#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; using CodeImp.DoomBuilder.Editing; using System.Drawing; #endregion namespace CodeImp.DoomBuilder.BuilderModes.Editing { [EditMode(SwitchAction = "sectorsmode", // Action name used to switch to this mode ButtonDesc = "Sectors Mode", // Description on the button in toolbar/menu ButtonImage = "SectorsMode.png", // Image resource name for the button ButtonOrder = int.MinValue + 2)] // Position of the button (lower is more to the left) public class SectorsMode : ClassicMode { #region ================== Constants #endregion #region ================== Variables // Highlighted item private Sector highlighted; #endregion #region ================== Properties #endregion #region ================== Constructor / Disposer // Constructor public SectorsMode() { } // Disposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up // Dispose base base.Dispose(); } } #endregion #region ================== Methods // This selectes or deselects a sector protected void SelectSector(Sector s, bool selectstate) { // Flip selection s.Selected = selectstate; // Make update lines selection foreach(Sidedef sd in s.Sidedefs) { bool front, back; if(sd.Line.Front != null) front = sd.Line.Front.Sector.Selected; else front = false; if(sd.Line.Back != null) back = sd.Line.Back.Sector.Selected; else back = false; sd.Line.Selected = front | back; } } // Cancel mode public override void Cancel() { base.Cancel(); // Return to this mode General.Map.ChangeMode(new SectorsMode()); } // Mode engages public override void Engage() { base.Engage(); } // Mode disengages public override void Disengage() { base.Disengage(); // Check which mode we are switching to if(General.Map.NewMode is VerticesMode) { // Convert selection to vertices // Clear selected sectors General.Map.Map.ClearSelectedSectors(); } else if(General.Map.NewMode is LinedefsMode) { // Convert selection to linedefs // Clear selected sectors General.Map.Map.ClearSelectedSectors(); } // Hide highlight info General.Interface.HideInfo(); } // This redraws the display public override void RedrawDisplay() { // Render lines and vertices if(renderer.StartPlotter(true)) { renderer.PlotLinedefSet(General.Map.Map.Linedefs); renderer.PlotVerticesSet(General.Map.Map.Vertices); if((highlighted != null) && !highlighted.IsDisposed) renderer.PlotSector(highlighted, General.Colors.Highlight); renderer.Finish(); } // Render things if(renderer.StartThings(true)) { renderer.SetThingsRenderOrder(false); renderer.RenderThingSet(General.Map.Map.Things); renderer.Finish(); } // Selecting? if(selecting) { // Render selection if(renderer.StartOverlay(true)) { RenderMultiSelection(); renderer.Finish(); } } renderer.Present(); } // This highlights a new item protected void Highlight(Sector s) { // Update display if(renderer.StartPlotter(false)) { // Undraw previous highlight if((highlighted != null) && !highlighted.IsDisposed) renderer.PlotSector(highlighted); /* // Undraw highlighted things if(highlighted != null) foreach(Thing t in highlighted.Things) renderer.RenderThing(t, renderer.DetermineThingColor(t)); */ // Set new highlight highlighted = s; // Render highlighted item if((highlighted != null) && !highlighted.IsDisposed) renderer.PlotSector(highlighted, General.Colors.Highlight); /* // Render highlighted things if(highlighted != null) foreach(Thing t in highlighted.Things) renderer.RenderThing(t, General.Colors.Highlight); */ // Done renderer.Finish(); renderer.Present(); } // Show highlight info if((highlighted != null) && !highlighted.IsDisposed) General.Interface.ShowSectorInfo(highlighted); else General.Interface.HideInfo(); } // Selection protected override void Select() { // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Flip selection SelectSector(highlighted, !highlighted.Selected); // Update display if(renderer.StartPlotter(false)) { // Redraw highlight to show selection renderer.PlotSector(highlighted); renderer.Finish(); renderer.Present(); } } else { // Start making a selection StartMultiSelection(); } base.Select(); } // End selection protected override void EndSelect() { // Not stopping from multiselection? if(!selecting) { // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Update display if(renderer.StartPlotter(false)) { // Render highlighted item renderer.PlotSector(highlighted, General.Colors.Highlight); renderer.Finish(); renderer.Present(); } } } base.EndSelect(); } // Start editing protected override void Edit() { // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Highlighted item not selected? if(!highlighted.Selected) { // Make this the only selection General.Map.Map.ClearSelectedSectors(); General.Map.Map.ClearSelectedLinedefs(); SelectSector(highlighted, true); General.Interface.RedrawDisplay(); } // Update display if(renderer.StartPlotter(false)) { // Redraw highlight to show selection renderer.PlotSector(highlighted); renderer.Finish(); renderer.Present(); } } base.Edit(); } // Done editing protected override void EndEdit() { // Anything selected? ICollection selected = General.Map.Map.GetSectorsSelection(true); if(selected.Count > 0) { // Show sector edit dialog General.Interface.ShowEditSectors(selected); // When a single sector was selected, deselect it now if(selected.Count == 1) { General.Map.Map.ClearSelectedSectors(); General.Map.Map.ClearSelectedLinedefs(); } // Update entire display General.Interface.RedrawDisplay(); } base.EndEdit(); } // Mouse moves public override void MouseMove(MouseEventArgs e) { base.MouseMove(e); // Not holding any buttons? if(e.Button == MouseButtons.None) { // 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); } // Mouse wants to drag protected override void DragStart(MouseEventArgs e) { base.DragStart(e); // Edit button used? if(General.Interface.CheckActionActive(null, "classicedit")) { // Anything highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Highlighted item not selected? if(!highlighted.Selected) { // Select only this sector for dragging General.Map.Map.ClearSelectedSectors(); SelectSector(highlighted, true); } // Start dragging the selection General.Map.ChangeMode(new DragSectorsMode(new SectorsMode(), mousedownmappos)); } } } // This is called wheh selection ends protected override void EndMultiSelection() { // Go for all lines foreach(Linedef l in General.Map.Map.Linedefs) { l.Selected = ((l.Start.Position.x >= selectionrect.Left) && (l.Start.Position.y >= selectionrect.Top) && (l.Start.Position.x <= selectionrect.Right) && (l.Start.Position.y <= selectionrect.Bottom) && (l.End.Position.x >= selectionrect.Left) && (l.End.Position.y >= selectionrect.Top) && (l.End.Position.x <= selectionrect.Right) && (l.End.Position.y <= selectionrect.Bottom)); } // Go for all sectors foreach(Sector s in General.Map.Map.Sectors) { // Go for all sidedefs bool allselected = true; foreach(Sidedef sd in s.Sidedefs) { if(!sd.Line.Selected) { allselected = false; break; } } // Sector completely selected? s.Selected = allselected; } // Make sure all linedefs reflect selected sectors foreach(Sector s in General.Map.Map.Sectors) SelectSector(s, s.Selected); base.EndMultiSelection(); if(renderer.StartOverlay(true)) renderer.Finish(); General.Interface.RedrawDisplay(); } // This is called when the selection is updated protected override void UpdateMultiSelection() { base.UpdateMultiSelection(); // Render selection if(renderer.StartOverlay(true)) { RenderMultiSelection(); renderer.Finish(); renderer.Present(); } } #endregion } }