x, hitpos.y)); if(t == null) { General.Map.UndoRedo.WithdrawUndo(); return; } // Edit the thing? if(BuilderPlug.Me.EditNewThing) General.Interface.ShowEditThings(new List { t }); //add thing to blockmap blockmap.AddThing(t); General.Interface.DisplayStatus(StatusType.Action, "Inserted a new thing."); PostAction(); } //mxd [BeginAction("deleteitem", BaseAction = true)] public void Delete() { PreAction(UndoGroup.None); List objs = GetSelectedObjects(true, true, true, true, false); foreach (IVisualEventReceiver i in objs) { if (i is BaseVisualThing) { visiblethings.Remove((BaseVisualThing)i); // [ZZ] if any allthings.Remove(((BaseVisualThing)i).Thing); } i.OnDelete(); } PostAction(); ClearSelection(); } //mxd [BeginAction("copyselection", BaseAction = true)] public void CopySelection() { List objs = GetSelectedObjects(false, false, true, false, false); if(objs.Count == 0) return; copybuffer.Clear(); foreach(IVisualEventReceiver i in objs) { VisualThing vt = (VisualThing)i; if(vt != null) copybuffer.Add(new ThingCopyData(vt.Thing)); } string rest = copybuffer.Count + (copybuffer.Count > 1 ? " things." : " thing."); General.Interface.DisplayStatus(StatusType.Info, "Copied " + rest); } //mxd [BeginAction("cutselection", BaseAction = true)] public void CutSelection() { CopySelection(); //Create undo string rest = copybuffer.Count + (copybuffer.Count > 1 ? " things." : " thing."); CreateUndo("Cut " + rest); General.Interface.DisplayStatus(StatusType.Info, "Cut " + rest); List objs = GetSelectedObjects(false, false, true, false, false); foreach(IVisualEventReceiver i in objs) { BaseVisualThing thing = (BaseVisualThing)i; visiblethings.Remove(thing); // [ZZ] if any thing.Thing.Fields.BeforeFieldsChange(); thing.Thing.Dispose(); thing.Dispose(); } General.Map.IsChanged = true; General.Map.ThingsFilter.Update(); // [ZZ] Clear selected things. ClearSelection(false, false, true, false, false, false); // Update event lines renderer.SetEventLines(LinksCollector.GetHelperShapes(General.Map.ThingsFilter.VisibleThings, blockmap)); } //mxd. We'll just use currently selected objects [BeginAction("pasteselection", BaseAction = true)] public void PasteSelection() { if(copybuffer.Count == 0) { TexturePaste(); // I guess we may paste a texture or two instead return; } Vector2D hitpos = GetHitPosition(); if(!hitpos.IsFinite()) { General.Interface.DisplayStatus(StatusType.Warning, "Cannot paste here!"); return; } string rest = copybuffer.Count + (copybuffer.Count > 1 ? " things." : " thing."); General.Map.UndoRedo.CreateUndo("Paste " + rest); General.Interface.DisplayStatus(StatusType.Info, "Pasted " + rest); PreActionNoChange(); ClearSelection(); //get translated positions Vector3D[] coords = new Vector3D[copybuffer.Count]; for(int i = 0; i < copybuffer.Count; i++ ) coords[i] = copybuffer[i].Position; Vector3D[] translatedCoords = TranslateCoordinates(coords, hitpos, true); //create things from copyBuffer for(int i = 0; i < copybuffer.Count; i++) { Thing t = CreateThing(new Vector2D()); if(t != null) { copybuffer[i].ApplyTo(t); t.Move(translatedCoords[i]); //add thing to blockmap blockmap.AddThing(t); } } General.Map.IsChanged = true; General.Map.ThingsFilter.Update(); PostAction(); } //mxd. Rotate clockwise [BeginAction("rotateclockwise")] public void RotateCW() { RotateThingsAndTextures(General.Map.Config.DoomThingRotationAngles ? 45 : 5, 5); } //mxd. Rotate counterclockwise [BeginAction("rotatecounterclockwise")] public void RotateCCW() { RotateThingsAndTextures(General.Map.Config.DoomThingRotationAngles ? -45 : -5, - 5); } //mxd private void RotateThingsAndTextures(int thingangleincrement, int textureangleincrement) { PreAction(UndoGroup.ThingAngleChange); List selection = GetSelectedObjects(true, false, true, false, false); if(selection.Count == 0) return; foreach(IVisualEventReceiver obj in selection) { if(obj is BaseVisualThing) { BaseVisualThing t = (BaseVisualThing)obj; int newangle = t.Thing.AngleDoom + thingangleincrement; if(General.Map.Config.DoomThingRotationAngles) newangle = newangle / 45 * 45; t.SetAngle(General.ClampAngle(newangle)); // Visual sectors may be affected by this thing... if(thingdata.ContainsKey(t.Thing)) { // Update what must be updated ThingData td = GetThingData(t.Thing); foreach(KeyValuePair s in td.UpdateAlso) { if(VisualSectorExists(s.Key)) { BaseVisualSector vs = (BaseVisualSector)GetVisualSector(s.Key); vs.UpdateSectorGeometry(s.Value); } } } } else if(obj is VisualFloor) { VisualFloor vf = (VisualFloor)obj; vf.OnChangeTextureRotation(General.ClampAngle(vf.GetControlSector().Fields.GetValue("rotationfloor", 0.0) + textureangleincrement)); } else if(obj is VisualCeiling) { VisualCeiling vc = (VisualCeiling)obj; vc.OnChangeTextureRotation(General.ClampAngle(vc.GetControlSector().Fields.GetValue("rotationceiling", 0.0) + textureangleincrement)); } } PostAction(); } //mxd. Change pitch clockwise [BeginAction("pitchclockwise")] public void PitchCW() { ChangeThingsPitch(-5); } //mxd. Change pitch counterclockwise [BeginAction("pitchcounterclockwise")] public void PitchCCW() { ChangeThingsPitch(5); } //mxd private void ChangeThingsPitch(int increment) { PreAction(UndoGroup.ThingPitchChange); List selection = GetSelectedObjects(false, false, true, false, false); if(selection.Count == 0) return; foreach(IVisualEventReceiver obj in selection) { BaseVisualThing t = (BaseVisualThing)obj; if(t != null) t.SetPitch(General.ClampAngle(t.Thing.Pitch + increment)); } PostAction(); } //mxd. Change pitch clockwise [BeginAction("rollclockwise")] public void RollCW() { ChangeThingsRoll(-5); } //mxd. Change pitch counterclockwise [BeginAction("rollcounterclockwise")] public void RollCCW() { ChangeThingsRoll(5); } //mxd private void ChangeThingsRoll(int increment) { PreAction(UndoGroup.ThingRollChange); List selection = GetSelectedObjects(false, false, true, false, false); if(selection.Count == 0) return; foreach(IVisualEventReceiver obj in selection) { BaseVisualThing t = (BaseVisualThing)obj; if(t != null) t.SetRoll(General.ClampAngle(t.Thing.Roll + increment)); } PostAction(); } //mxd [BeginAction("gztoggleenhancedrendering", BaseAction = true)] public void ToggleEnhancedRendering() { // Actual toggling is done in MainForm.ToggleEnhancedRendering(), so we only need to update the view here RebuildElementData(); UpdateChangedObjects(); } //mxd [BeginAction("thingaligntowall")] public void AlignThingsToWall() { List visualThings = GetSelectedVisualThings(true); if(visualThings.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "This action requires selected Things!"); return; } List things = new List(); foreach(VisualThing vt in visualThings) things.Add(vt.Thing); // Make undo if(things.Count > 1) { General.Map.UndoRedo.CreateUndo("Align " + things.Count + " things"); General.Interface.DisplayStatus(StatusType.Action, "Aligned " + things.Count + " things."); } else { General.Map.UndoRedo.CreateUndo("Align thing"); General.Interface.DisplayStatus(StatusType.Action, "Aligned a thing."); } //align things foreach(Thing t in things) { HashSet excludedLines = new HashSet(); bool aligned; do { Linedef l = General.Map.Map.NearestLinedef(t.Position, excludedLines); aligned = Tools.TryAlignThingToLine(t, l); if(!aligned) { excludedLines.Add(l); if(excludedLines.Count == General.Map.Map.Linedefs.Count) { ThingTypeInfo tti = General.Map.Data.GetThingInfo(t.Type); General.ErrorLogger.Add(ErrorType.Warning, "Unable to align " + tti.Title + " (index " + t.Index + ") to any linedef!"); aligned = true; } } } while(!aligned); } //apply changes to Visual Things for(int i = 0; i < visualThings.Count; i++) { BaseVisualThing t = (BaseVisualThing)visualThings[i]; t.Changed = true; // Update what must be updated ThingData td = GetThingData(t.Thing); foreach(KeyValuePair s in td.UpdateAlso) { if(VisualSectorExists(s.Key)) { BaseVisualSector vs = (BaseVisualSector)GetVisualSector(s.Key); vs.UpdateSectorGeometry(s.Value); } } } UpdateChangedObjects(); ShowTargetInfo(); } //mxd [BeginAction("lookthroughthing")] public void LookThroughThing() { List visualThings = GetSelectedVisualThings(true); if(visualThings.Count != 1) { General.Interface.DisplayStatus(StatusType.Warning, "Look Through Selection action requires 1 selected Thing!"); return; } //set position and angles Thing t = visualThings[0].Thing; if((t.Type == 9072 || t.Type == 9073) && t.Args[3] > 0) //AimingCamera or MovingCamera with target? { //position if(t.Type == 9072 && (t.Args[0] > 0 || t.Args[1] > 0)) //positon MovingCamera at targeted interpolation point { int ipTag = t.Args[0] + (t.Args[1] << 8); Thing ip = null; //find interpolation point foreach(Thing tgt in General.Map.Map.Things) { if(tgt.Tag == ipTag && tgt.Type == 9070) { ip = tgt; break; } } if(ip != null) { VisualThing vTarget = !VisualThingExists(ip) ? CreateVisualThing(ip) : GetVisualThing(ip); Vector3D targetPos; if(vTarget == null) { targetPos = ip.Position; if(ip.Sector != null) targetPos.z += ip.Sector.FloorHeight; } else { targetPos = vTarget.CenterV3D; } General.Map.VisualCamera.Position = targetPos; //position at interpolation point } else { General.Map.VisualCamera.Position = visualThings[0].CenterV3D; //position at camera } } else { General.Map.VisualCamera.Position = visualThings[0].CenterV3D; //position at camera } //angle Thing target = null; foreach(Thing tgt in General.Map.Map.Things) { if(tgt.Tag == t.Args[3]) { target = tgt; break; } } if(target == null) { General.Interface.DisplayStatus(StatusType.Warning, "Camera target with Tag " + t.Args[3] + " does not exist!"); General.Map.VisualCamera.AngleXY = t.Angle - Angle2D.PI; General.Map.VisualCamera.AngleZ = Angle2D.PI; } else { VisualThing vTarget = !VisualThingExists(target) ? CreateVisualThing(target) : GetVisualThing(target); Vector3D targetPos; if(vTarget == null) { targetPos = target.Position; if(target.Sector != null) targetPos.z += target.Sector.FloorHeight; } else { targetPos = vTarget.CenterV3D; } bool pitch = (t.Args[2] & 4) != 0; Vector3D delta = General.Map.VisualCamera.Position - targetPos; General.Map.VisualCamera.AngleXY = delta.GetAngleXY(); General.Map.VisualCamera.AngleZ = pitch ? -delta.GetAngleZ() : Angle2D.PI; } } else if((t.Type == 9025 || t.Type == 9073 || t.Type == 9070) && t.Args[0] != 0) //InterpolationPoint, SecurityCamera or AimingCamera with pitch? { General.Map.VisualCamera.Position = visualThings[0].CenterV3D; //position at camera General.Map.VisualCamera.AngleXY = t.Angle - Angle2D.PI; General.Map.VisualCamera.AngleZ = Angle2D.PI + Angle2D.DegToRad(t.Args[0]); } else //nope, just a generic thing { General.Map.VisualCamera.Position = visualThings[0].CenterV3D; //position at thing General.Map.VisualCamera.AngleXY = t.Angle - Angle2D.PI; General.Map.VisualCamera.AngleZ = Angle2D.PI; } } //mxd [BeginAction("toggleslope")] public void ToggleSlope() { List selection = GetSelectedSurfaces(); if(selection.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "Toggle Slope action requires selected surfaces!"); return; } List toUpdate = new List(); General.Map.UndoRedo.CreateUndo("Toggle Slope"); //check selection foreach(VisualGeometry vg in selection) { bool update = false; //assign/remove action if(vg.GeometryType == VisualGeometryType.WALL_LOWER) { if(vg.Sidedef.Line.Action == 0 || (vg.Sidedef.Line.Action == 181 && vg.Sidedef.Line.Args[0] == 0)) { //check if the sector already has floor slopes foreach(Sidedef side in vg.Sidedef.Sector.Sidedefs) { if(side == vg.Sidedef || side.Line.Action != 181) continue; int arg = (side == side.Line.Front ? 1 : 2); if(side.Line.Args[0] == arg) { //if only floor is affected, remove action if(side.Line.Args[1] == 0) side.Line.Action = 0; else //clear floor alignment side.Line.Args[0] = 0; } } //set action vg.Sidedef.Line.Action = 181; vg.Sidedef.Line.Args[0] = (vg.Sidedef == vg.Sidedef.Line.Front ? 1 : 2); update = true; } } else if(vg.GeometryType == VisualGeometryType.WALL_UPPER) { if(vg.Sidedef.Line.Action == 0 || (vg.Sidedef.Line.Action == 181 && vg.Sidedef.Line.Args[1] == 0)) { //check if the sector already has ceiling slopes foreach(Sidedef side in vg.Sidedef.Sector.Sidedefs) { if(side == vg.Sidedef || side.Line.Action != 181) continue; int arg = (side == side.Line.Front ? 1 : 2); if(side.Line.Args[1] == arg) { //if only ceiling is affected, remove action if(side.Line.Args[0] == 0) side.Line.Action = 0; else //clear ceiling alignment side.Line.Args[1] = 0; } } //set action vg.Sidedef.Line.Action = 181; vg.Sidedef.Line.Args[1] = (vg.Sidedef == vg.Sidedef.Line.Front ? 1 : 2); update = true; } } else if(vg.GeometryType == VisualGeometryType.CEILING) { //check if the sector has ceiling slopes foreach(Sidedef side in vg.Sector.Sector.Sidedefs) { if(side.Line.Action != 181) continue; int arg = (side == side.Line.Front ? 1 : 2); if(side.Line.Args[1] == arg) { //if only ceiling is affected, remove action if(side.Line.Args[0] == 0) side.Line.Action = 0; else //clear ceiling alignment side.Line.Args[1] = 0; update = true; } } } else if(vg.GeometryType == VisualGeometryType.FLOOR) { //check if the sector has floor slopes foreach(Sidedef side in vg.Sector.Sector.Sidedefs) { if(side.Line.Action != 181) continue; int arg = (side == side.Line.Front ? 1 : 2); if(side.Line.Args[0] == arg) { //if only floor is affected, remove action if(side.Line.Args[1] == 0) side.Line.Action = 0; else //clear floor alignment side.Line.Args[0] = 0; update = true; } } } //add to update list if(update) toUpdate.Add((BaseVisualSector)vg.Sector); } //update changed geometry if(toUpdate.Count > 0) { RebuildElementData(); foreach(BaseVisualSector vs in toUpdate) vs.UpdateSectorGeometry(true); UpdateChangedObjects(); ClearSelection(); ShowTargetInfo(); } General.Interface.DisplayStatus(StatusType.Action, "Toggled Slope for " + toUpdate.Count + (toUpdate.Count == 1 ? " surface." : " surfaces.")); } //mxd [BeginAction("alphabasedtexturehighlighting")] public void ToggleAlphaBasedTextureHighlighting() { BuilderPlug.Me.AlphaBasedTextureHighlighting = !BuilderPlug.Me.AlphaBasedTextureHighlighting; General.Interface.DisplayStatus(StatusType.Info, "Alpha-based textures highlighting is " + (BuilderPlug.Me.AlphaBasedTextureHighlighting ? "ENABLED" : "DISABLED")); } // biwa [BeginAction("visualpaintselect")] protected virtual void OnPaintSelectBegin() { paintselectpressed = true; GetTargetEventReceiver(true).OnPaintSelectBegin(); } // biwa [EndAction("visualpaintselect")] protected virtual void OnPaintSelectEnd() { paintselectpressed = false; paintselecttype = null; GetTargetEventReceiver(true).OnPaintSelectEnd(); } [BeginAction("togglevisualslopepicking")] public void ToggleVisualSidedefSlopePicking() { if (!General.Map.UDMF) { General.ToastManager.ShowToast(ToastMessages.VISUALSLOPING, ToastType.WARNING, "Visual sloping", "Visual sloping is supported in UDMF only."); return; } else if(!General.Map.Config.PlaneEquationSupport) { General.ToastManager.ShowToast(ToastMessages.VISUALSLOPING, ToastType.WARNING, "Visual sloping", "Visual sloping is not supported in this game configuration."); return; } if (pickingmode != PickingMode.SidedefSlopeHandles) pickingmode = PickingMode.SidedefSlopeHandles; else { pickingmode = PickingMode.Default; // Clear smart pivot handles, otherwise it will keep being displayed foreach (KeyValuePair> kvp in allslopehandles) foreach (VisualSlope checkhandle in kvp.Value) if (checkhandle.SmartPivot && !(checkhandle.Selected || checkhandle.Pivot)) { checkhandle.SmartPivot = false; usedslopehandles.Remove(checkhandle); } } } [BeginAction("togglevisualvertexslopepicking")] public void ToggleVisualVertexSlopePicking() { if (!General.Map.UDMF) { General.ToastManager.ShowToast(ToastMessages.VISUALSLOPING, ToastType.WARNING, "Visual sloping", "Visual sloping is supported in UDMF only."); return; } else if (!General.Map.Config.PlaneEquationSupport) { General.ToastManager.ShowToast(ToastMessages.VISUALSLOPING, ToastType.WARNING, "Visual sloping", "Visual sloping is not supported in this game configuration."); return; } if (pickingmode != PickingMode.VertexSlopeHandles) pickingmode = PickingMode.VertexSlopeHandles; else { pickingmode = PickingMode.Default; // Clear smart pivot handles, otherwise it will keep being displayed foreach (KeyValuePair> kvp in allslopehandles) foreach (VisualSlope checkhandle in kvp.Value) if (checkhandle.SmartPivot && !(checkhandle.Selected || checkhandle.Pivot)) { checkhandle.SmartPivot = false; usedslopehandles.Remove(checkhandle); } } } [BeginAction("togglevisualvertexslopeadjacentselection")] public void ToggleVisualVertexSlopeAdjacentSelection() { if (!General.Map.UDMF) { General.ToastManager.ShowToast(ToastMessages.VISUALSLOPING, ToastType.WARNING, "Visual sloping", "Visual sloping is not supported in this game configuration."); return; } else if (!General.Map.Config.PlaneEquationSupport) { General.ToastManager.ShowToast(ToastMessages.VISUALSLOPING, ToastType.WARNING, "Visual sloping", "Visual sloping is not supported in this game configuration."); return; } BuilderPlug.Me.SelectAdjacentVisualVertexSlopeHandles = !BuilderPlug.Me.SelectAdjacentVisualVertexSlopeHandles; General.Interface.DisplayStatus(StatusType.Action, "Adjacant selection of visual vertex slop handles is " + (BuilderPlug.Me.SelectAdjacentVisualVertexSlopeHandles ? "ENABLED" : "DISABLED")); } [BeginAction("resetslope")] public void ResetSlope() { List selectedsectors = GetSelectedObjects(true, false, false, false, false); if (selectedsectors.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "You need to select at least one floor or ceiling to reset slope."); return; } General.Map.UndoRedo.CreateUndo("Reset plane slope"); int numfloors = 0; int numceilings = 0; // Reset slope foreach (BaseVisualGeometrySector bvgs in selectedsectors) { SectorLevel level = bvgs.Level; bool applytoceiling = false; if (level.extrafloor) { // The top side of 3D floors is the ceiling of the sector, but it's a "floor" in UDB, so the // ceiling of the control sector has to be modified if (level.type == SectorLevelType.Floor) applytoceiling = true; } else { if (level.type == SectorLevelType.Ceiling) applytoceiling = true; } if (applytoceiling) { // Set the ceiling height to something hopefully sensible // biwa. Do not reset to the z position of the plane of the center of the sector anymore, since // that will result in pretty crazy values of 3D floor control sectors //level.sector.CeilHeight = (int)Math.Round(level.plane.GetZ(level.sector.BBox.X + level.sector.BBox.Width / 2, level.sector.BBox.Y + level.sector.BBox.Height / 2)); level.sector.CeilSlopeOffset = double.NaN; level.sector.CeilSlope = new Vector3D(); numceilings++; } else { // Set the floor height to something hopefully sensible // biwa. Do not reset to the z position of the plane of the center of the sector anymore, since // that will result in pretty crazy values of 3D floor control sectors //level.sector.FloorHeight = (int)Math.Round(level.plane.GetZ(level.sector.BBox.X + level.sector.BBox.Width / 2, level.sector.BBox.Y + level.sector.BBox.Height / 2)); level.sector.FloorSlopeOffset = double.NaN; level.sector.FloorSlope = new Vector3D(); numfloors++; } // Rebuild sector BaseVisualSector vs; if (VisualSectorExists(level.sector)) { vs = (BaseVisualSector)GetVisualSector(level.sector); } else { vs = CreateBaseVisualSector(level.sector); } if (vs != null) vs.UpdateSectorGeometry(true); } string ptype = "plane"; if (numfloors == 0) ptype = "ceiling"; else if (numceilings == 0) ptype = "floor"; UpdateChangedObjects(); General.Interface.DisplayStatus(StatusType.Action, string.Format("{1} {0} slopes reset.", ptype, numfloors+numceilings)); } [BeginAction("slopebetweenhandles")] public void SlopeBetweenHandles() { List selectedsectors = GetSelectedObjects(true, false, false, false, false); if (selectedsectors.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "You need to select floors or ceilings to slope between slope handles."); return; } List handles = GetSlopeHandlePair(); if (handles.Count != 2) { General.Interface.DisplayStatus(StatusType.Warning, "You need to select exactly two slope handles."); return; } General.Map.UndoRedo.CreateUndo("Slope between slope handles"); // Create the new plane Vector3D p1 = new Vector3D(handles[0].Sidedef.Line.Start.Position, handles[0].Level.plane.GetZ(handles[0].Sidedef.Line.Start.Position)); Vector3D p2 = new Vector3D(handles[0].Sidedef.Line.End.Position, handles[0].Level.plane.GetZ(handles[0].Sidedef.Line.End.Position)); Vector3D p3 = new Vector3D(handles[1].Sidedef.Line.Line.GetCoordinatesAt(0.5f), handles[1].Level.plane.GetZ(handles[1].Sidedef.Line.Line.GetCoordinatesAt(0.5f))); Plane plane = new Plane(p1, p2, p3, true); // Apply slope foreach (BaseVisualGeometrySector bvgs in selectedsectors) { VisualSidedefSlope.ApplySlope(bvgs.Level, plane, this); bvgs.Sector.UpdateSectorGeometry(true); } UpdateChangedObjects(); General.Interface.DisplayStatus(StatusType.Action, "Sloped between slope handles."); } /// /// Applies plane equation slopes to selected sectors, based on the selected slope handles /// [BeginAction("archbetweenhandles")] public void ArchBetweenHandles() { List selectedsectors = GetSelectedObjects(true, false, false, false, false); if (selectedsectors.Count < 2) { General.Interface.DisplayStatus(StatusType.Warning, "You need to select at least two floors and ceilings to slope arch between slope handles."); return; } List handles = GetSlopeHandlePair(); if (handles.Count != 2) { General.Interface.DisplayStatus(StatusType.Warning, "You need to select exactly two slope handles."); return; } General.Map.UndoRedo.CreateUndo("Arch between slope handles"); Vector3D p1 = handles[0].GetCenterPoint(); Vector3D p2 = handles[1].GetCenterPoint(); double linelength = Line2D.GetLength(p2.x - p1.x, p2.y - p1.y); double zdiff = Math.Abs(p1.z - p2.z); double theta; double offsetangle; // Compute theta and the offset angle. Special handling if the slope handles are at the same height if (zdiff == 0.0) { theta = Math.PI; offsetangle = 0.0; } else { theta = Math.Atan(zdiff / linelength) * 2; offsetangle = Math.PI / 2.0; if (p2.z < p1.z) offsetangle -= theta; } SlopeArcher sa = new SlopeArcher(this, selectedsectors, handles[0], handles[1], theta, offsetangle, 1.0); SlopeArchForm saf = new SlopeArchForm(sa); saf.UpdateChangedObjects += Interface_OnUpdateChangedObjects; DialogResult result = saf.ShowDialog(); saf.UpdateChangedObjects -= Interface_OnUpdateChangedObjects; if (result == DialogResult.Cancel) General.Map.UndoRedo.WithdrawUndo(); else { UpdateChangedObjects(); General.Interface.DisplayStatus(StatusType.Action, "Arched between slope handles."); } } /// /// Applies the Visual Mode's current camera pitch and yaw to the selected things /// [BeginAction("applycamerarotationtothings")] public void ApplyCameraRotationToThings() { List things = GetSelectedThings(); if(things.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "Can't apply camera rotation to things: no things selected."); return; } General.Map.UndoRedo.CreateUndo("Apply camera rotation to things"); foreach (Thing t in things) { t.Rotate(General.Map.VisualCamera.AngleXY - Angle2D.PI); t.SetPitch((int)Angle2D.RadToDeg(General.Map.VisualCamera.AngleZ - Angle2D.PI)); ((BaseVisualThing)allthings[t]).Rebuild(); } } #endregion #region ================== Texture Alignment //mxd. If checkSelectedSidedefParts is set to true, only selected linedef parts will be aligned (when a sidedef has both top and bottom parts, but only bottom is selected, top texture won't be aligned) internal void AutoAlignTextures(BaseVisualGeometrySidedef start, ImageData texture, bool alignx, bool aligny, bool resetsidemarks, bool checkSelectedSidedefParts) { if(General.Map.UDMF && General.Map.Config.UseLocalSidedefTextureOffsets) AutoAlignTexturesUDMF(start, texture, alignx, aligny, resetsidemarks, checkSelectedSidedefParts); else AutoAlignTextures(start, texture, alignx, aligny, resetsidemarks); } //mxd. Moved here from Tools // This performs texture alignment along all walls that match with the same texture // NOTE: This method uses the sidedefs marking to indicate which sides have been aligned // When resetsidemarks is set to true, all sidedefs will first be marked false (not aligned). // Setting resetsidemarks to false is usefull to align only within a specific selection // (set the marked property to true for the sidedefs outside the selection) private void AutoAlignTextures(BaseVisualGeometrySidedef start, ImageData texture, bool alignx, bool aligny, bool resetsidemarks) { Stack todo = new Stack(50); double scalex = (General.Map.Config.ScaledTextureOffsets && !texture.WorldPanning) ? texture.Scale.x : 1.0f; double scaley = (General.Map.Config.ScaledTextureOffsets && !texture.WorldPanning) ? texture.Scale.y : 1.0f; // Mark all sidedefs false (they will be marked true when the texture is aligned). if(resetsidemarks) General.Map.Map.ClearMarkedSidedefs(false); // Begin with first sidedef SidedefAlignJob first = new SidedefAlignJob(); first.sidedef = start.Sidedef; first.offsetx = start.Sidedef.OffsetX; int ystartalign = start.Sidedef.OffsetY; //mxd //mxd if(start.GeometryType == VisualGeometryType.WALL_MIDDLE_3D) { first.controlSide = start.GetControlLinedef().Front; first.offsetx += first.controlSide.OffsetX; ystartalign += first.controlSide.OffsetY; } else { first.controlSide = start.Sidedef; } // We potentially need to deal with 2 textures (because of long and short texture names). This is even important // for classic texture alignments, since for example Eternity Engine doesn't support local sidedef texture offsets, // but full texture names from a /textures directory HashSet texturehashes = new HashSet { texture.LongName }; switch (start.GeometryType) { case VisualGeometryType.WALL_LOWER: texturehashes.Add(first.controlSide.LongLowTexture); break; case VisualGeometryType.WALL_MIDDLE: case VisualGeometryType.WALL_MIDDLE_3D: texturehashes.Add(first.controlSide.LongMiddleTexture); break; case VisualGeometryType.WALL_UPPER: texturehashes.Add(first.controlSide.LongHighTexture); break; } first.forward = true; todo.Push(first); // Continue until nothing more to align while(todo.Count > 0) { // Get the align job to do SidedefAlignJob j = todo.Pop(); // Make sure to not align already aligned textures. This prevents unexpected // results when aligning textures on circular shapes if (j.sidedef.Marked) continue; if(j.forward) { // Apply alignment if(alignx) j.controlSide.OffsetX = (int)j.offsetx; if(aligny) j.sidedef.OffsetY = (int)Math.Round((first.ceilingHeight - j.ceilingHeight) / scaley) + ystartalign; int forwardoffset = (int)j.offsetx + (int)Math.Round(j.sidedef.Line.Length / scalex); int backwardoffset = (int)j.offsetx; j.sidedef.Marked = true; // Wrap the value within the width of the texture (to prevent ridiculous values) // NOTE: We don't use ScaledWidth here because the texture offset is in pixels, not mappixels if(texture.IsImageLoaded && BuilderModesTools.SidedefTextureMatch(this, j.sidedef, texturehashes)) { if(alignx) j.sidedef.OffsetX %= texture.Width; if(aligny) j.sidedef.OffsetY %= texture.Height; } // Add sidedefs backward (connected to the left vertex) Vertex v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End; AddSidedefsForAlignment(todo, v, false, backwardoffset, 1.0f, texturehashes, false); // Add sidedefs forward (connected to the right vertex) v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start; AddSidedefsForAlignment(todo, v, true, forwardoffset, 1.0f, texturehashes, false); } else { // Apply alignment if(alignx) j.controlSide.OffsetX = (int)j.offsetx - (int)Math.Round(j.sidedef.Line.Length / scalex); if(aligny) j.sidedef.OffsetY = (int)Math.Round((first.ceilingHeight - j.ceilingHeight) / scaley) + ystartalign; int forwardoffset = (int)j.offsetx; int backwardoffset = (int)j.offsetx - (int)Math.Round(j.sidedef.Line.Length / scalex); j.sidedef.Marked = true; // Wrap the value within the width of the texture (to prevent ridiculous values) // NOTE: We don't use ScaledWidth here because the texture offset is in pixels, not mappixels if(texture.IsImageLoaded && BuilderModesTools.SidedefTextureMatch(this, j.sidedef, texturehashes)) { if(alignx) j.sidedef.OffsetX %= texture.Width; if(aligny) j.sidedef.OffsetY %= texture.Height; } // Add sidedefs forward (connected to the right vertex) Vertex v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start; AddSidedefsForAlignment(todo, v, true, forwardoffset, 1.0f, texturehashes, false); // Add sidedefs backward (connected to the left vertex) v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End; AddSidedefsForAlignment(todo, v, false, backwardoffset, 1.0f, texturehashes, false); } } } //mxd. Moved here from GZDoomEditing plugin // This performs UDMF texture alignment along all walls that match with the same texture // NOTE: This method uses the sidedefs marking to indicate which sides have been aligned // When resetsidemarks is set to true, all sidedefs will first be marked false (not aligned). // Setting resetsidemarks to false is usefull to align only within a specific selection // (set the marked property to true for the sidedefs outside the selection) private void AutoAlignTexturesUDMF(BaseVisualGeometrySidedef start, ImageData texture, bool alignx, bool aligny, bool resetsidemarks, bool checkselectedsidedefparts) { HashSet alignedsides = new HashSet(100); // Mark all sidedefs false (they will be marked true when the texture is aligned) if(resetsidemarks) General.Map.Map.ClearMarkedSidedefs(false); if(!texture.IsImageLoaded) return; bool worldpanning = texture.WorldPanning || General.Map.Data.MapInfo.ForceWorldPanning; Stack todo = new Stack(50); double scalex = (General.Map.Config.ScaledTextureOffsets && !texture.WorldPanning) ? texture.Scale.x : 1.0f; double scaley = (General.Map.Config.ScaledTextureOffsets && !texture.WorldPanning) ? texture.Scale.y : 1.0f; SidedefAlignJob first = new SidedefAlignJob { sidedef = start.Sidedef, offsetx = start.Sidedef.OffsetX }; first.controlSide = (start.GeometryType == VisualGeometryType.WALL_MIDDLE_3D ? start.GetControlLinedef().Front : start.Sidedef); //mxd. We potentially need to deal with 2 textures (because of long and short texture names)... HashSet texturehashes = new HashSet { texture.LongName }; switch(start.GeometryType) { case VisualGeometryType.WALL_LOWER: texturehashes.Add(first.controlSide.LongLowTexture); break; case VisualGeometryType.WALL_MIDDLE: case VisualGeometryType.WALL_MIDDLE_3D: texturehashes.Add(first.controlSide.LongMiddleTexture); break; case VisualGeometryType.WALL_UPPER: texturehashes.Add(first.controlSide.LongHighTexture); break; } //mxd List selectedVisualSides = new List(); if(checkselectedsidedefparts && !singleselection) { foreach(IVisualEventReceiver i in selectedobjects) { BaseVisualGeometrySidedef side = i as BaseVisualGeometrySidedef; if(side != null && !selectedVisualSides.Contains(side)) selectedVisualSides.Add(side); } } //mxd. Scale switch(start.GeometryType) { case VisualGeometryType.WALL_UPPER: first.scaleX = start.Sidedef.Fields.GetValue("scalex_top", 1.0); first.scaleY = start.Sidedef.Fields.GetValue("scaley_top", 1.0); break; case VisualGeometryType.WALL_MIDDLE: case VisualGeometryType.WALL_MIDDLE_3D: first.scaleX = first.controlSide.Fields.GetValue("scalex_mid", 1.0); first.scaleY = first.controlSide.Fields.GetValue("scaley_mid", 1.0); break; case VisualGeometryType.WALL_LOWER: first.scaleX = start.Sidedef.Fields.GetValue("scalex_bottom", 1.0); first.scaleY = start.Sidedef.Fields.GetValue("scaley_bottom", 1.0); break; } // biwa double vwidth = worldpanning ? texture.ScaledWidth / first.scaleX : texture.Width; double vheight = worldpanning ? texture.ScaledHeight / first.scaleY : texture.Height; // Determine the Y alignment double ystartalign = start.Sidedef.OffsetY; switch(start.GeometryType) { case VisualGeometryType.WALL_UPPER: ystartalign += Tools.GetSidedefTopOffsetY(start.Sidedef, start.Sidedef.Fields.GetValue("offsety_top", 0.0), worldpanning ? 1.0 : first.scaleY / scaley, false);//mxd break; case VisualGeometryType.WALL_MIDDLE: ystartalign += Tools.GetSidedefMiddleOffsetY(start.Sidedef, start.Sidedef.Fields.GetValue("offsety_mid", 0.0), worldpanning ? 1.0 : first.scaleY / scaley, false);//mxd break; case VisualGeometryType.WALL_MIDDLE_3D: //mxd. 3d-floors are not affected by Lower/Upper unpegged flags ystartalign += first.controlSide.OffsetY - (start.Sidedef.Sector.CeilHeight - first.ceilingHeight); ystartalign += start.Sidedef.Fields.GetValue("offsety_mid", 0.0); ystartalign += first.controlSide.Fields.GetValue("offsety_mid", 0.0); break; case VisualGeometryType.WALL_LOWER: ystartalign += Tools.GetSidedefBottomOffsetY(start.Sidedef, start.Sidedef.Fields.GetValue("offsety_bottom", 0.0), worldpanning ? 1.0 : first.scaleY / scaley, false);//mxd break; } // Begin with first sidedef switch(start.GeometryType) { case VisualGeometryType.WALL_UPPER: first.offsetx += start.Sidedef.Fields.GetValue("offsetx_top", 0.0); break; case VisualGeometryType.WALL_MIDDLE: first.offsetx += start.Sidedef.Fields.GetValue("offsetx_mid", 0.0); break; case VisualGeometryType.WALL_MIDDLE_3D: //mxd. Yup, 4 sets of texture offsets are used first.offsetx += start.Sidedef.Fields.GetValue("offsetx_mid", 0.0); first.offsetx += first.controlSide.OffsetX; first.offsetx += first.controlSide.Fields.GetValue("offsetx_mid", 0.0); break; case VisualGeometryType.WALL_LOWER: first.offsetx += start.Sidedef.Fields.GetValue("offsetx_bottom", 0.0); break; } first.forward = true; todo.Push(first); // Continue until nothing more to align while(todo.Count > 0) { Vertex v; double forwardoffset, backwardoffset; bool matchtop = false; bool matchmid = false; bool matchbottom = false; // Get the align job to do SidedefAlignJob j = todo.Pop(); // Make sure that each combination of sidedef and control side is only aligned once. // This prevents unexpected results when aligning textures on circular shapes long checksum = (long)j.sidedef.Index << 32 | (long)j.controlSide.Index; if (alignedsides.Contains(checksum)) continue; else alignedsides.Add(checksum); //mxd. Get visual parts if (VisualSectorExists(j.sidedef.Sector)) { VisualSidedefParts parts = ((BaseVisualSector)GetVisualSector(j.sidedef.Sector)).GetSidedefParts(j.sidedef); //VisualSidedefParts controlparts = (j.sidedef != j.controlSide ? ((BaseVisualSector)GetVisualSector(j.controlSide.Sector)).GetSidedefParts(j.controlSide) : parts); matchtop = (!j.sidedef.Marked && (!singleselection || texturehashes.Contains(j.sidedef.LongHighTexture)) && (parts.upper != null && parts.upper.Triangles > 0)); matchbottom = (!j.sidedef.Marked && (!singleselection || texturehashes.Contains(j.sidedef.LongLowTexture)) && (parts.lower != null && parts.lower.Triangles > 0)); matchmid = ((!singleselection || texturehashes.Contains(j.controlSide.LongMiddleTexture)) && ((parts.middledouble != null && parts.middledouble.Triangles > 0) || (parts.middlesingle != null && parts.middlesingle.Triangles > 0))); //mxd // "Normal" sidedef parts didn't match? Check 3D floors if(matchmid == false && parts.middle3d != null && parts.middle3d.Count > 0) { foreach(VisualMiddle3D vm3d in parts.middle3d) { if(vm3d.Triangles > 0 && texturehashes.Contains(vm3d.Texture.LongName)) { matchmid = true; break; } } } //mxd. If there's a selection, check if matched part is actually selected if(checkselectedsidedefparts && !singleselection) { if(matchtop) matchtop = parts.upper.Selected; if(matchbottom) matchbottom = parts.lower.Selected; if(matchmid) matchmid = ((parts.middledouble != null && parts.middledouble.Selected) || (parts.middlesingle != null && parts.middlesingle.Selected) || SidePartIsSelected(selectedVisualSides, j.sidedef, VisualGeometryType.WALL_MIDDLE_3D)); } } if(!matchbottom && !matchtop && !matchmid) continue; //mxd //mxd. We want to skip realigning of the starting wall part if(matchtop) matchtop = (j.sidedef != start.Sidedef || start.GeometryType != VisualGeometryType.WALL_UPPER); if(matchmid) matchmid = (j.sidedef != start.Sidedef || (start.GeometryType != VisualGeometryType.WALL_MIDDLE && start.GeometryType != VisualGeometryType.WALL_MIDDLE_3D)); if(matchbottom) matchbottom = (j.sidedef != start.Sidedef || start.GeometryType != VisualGeometryType.WALL_LOWER); if(matchbottom || matchtop || matchmid) { j.sidedef.Fields.BeforeFieldsChange(); if(j.sidedef.Index != j.controlSide.Index) j.controlSide.Fields.BeforeFieldsChange(); //mxd } //mxd. Apply Scale if(matchtop) { UniFields.SetFloat(j.sidedef.Fields, "scalex_top", first.scaleX, 1.0); UniFields.SetFloat(j.sidedef.Fields, "scaley_top", j.scaleY, 1.0); } if(matchmid) { UniFields.SetFloat(j.controlSide.Fields, "scalex_mid", first.scaleX, 1.0); UniFields.SetFloat(j.controlSide.Fields, "scaley_mid", j.scaleY, 1.0); } if(matchbottom) { UniFields.SetFloat(j.sidedef.Fields, "scalex_bottom", first.scaleX, 1.0); UniFields.SetFloat(j.sidedef.Fields, "scaley_bottom", j.scaleY, 1.0); } if(j.forward) { // Apply alignment if(alignx) { double offset = j.offsetx; offset -= j.sidedef.OffsetX; if(matchtop) { ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongHighTexture); int texwidth = (tex != null && tex.IsImageLoaded) ? tex.Width : 1; j.sidedef.Fields["offsetx_top"] = new UniValue(UniversalType.Float, Math.Round(offset % vwidth, General.Map.FormatInterface.VertexDecimals)); } if(matchbottom) { ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongLowTexture); int texwidth = (tex != null && tex.IsImageLoaded) ? tex.Width : 1; j.sidedef.Fields["offsetx_bottom"] = new UniValue(UniversalType.Float, Math.Round(offset % vwidth, General.Map.FormatInterface.VertexDecimals)); } if(matchmid) { if(j.sidedef.Index != j.controlSide.Index) //mxd. if it's a part of 3d-floor { offset -= j.controlSide.OffsetX; offset -= j.controlSide.Fields.GetValue("offsetx_mid", 0.0); } ImageData tex = General.Map.Data.GetTextureImage(j.controlSide.LongMiddleTexture); int texwidth = (tex != null && tex.IsImageLoaded) ? tex.Width : 1; j.sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, Math.Round(offset % vwidth, General.Map.FormatInterface.VertexDecimals)); } } if(aligny) { double offset; if (!texture.WorldPanning && !General.Map.Data.MapInfo.ForceWorldPanning) offset = ((start.Sidedef.Sector.CeilHeight - j.ceilingHeight) / scaley) * Math.Abs(j.scaleY) + ystartalign - j.sidedef.OffsetY; //mxd else offset = (start.Sidedef.Sector.CeilHeight - j.ceilingHeight + ystartalign - j.sidedef.OffsetY); if (matchtop) { ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongHighTexture); int texheight = (tex != null && tex.IsImageLoaded) ? tex.Height : 1; double scale = !worldpanning ? j.scaleY / scaley : 1.0f; j.sidedef.Fields["offsety_top"] = new UniValue(UniversalType.Float, Math.Round(Tools.GetSidedefTopOffsetY(j.sidedef, offset, scale, true) % vheight, General.Map.FormatInterface.VertexDecimals)); //mxd } if (matchbottom) { ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongLowTexture); int texheight = (tex != null && tex.IsImageLoaded) ? tex.Height : 1; double scale = !worldpanning ? j.scaleY / scaley : 1.0f; j.sidedef.Fields["offsety_bottom"] = new UniValue(UniversalType.Float, Math.Round(Tools.GetSidedefBottomOffsetY(j.sidedef, offset, scale, true) % vheight, General.Map.FormatInterface.VertexDecimals)); //mxd } if(matchmid) { //mxd. Side is part of a 3D floor? if(j.sidedef.Index != j.controlSide.Index) { offset -= j.controlSide.OffsetY; offset -= j.controlSide.Fields.GetValue("offsety_mid", 0.0); ImageData tex = General.Map.Data.GetTextureImage(j.controlSide.LongMiddleTexture); int texheight = (tex != null && tex.IsImageLoaded) ? tex.Height : 1; j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, Math.Round(offset % vheight, General.Map.FormatInterface.VertexDecimals)); } else { ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongMiddleTexture); double scale = !worldpanning ? j.scaleY / scaley : 1.0f; offset = Tools.GetSidedefMiddleOffsetY(j.sidedef, offset, scale, true); if (tex != null && tex.IsImageLoaded) { bool startisnonwrappedmidtex = (start.Sidedef.Other != null && start.GeometryType == VisualGeometryType.WALL_MIDDLE && !start.Sidedef.IsFlagSet("wrapmidtex") && !start.Sidedef.Line.IsFlagSet("wrapmidtex")); bool cursideisnonwrappedmidtex = (j.sidedef.Other != null && !j.sidedef.IsFlagSet("wrapmidtex") && !j.sidedef.Line.IsFlagSet("wrapmidtex")); //mxd. Only clamp when the texture is wrapped if(!cursideisnonwrappedmidtex) offset %= vheight; if(!startisnonwrappedmidtex && cursideisnonwrappedmidtex) { //mxd. This should be doublesided non-wrapped line. Find the nearset aligned position double curoffset = UniFields.GetFloat(j.sidedef.Fields, "offsety_mid") + j.sidedef.OffsetY; offset += vheight * Math.Round(curoffset / vheight - 0.5f * Math.Sign(j.scaleY)); // Make sure the surface stays between floor and ceiling if(j.sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag) || Math.Sign(j.scaleY) == -1) { if(offset < -vheight) offset += vheight; else if(offset > j.sidedef.GetMiddleHeight()) offset -= vheight; } else { if(offset < -(j.sidedef.GetMiddleHeight() + vheight)) offset += vheight; else if(offset > vheight) offset -= vheight; } } } j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, Math.Round(offset, General.Map.FormatInterface.VertexDecimals)); //mxd } } } backwardoffset = j.offsetx; if (!worldpanning) { // If the texture gets replaced with a "hires" texture it adds more fuckery if (texture is HiResImage) forwardoffset = j.offsetx + Math.Round((Math.Round(j.sidedef.Line.Length) / scalex) % vwidth, General.Map.FormatInterface.VertexDecimals); else forwardoffset = j.offsetx + Math.Round((Math.Round(j.sidedef.Line.Length) / scalex * Math.Abs(first.scaleX)) % vwidth, General.Map.FormatInterface.VertexDecimals); } else forwardoffset = Math.Round((j.offsetx + Math.Round(j.sidedef.Line.Length)) % vwidth, General.Map.FormatInterface.VertexDecimals); // Done this sidedef j.sidedef.Marked = true; j.controlSide.Marked = true; // Add sidedefs backward (connected to the left vertex) v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End; AddSidedefsForAlignment(todo, v, false, backwardoffset, j.scaleY, texturehashes, true); // Add sidedefs forward (connected to the right vertex) v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start; AddSidedefsForAlignment(todo, v, true, forwardoffset, j.scaleY, texturehashes, true); } else // backward { // Apply alignment if(alignx) { double offset; if(!worldpanning) { // If the texture gets replaced with a "hires" texture it adds more fuckery if (texture is HiResImage) offset = Math.Round((j.offsetx - j.sidedef.OffsetX - Math.Round(j.sidedef.Line.Length) / scalex) % vwidth, General.Map.FormatInterface.VertexDecimals); else offset = Math.Round((j.offsetx - j.sidedef.OffsetX - Math.Round(j.sidedef.Line.Length) / scalex * first.scaleX) % vwidth, General.Map.FormatInterface.VertexDecimals); } else offset = Math.Round((j.offsetx - j.sidedef.OffsetX - Math.Round(j.sidedef.Line.Length)) % vwidth, General.Map.FormatInterface.VertexDecimals); if(matchtop) { ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongHighTexture); int texwidth = (tex != null && tex.IsImageLoaded) ? tex.Width : 1; j.sidedef.Fields["offsetx_top"] = new UniValue(UniversalType.Float, Math.Round(offset % vwidth, General.Map.FormatInterface.VertexDecimals)); } if(matchbottom) { ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongLowTexture); int texwidth = (tex != null && tex.IsImageLoaded) ? tex.Width : 1; j.sidedef.Fields["offsetx_bottom"] = new UniValue(UniversalType.Float, Math.Round(offset % vwidth, General.Map.FormatInterface.VertexDecimals)); } if(matchmid) { if(j.sidedef.Index != j.controlSide.Index) //mxd { offset -= j.controlSide.OffsetX; offset -= j.controlSide.Fields.GetValue("offsetx_mid", 0.0); } ImageData tex = General.Map.Data.GetTextureImage(j.controlSide.LongMiddleTexture); int texwidth = (tex != null && tex.IsImageLoaded) ? tex.Width : 1; j.sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, Math.Round(offset % vwidth, General.Map.FormatInterface.VertexDecimals)); } } if(aligny) { double offset = ((start.Sidedef.Sector.CeilHeight - j.ceilingHeight) / scaley) * Math.Abs(j.scaleY) + ystartalign; //mxd offset -= j.sidedef.OffsetY; //mxd if(matchtop) { ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongHighTexture); int texheight = (tex != null && tex.IsImageLoaded) ? tex.Height : 1; double scale = !worldpanning ? j.scaleY / scaley : 1.0f; j.sidedef.Fields["offsety_top"] = new UniValue(UniversalType.Float, Math.Round(Tools.GetSidedefTopOffsetY(j.sidedef, offset, scale, true) % vheight, General.Map.FormatInterface.VertexDecimals)); //mxd } if(matchbottom) { ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongLowTexture); int texheight = (tex != null && tex.IsImageLoaded) ? tex.Height : 1; double scale = !worldpanning ? j.scaleY / scaley : 1.0f; j.sidedef.Fields["offsety_bottom"] = new UniValue(UniversalType.Float, Math.Round(Tools.GetSidedefBottomOffsetY(j.sidedef, offset, scale, true) % vheight, General.Map.FormatInterface.VertexDecimals)); //mxd } if(matchmid) { //mxd. Side is part of a 3D floor? if(j.sidedef.Index != j.controlSide.Index) { offset -= j.controlSide.OffsetY; offset -= j.controlSide.Fields.GetValue("offsety_mid", 0.0); ImageData tex = General.Map.Data.GetTextureImage(j.controlSide.LongMiddleTexture); int texheight = (tex != null && tex.IsImageLoaded) ? tex.Height : 1; j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, Math.Round(offset % vheight, General.Map.FormatInterface.VertexDecimals)); //mxd } else { ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongMiddleTexture); double scale = !worldpanning ? j.scaleY / scaley : 1.0; offset = Tools.GetSidedefMiddleOffsetY(j.sidedef, offset, scale, true); if(tex != null && tex.IsImageLoaded) { bool startisnonwrappedmidtex = (start.Sidedef.Other != null && start.GeometryType == VisualGeometryType.WALL_MIDDLE && !start.Sidedef.IsFlagSet("wrapmidtex") && !start.Sidedef.Line.IsFlagSet("wrapmidtex")); bool cursideisnonwrappedmidtex = (j.sidedef.Other != null && !j.sidedef.IsFlagSet("wrapmidtex") && !j.sidedef.Line.IsFlagSet("wrapmidtex")); //mxd. Only clamp when the texture is wrapped if(!cursideisnonwrappedmidtex) offset %= vheight; if(!startisnonwrappedmidtex && cursideisnonwrappedmidtex) { //mxd. This should be doublesided non-wrapped line. Find the nearset aligned position double curoffset = UniFields.GetFloat(j.sidedef.Fields, "offsety_mid") + j.sidedef.OffsetY; offset += tex.Height * Math.Round(curoffset / vheight - 0.5f * Math.Sign(j.scaleY)); // Make sure the surface stays between floor and ceiling if(j.sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag) || Math.Sign(j.scaleY) == -1) { if(offset < -vheight) offset += vheight; else if(offset > j.sidedef.GetMiddleHeight()) offset -= vheight; } else { if(offset < -(j.sidedef.GetMiddleHeight() + vheight)) offset += vheight; else if(offset > vheight) offset -= vheight; } } } j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, Math.Round(offset, General.Map.FormatInterface.VertexDecimals)); //mxd } } } forwardoffset = j.offsetx; if (!worldpanning) { // If the texture gets replaced with a "hires" texture it adds more fuckery if (texture is HiResImage) backwardoffset = Math.Round((j.offsetx - Math.Round(j.sidedef.Line.Length) / scalex) % vwidth, General.Map.FormatInterface.VertexDecimals); else backwardoffset = Math.Round((j.offsetx - Math.Round(j.sidedef.Line.Length) / scalex * Math.Abs(first.scaleX)) % vwidth, General.Map.FormatInterface.VertexDecimals); } else backwardoffset = Math.Round((j.offsetx - Math.Round(j.sidedef.Line.Length)) % vwidth, General.Map.FormatInterface.VertexDecimals); // Done this sidedef j.sidedef.Marked = true; j.controlSide.Marked = true; // Add sidedefs forward (connected to the right vertex) v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start; AddSidedefsForAlignment(todo, v, true, forwardoffset, j.scaleY, texturehashes, true); // Add sidedefs backward (connected to the left vertex) v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End; AddSidedefsForAlignment(todo, v, false, backwardoffset, j.scaleY, texturehashes, true); } } } // This adds the matching, unmarked sidedefs from a vertex for texture alignment private void AddSidedefsForAlignment(Stack stack, Vertex v, bool forward, double offsetx, double scaleY, HashSet texturelongnames, bool udmf) { foreach(Linedef ld in v.Linedefs) { Sidedef side1 = forward ? ld.Front : ld.Back; Sidedef side2 = forward ? ld.Back : ld.Front; // [ZZ] I don't know what logic here is. // I'm going to check if any side is marked, and if so, don't add. if ((side1 != null && side1.Marked) || (side2 != null && side2.Marked)) continue; if((ld.Start == v) && (side1 != null) && !side1.Marked) { List controlSides = GetControlSides(side1, udmf); //mxd foreach(Sidedef s in controlSides) { if(!singleselection || BuilderModesTools.SidedefTextureMatch(this, s, texturelongnames)) { SidedefAlignJob nj = new SidedefAlignJob(); nj.forward = forward; nj.offsetx = offsetx; nj.scaleY = scaleY; //mxd nj.sidedef = side1; nj.controlSide = s; //mxd stack.Push(nj); } } } else if((ld.End == v) && (side2 != null) && !side2.Marked) { List controlSides = GetControlSides(side2, udmf); //mxd foreach(Sidedef s in controlSides) { if(!singleselection || BuilderModesTools.SidedefTextureMatch(this, s, texturelongnames)) { SidedefAlignJob nj = new SidedefAlignJob(); nj.forward = forward; nj.offsetx = offsetx; nj.scaleY = scaleY; //mxd nj.sidedef = side2; nj.controlSide = s; //mxd stack.Push(nj); } } } } } //mxd private static bool SidePartIsSelected(List selection, Sidedef side, VisualGeometryType geoType) { foreach(BaseVisualGeometrySidedef vs in selection) if(vs.GeometryType == geoType && vs.Sidedef.Index == side.Index) return true; return false; } //mxd private List GetControlSides(Sidedef side, bool udmf) { if(side.Other == null) return new List { side }; if(side.Other.Sector.Tag == 0) return new List { side }; SectorData data = GetSectorDataEx(side.Other.Sector); if(data == null || data.ExtraFloors.Count == 0) return new List { side }; List sides = new List(); foreach(Effect3DFloor ef in data.ExtraFloors) sides.Add(ef.Linedef.Front); if(udmf) sides.Add(side); //UDMF map format else sides.Insert(0, side); //Doom/Hexen map format: if a sidedef has lower/upper parts, they take predecence in alignment return sides; } #endregion } }