#region ================== Copyright (c) 2007 Pascal vd Heiden /* * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com * This program is released under GNU General Public License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * */ #endregion #region ================== Namespaces using System; using System.Collections; using System.Collections.Generic; using System.Globalization; using System.Text; using System.Windows.Forms; using System.IO; using System.Reflection; using CodeImp.DoomBuilder.Interface; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Geometry; #endregion namespace CodeImp.DoomBuilder.Editing { internal class SectorsMode : ClassicMode { #region ================== Constants #endregion #region ================== Variables // Highlighted item private Sector highlighted; #endregion #region ================== Properties #endregion #region ================== Constructor / Disposer // Constructor public SectorsMode() { } // Diposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up // Dispose base base.Dispose(); } } #endregion #region ================== Methods // Mode engages public override void Engage() { base.Engage(); // Check sectors button on main window General.MainWindow.SetSectorsChecked(true); } // Mode disengages public override void Disengage() { base.Disengage(); // Check sectors button on main window General.MainWindow.SetSectorsChecked(false); } // This redraws the display public unsafe override void RedrawDisplay() { // Start with a clear display if(renderer.StartRendering(true, true)) { // Render things renderer.SetThingsRenderOrder(false); renderer.RenderThingSet(General.Map.Map.Things); // Render lines and vertices renderer.RenderLinedefSet(General.Map.Map.Linedefs); renderer.RenderVerticesSet(General.Map.Map.Vertices); // Render highlighted item if(highlighted != null) renderer.RenderSector(highlighted, General.Colors.Highlight); // Done renderer.FinishRendering(); } } // This highlights a new item protected void Highlight(Sector s) { // Update display if(renderer.StartRendering(false, false)) { // Undraw previous highlight if(highlighted != null) renderer.RenderSector(highlighted); // Set new highlight highlighted = s; // Render highlighted item if(highlighted != null) renderer.RenderSector(highlighted, General.Colors.Highlight); // Done renderer.FinishRendering(); } } // Mouse moves public override void MouseMove(MouseEventArgs e) { base.MouseMove(e); // Find the nearest linedef within highlight range Linedef l = General.Map.Map.NearestLinedef(mousemappos); // Check on which side of the linedef the mouse is float side = l.SideOfLine(mousemappos); if(side > 0) { // Is there a sidedef here? if(l.Back != null) { // Highlight if not the same if(l.Back.Sector != highlighted) Highlight(l.Back.Sector); } else { // Highlight nothing if(highlighted != null) Highlight(null); } } else { // Is there a sidedef here? if(l.Front != null) { // Highlight if not the same if(l.Front.Sector != highlighted) Highlight(l.Front.Sector); } else { // Highlight nothing if(highlighted != null) Highlight(null); } } } // Mouse leaves public override void MouseLeave(EventArgs e) { base.MouseLeave(e); // Highlight nothing Highlight(null); } #endregion } }