#region ================== Copyright (c) 2009 Boris Iwanski /* * Copyright (c) 2009 Boris Iwanski * This program is released under GNU General Public License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * */ #endregion #region ================== Namespaces using System.Collections.Generic; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Plugins; using CodeImp.DoomBuilder.Actions; #endregion namespace CodeImp.DoomBuilder.StairSectorBuilderMode { // // MANDATORY: The plug! // This is an important class to the Doom Builder core. Every plugin must // have exactly 1 class that inherits from Plug. When the plugin is loaded, // this class is instantiated and used to receive events from the core. // Make sure the class is public, because only public classes can be seen // by the core. // public class BuilderPlug : Plug { public struct Prefab { public string name; // General public int numberofsectors; public int innervertexmultiplier; public int outervertexmultiplier; public int stairtype; // Straight stairs public int sectordepth; public int spacing; public bool frontside; public bool singlesectors; public bool singledirection; public bool distinctbaseheights; // Auto curve public int flipping; // Catmull Rom spline public int numberofcontrolpoints; // Height info public bool applyfloormod; public int floormod; public int floorbase; public bool applyceilingmod; public int ceilingmod; public int ceilingbase; // Textures public bool applyfloortexture; public string floortexture; public bool applyceilingtexture; public string ceilingtexture; public bool applyuppertexture; public string uppertexture; public bool upperunpegged; public bool applymiddletexture; public string middletexture; public bool applylowertexture; public string lowertexture; public bool lowerunpegged; } // Static instance. We can't use a real static class, because BuilderPlug must // be instantiated by the core, so we keep a static reference. (this technique // should be familiar to object-oriented programmers) private static BuilderPlug me; // Static property to access the BuilderPlug public static BuilderPlug Me { get { return me; } } private List prefabs; public List Prefabs { get { return prefabs; } } // This plugin relies on some functionality that wasn't there in older versions public override int MinimumRevision { get { return 1310; } } // This event is called when the plugin is initialized public override void OnInitialize() { base.OnInitialize(); // This binds the methods in this class that have the BeginAction // and EndAction attributes with their actions. Without this, the // attributes are useless. Note that in classes derived from EditMode // this is not needed, because they are bound automatically when the // editing mode is engaged. General.Actions.BindMethods(this); prefabs = new List(); // TODO: Add DB2 version check so that old DB2 versions won't crash // General.ErrorLogger.Add(ErrorType.Error, "zomg!"); // Keep a static reference me = this; } // This is called when the plugin is terminated public override void Dispose() { base.Dispose(); // This must be called to remove bound methods for actions. General.Actions.UnbindMethods(this); } #region ================== Actions [BeginAction("selectsectorsoutline")] public void SelectSectorsOutline() { // Must have sectors selected. Having sectors selected implies // that there are also linedefs selected if(General.Map.Map.SelectedSectorsCount == 0) return; // Get the list of selected sectors since it'll be empty after // switching to linedefs mode List sectors = new List(General.Map.Map.GetSelectedSectors(true)); General.Editing.ChangeMode("LinedefsMode"); // Go through all selected linedefs and unselect/unmark all which // have a selected sector on both sides foreach(Linedef ld in General.Map.Map.GetSelectedLinedefs(true)) { if(sectors.Contains(ld.Front.Sector) && ld.Back != null && sectors.Contains(ld.Back.Sector)) { ld.Selected = false; ld.Marked = false; } } General.Interface.RedrawDisplay(); } #endregion #region ================== Methods #endregion } }