#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.Windows; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Editing; using CodeImp.DoomBuilder.Actions; using CodeImp.DoomBuilder.VisualModes; #endregion namespace CodeImp.DoomBuilder.BuilderModes { [EditMode(DisplayName = "Visual Mode", SwitchAction = "visualmode", // Action name used to switch to this mode ButtonImage = "VisualMode.png", // Image resource name for the button ButtonOrder = 0, // 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 double PICK_INTERVAL = 80.0d; private const float PICK_RANGE = 0.98f; // Gravity private const float GRAVITY = -0.06f; private const float CAMERA_FLOOR_OFFSET = 41f; // same as in doom private const float CAMERA_CEILING_OFFSET = 10f; #endregion #region ================== Variables // Gravity vector private Vector3D gravity; // Object picking private VisualPickResult target; private double lastpicktime; private bool locktarget; // 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; #endregion #region ================== Properties public override object HighlightedObject { get { // Geometry picked? if(target.picked is VisualGeometry) { VisualGeometry pickedgeo = (target.picked as VisualGeometry); if(pickedgeo.Sidedef != null) return pickedgeo.Sidedef; else if(pickedgeo.Sector != null) return pickedgeo.Sector; else return null; } // Thing picked? else if(target.picked is VisualThing) { VisualThing pickedthing = (target.picked as VisualThing); return pickedthing.Thing; } else { return null; } } } public IRenderer3D Renderer { get { return renderer; } } public bool IsSingleSelection { get { return singleselection; } } public bool SelectionChanged { get { return selectionchanged; } set { selectionchanged |= value; } } #endregion #region ================== Constructor / Disposer // Constructor public BaseVisualMode() { // Initialize this.gravity = new Vector3D(0.0f, 0.0f, 0.0f); // We have no destructor GC.SuppressFinalize(this); } // Disposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up // Done base.Dispose(); } } #endregion #region ================== Methods // 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) { // Single object, no selection singleselection = true; ClearSelection(); target.picked.Selected = true; 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; } } MakeSelectedObjectsList(); } // Called before an action is performed. This does not make an undo level or change selection. private void PreActionNoChange() { actionresult = new VisualActionResult(); singleselection = false; undocreated = false; MakeSelectedObjectsList(); } // 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 = (vs.Value as BaseVisualSector); bvs.Floor.Changed = false; bvs.Ceiling.Changed = false; } selectionchanged = false; if(singleselection) 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(); actionresult.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); else return General.Map.UndoRedo.CreateUndo(description, this, UndoGroup.None, 0); } else { 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 MakeSelectedObjectsList() { // Make list of selected objects selectedobjects = new List(); foreach(KeyValuePair vs in allsectors) { 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); foreach(Sidedef sd in vs.Key.Sidedefs) { List sidedefgeos = bvs.GetSidedefGeometry(sd); foreach(VisualGeometry sdg in sidedefgeos) { if(sdg.Selected) selectedobjects.Add((sdg as IVisualEventReceiver)); } } } foreach(KeyValuePair vt in allthings) { BaseVisualThing bvt = (BaseVisualThing)vt.Value; if(bvt.Selected) selectedobjects.Add(bvt); } } // This creates a visual sector protected override VisualSector CreateVisualSector(Sector s) { BaseVisualSector vs = new BaseVisualSector(this, s); return vs; } // 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); // Should we update the info on panels? bool updateinfo = (newtarget.picked != target.picked); // Apply new target target = newtarget; // 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 = (target.picked as VisualGeometry); if(pickedgeo.Sidedef != null) General.Interface.ShowLinedefInfo(pickedgeo.Sidedef.Line); else if(pickedgeo.Sidedef == null) General.Interface.ShowSectorInfo(pickedgeo.Sector.Sector); else General.Interface.HideInfo(); } // Thing picked? if(target.picked is VisualThing) { VisualThing pickedthing = (target.picked as VisualThing); General.Interface.ShowThingInfo(pickedthing.Thing); } } else { General.Interface.HideInfo(); } } // This updates the VisualSectors and VisualThings that have their Changed property set private void UpdateChangedObjects() { foreach(KeyValuePair vs in allsectors) { BaseVisualSector bvs = (BaseVisualSector)vs.Value; if(bvs.Changed) bvs.Rebuild(); } foreach(KeyValuePair vt in allthings) { BaseVisualThing bvt = (BaseVisualThing)vt.Value; if(bvt.Changed) bvt.Rebuild(); } } #endregion #region ================== Events // Help! public override void OnHelp() { General.ShowHelp("e_visual.html"); } // When returning to another mode public override void OnDisengage() { base.OnDisengage(); General.Map.Map.Update(); } // Processing public override void OnProcess(double deltatime) { // Process things? base.ProcessThings = (BuilderPlug.Me.ShowVisualThings != 0); // Setup the move multiplier depending on gravity Vector3D movemultiplier = new Vector3D(1.0f, 1.0f, 1.0f); if(BuilderPlug.Me.UseGravity) movemultiplier.z = 0.0f; General.Map.VisualCamera.MoveMultiplier = movemultiplier; // Apply gravity? if(BuilderPlug.Me.UseGravity && (General.Map.VisualCamera.Sector != null)) { // Camera below floor level? if(General.Map.VisualCamera.Position.z <= (General.Map.VisualCamera.Sector.FloorHeight + CAMERA_FLOOR_OFFSET + 0.1f)) { // Stay above floor gravity = new Vector3D(0.0f, 0.0f, 0.0f); General.Map.VisualCamera.Position = new Vector3D(General.Map.VisualCamera.Position.x, General.Map.VisualCamera.Position.y, General.Map.VisualCamera.Sector.FloorHeight + CAMERA_FLOOR_OFFSET); } else { // Fall down gravity += new Vector3D(0.0f, 0.0f, (float)(GRAVITY * deltatime)); General.Map.VisualCamera.Position += gravity; } // Camera above ceiling level? if(General.Map.VisualCamera.Position.z >= (General.Map.VisualCamera.Sector.CeilHeight - CAMERA_CEILING_OFFSET - 0.1f)) { // Stay below ceiling General.Map.VisualCamera.Position = new Vector3D(General.Map.VisualCamera.Position.x, General.Map.VisualCamera.Position.y, General.Map.VisualCamera.Sector.CeilHeight - CAMERA_CEILING_OFFSET); } } else { gravity = new Vector3D(0.0f, 0.0f, 0.0f); } // Do processing base.OnProcess(deltatime); // Process visible geometry foreach(IVisualEventReceiver g in visiblegeometry) { g.OnProcess(deltatime); } // Time to pick a new target? if(General.Clock.CurrentTime > (lastpicktime + PICK_INTERVAL)) { PickTargetUnlocked(); lastpicktime = General.Clock.CurrentTime; } // The mouse is always in motion MouseEventArgs args = new MouseEventArgs(General.Interface.MouseButtons, 0, 0, 0, 0); OnMouseMove(args); } // This draws a frame public override void OnRedrawDisplay() { // Start drawing if(renderer.Start()) { // Use fog! renderer.SetFogMode(true); // Set target for highlighting 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); } // Done rendering geometry renderer.FinishGeometry(); // Render crosshair renderer.RenderCrosshair(); // Present! renderer.Finish(); } } // After resources were reloaded protected override void ResourcesReloaded() { base.ResourcesReloaded(); 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() { // Detect geometry changes. When linedefs and/or vertices are marked, this means // that the shape of sectors has changed. In that case we must rebuild the sectors entirely. bool geometrychanges = false; bool sectorsmarked = false; foreach(Linedef ld in General.Map.Map.Linedefs) if(ld.Marked) geometrychanges = true; foreach(Vertex v in General.Map.Map.Vertices) if(v.Marked) geometrychanges = true; if(geometrychanges) { // Let the core do this (it will just dispose the sectors that were changed) base.ResourcesReloadedPartial(); } else { // 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) 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 && VisualSectorExists(s)) { BaseVisualSector vs = (BaseVisualSector)GetVisualSector(s); vs.Floor.Setup(); vs.Ceiling.Setup(); } } if(!sectorsmarked) { // No sectors or geometry changed. So we only have // to update things when they have changed. foreach(KeyValuePair vt in allthings) if(vt.Key.Marked) vt.Value.Update(); } 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) 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 FillBlockMap(); // 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); if(target.picked != null) (target.picked as IVisualEventReceiver).OnMouseMove(e); } // Undo performed public override void OnUndoEnd() { base.OnUndoEnd(); // We can't group with this undo level anymore lastundogroup = UndoGroup.None; } #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) { Dictionary donesides = new Dictionary(selectedobjects.Count); foreach(IVisualEventReceiver i in selectedobjects) { if(i is BaseVisualGeometrySidedef) { if(!donesides.ContainsKey((i as BaseVisualGeometrySidedef).Sidedef)) { i.OnChangeTextureOffset(dx, dy); donesides.Add((i as BaseVisualGeometrySidedef).Sidedef, 0); } } } } // Apply upper unpegged flag public void ApplyUpperUnpegged(bool set) { foreach(IVisualEventReceiver i in selectedobjects) { i.ApplyUpperUnpegged(set); } } // Apply lower unpegged flag public void ApplyLowerUnpegged(bool set) { foreach(IVisualEventReceiver i in selectedobjects) { i.ApplyLowerUnpegged(set); } } // Apply texture change public void ApplySelectTexture(string texture, bool flat) { if(General.Map.Config.MixTexturesFlats) { // Apply on all compatible types foreach(IVisualEventReceiver i in selectedobjects) { i.ApplyTexture(texture); } } else { // We don't want to mix textures and flats, so apply only on the same type foreach(IVisualEventReceiver i in selectedobjects) { if(((i is BaseVisualGeometrySector) && flat) || ((i is BaseVisualGeometrySidedef) && !flat)) { i.ApplyTexture(texture); } } } } // This returns all selected sectors, no doubles public List GetSelectedSectors() { Dictionary added = new Dictionary(); List sectors = new List(); foreach(IVisualEventReceiver i in selectedobjects) { if(i is BaseVisualGeometrySector) { Sector s = (i as BaseVisualGeometrySector).Sector.Sector; if(!added.ContainsKey(s)) { sectors.Add(s); added.Add(s, 0); } } } return sectors; } // This returns all selected linedefs, no doubles public List GetSelectedLinedefs() { Dictionary added = new Dictionary(); List linedefs = new List(); foreach(IVisualEventReceiver i in selectedobjects) { if(i is BaseVisualGeometrySidedef) { Linedef l = (i as BaseVisualGeometrySidedef).Sidedef.Line; if(!added.ContainsKey(l)) { linedefs.Add(l); added.Add(l, 0); } } } return linedefs; } // This returns all selected sidedefs, no doubles public List GetSelectedSidedefs() { Dictionary added = new Dictionary(); List sidedefs = new List(); foreach(IVisualEventReceiver i in selectedobjects) { if(i is BaseVisualGeometrySidedef) { Sidedef sd = (i as BaseVisualGeometrySidedef).Sidedef; if(!added.ContainsKey(sd)) { sidedefs.Add(sd); added.Add(sd, 0); } } } return sidedefs; } // This returns all selected things, no doubles public List GetSelectedThings() { Dictionary added = new Dictionary(); List things = new List(); foreach(IVisualEventReceiver i in selectedobjects) { if(i is BaseVisualThing) { Thing t = (i as BaseVisualThing).Thing; if(!added.ContainsKey(t)) { things.Add(t); added.Add(t, 0); } } } return things; } #endregion #region ================== Actions [BeginAction("clearselection", BaseAction = true)] public void ClearSelection() { selectedobjects = new List(); foreach(KeyValuePair vs in allsectors) { BaseVisualSector bvs = (BaseVisualSector)vs.Value; if(bvs.Floor != null) bvs.Floor.Selected = false; if(bvs.Ceiling != null) bvs.Ceiling.Selected = false; foreach(Sidedef sd in vs.Key.Sidedefs) { List sidedefgeos = bvs.GetSidedefGeometry(sd); foreach(VisualGeometry sdg in sidedefgeos) { sdg.Selected = false; } } } foreach(KeyValuePair vt in allthings) { BaseVisualThing bvt = (BaseVisualThing)vt.Value; bvt.Selected = false; } } [BeginAction("visualselect", BaseAction = true)] public void BeginSelect() { PreActionNoChange(); PickTargetUnlocked(); if(target.picked != null) (target.picked as IVisualEventReceiver).OnSelectBegin(); PostAction(); } [EndAction("visualselect", BaseAction = true)] public void EndSelect() { PreActionNoChange(); if(target.picked != null) (target.picked as IVisualEventReceiver).OnSelectEnd(); PostAction(); } [BeginAction("visualedit", BaseAction = true)] public void BeginEdit() { PreAction(UndoGroup.None); if(target.picked != null) (target.picked as IVisualEventReceiver).OnEditBegin(); PostAction(); } [EndAction("visualedit", BaseAction = true)] public void EndEdit() { PreAction(UndoGroup.None); if(target.picked != null) (target.picked as IVisualEventReceiver).OnEditEnd(); PostAction(); } [BeginAction("raisesector8")] public void RaiseSector8() { PreAction(UndoGroup.SectorHeightChange); foreach(IVisualEventReceiver i in selectedobjects) i.OnChangeTargetHeight(8); PostAction(); } [BeginAction("lowersector8")] public void LowerSector8() { PreAction(UndoGroup.SectorHeightChange); foreach(IVisualEventReceiver i in selectedobjects) i.OnChangeTargetHeight(-8); PostAction(); } [BeginAction("raisesector1")] public void RaiseSector1() { PreAction(UndoGroup.SectorHeightChange); foreach(IVisualEventReceiver i in selectedobjects) i.OnChangeTargetHeight(1); PostAction(); } [BeginAction("lowersector1")] public void LowerSector1() { PreAction(UndoGroup.SectorHeightChange); foreach(IVisualEventReceiver i in selectedobjects) i.OnChangeTargetHeight(-1); PostAction(); } [BeginAction("showvisualthings")] public void ShowVisualThings() { BuilderPlug.Me.ShowVisualThings++; if(BuilderPlug.Me.ShowVisualThings > 2) BuilderPlug.Me.ShowVisualThings = 0; } [BeginAction("raisebrightness8")] public void RaiseBrightness8() { PreAction(UndoGroup.SectorBrightnessChange); foreach(IVisualEventReceiver i in selectedobjects) i.OnChangeTargetBrightness(true); PostAction(); } [BeginAction("lowerbrightness8")] public void LowerBrightness8() { PreAction(UndoGroup.SectorBrightnessChange); foreach(IVisualEventReceiver i in selectedobjects) i.OnChangeTargetBrightness(false); PostAction(); } [BeginAction("movetextureleft")] public void MoveTextureLeft1() { PreAction(UndoGroup.TextureOffsetChange); foreach(IVisualEventReceiver i in selectedobjects) i.OnChangeTextureOffset(-1, 0); PostAction(); } [BeginAction("movetextureright")] public void MoveTextureRight1() { PreAction(UndoGroup.TextureOffsetChange); foreach(IVisualEventReceiver i in selectedobjects) i.OnChangeTextureOffset(1, 0); PostAction(); } [BeginAction("movetextureup")] public void MoveTextureUp1() { PreAction(UndoGroup.TextureOffsetChange); foreach(IVisualEventReceiver i in selectedobjects) i.OnChangeTextureOffset(0, -1); PostAction(); } [BeginAction("movetexturedown")] public void MoveTextureDown1() { PreAction(UndoGroup.TextureOffsetChange); foreach(IVisualEventReceiver i in selectedobjects) i.OnChangeTextureOffset(0, 1); PostAction(); } [BeginAction("movetextureleft8")] public void MoveTextureLeft8() { PreAction(UndoGroup.TextureOffsetChange); foreach(IVisualEventReceiver i in selectedobjects) i.OnChangeTextureOffset(-8, 0); PostAction(); } [BeginAction("movetextureright8")] public void MoveTextureRight8() { PreAction(UndoGroup.TextureOffsetChange); foreach(IVisualEventReceiver i in selectedobjects) i.OnChangeTextureOffset(8, 0); PostAction(); } [BeginAction("movetextureup8")] public void MoveTextureUp8() { PreAction(UndoGroup.TextureOffsetChange); foreach(IVisualEventReceiver i in selectedobjects) i.OnChangeTextureOffset(0, -8); PostAction(); } [BeginAction("movetexturedown8")] public void MoveTextureDown8() { PreAction(UndoGroup.TextureOffsetChange); foreach(IVisualEventReceiver i in selectedobjects) i.OnChangeTextureOffset(0, 8); PostAction(); } [BeginAction("textureselect")] public void TextureSelect() { PreAction(UndoGroup.None); renderer.SetCrosshairBusy(true); General.Interface.RedrawDisplay(); if(target.picked != null) (target.picked as IVisualEventReceiver).OnSelectTexture(); UpdateChangedObjects(); renderer.SetCrosshairBusy(false); PostAction(); } [BeginAction("texturecopy")] public void TextureCopy() { PreActionNoChange(); if(target.picked != null) (target.picked as IVisualEventReceiver).OnCopyTexture(); PostAction(); } [BeginAction("texturepaste")] public void TexturePaste() { PreAction(UndoGroup.None); foreach(IVisualEventReceiver i in selectedobjects) i.OnPasteTexture(); PostAction(); } [BeginAction("visualautoalignx")] public void TextureAutoAlignX() { PreAction(UndoGroup.None); renderer.SetCrosshairBusy(true); General.Interface.RedrawDisplay(); if(target.picked != null) (target.picked as IVisualEventReceiver).OnTextureAlign(true, false); UpdateChangedObjects(); renderer.SetCrosshairBusy(false); PostAction(); } [BeginAction("visualautoaligny")] public void TextureAutoAlignY() { PreAction(UndoGroup.None); renderer.SetCrosshairBusy(true); General.Interface.RedrawDisplay(); if(target.picked != null) (target.picked as IVisualEventReceiver).OnTextureAlign(false, true); UpdateChangedObjects(); renderer.SetCrosshairBusy(false); PostAction(); } [BeginAction("toggleupperunpegged")] public void ToggleUpperUnpegged() { PreAction(UndoGroup.None); if(target.picked != null) (target.picked as IVisualEventReceiver).OnToggleUpperUnpegged(); PostAction(); } [BeginAction("togglelowerunpegged")] public void ToggleLowerUnpegged() { PreAction(UndoGroup.None); if(target.picked != null) (target.picked as IVisualEventReceiver).OnToggleLowerUnpegged(); PostAction(); } [BeginAction("togglegravity")] public void ToggleGravity() { BuilderPlug.Me.UseGravity = !BuilderPlug.Me.UseGravity; string onoff = BuilderPlug.Me.UseGravity ? "ON" : "OFF"; General.Interface.DisplayStatus(StatusType.Action, "Gravity is now " + onoff + "."); } [BeginAction("togglebrightness")] public void ToggleBrightness() { renderer.FullBrightness = !renderer.FullBrightness; string onoff = renderer.FullBrightness ? "ON" : "OFF"; General.Interface.DisplayStatus(StatusType.Action, "Full Brightness is now " + onoff + "."); } [BeginAction("resettexture")] public void ResetTexture() { PreAction(UndoGroup.None); foreach(IVisualEventReceiver i in selectedobjects) i.OnResetTextureOffset(); PostAction(); } [BeginAction("floodfilltextures")] public void FloodfillTextures() { PreAction(UndoGroup.None); if(target.picked != null) (target.picked as IVisualEventReceiver).OnTextureFloodfill(); PostAction(); } [BeginAction("texturecopyoffsets")] public void TextureCopyOffsets() { PreActionNoChange(); if(target.picked != null) (target.picked as IVisualEventReceiver).OnCopyTextureOffsets(); PostAction(); } [BeginAction("texturepasteoffsets")] public void TexturePasteOffsets() { PreAction(UndoGroup.None); foreach(IVisualEventReceiver i in selectedobjects) i.OnPasteTextureOffsets(); PostAction(); } [BeginAction("copyproperties")] public void CopyProperties() { PreActionNoChange(); if(target.picked != null) (target.picked as IVisualEventReceiver).OnCopyProperties(); PostAction(); } [BeginAction("pasteproperties")] public void PasteProperties() { PreAction(UndoGroup.None); foreach(IVisualEventReceiver i in selectedobjects) i.OnPasteProperties(); PostAction(); } [BeginAction("insertitem", BaseAction = true)] public void Insert() { PreAction(UndoGroup.None); foreach(IVisualEventReceiver i in selectedobjects) i.OnInsert(); PostAction(); } [BeginAction("deleteitem", BaseAction = true)] public void Delete() { PreAction(UndoGroup.None); foreach(IVisualEventReceiver i in selectedobjects) i.OnDelete(); PostAction(); } #endregion } }