#region ================== Namespaces using System; using System.Collections.Generic; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; #endregion namespace CodeImp.DoomBuilder.BuilderModes { public class ResultVertexOverlappingLine : ErrorResult { #region ================== Variables private readonly Linedef line; private readonly Vertex vertex; #endregion #region ================== Properties public override int Buttons { get { return 1; } } public override string Button1Text { get { return "Split Linedef"; } } #endregion #region ================== Constructor / Destructor // Constructor public ResultVertexOverlappingLine(Vertex v, Linedef l) { // Initialize line = l; vertex = v; viewobjects.Add(l); viewobjects.Add(v); hidden = (l.IgnoredErrorChecks.Contains(this.GetType()) && v.IgnoredErrorChecks.Contains(this.GetType())); //mxd description = "This vertex overlaps this linedef without splitting it."; } #endregion #region ================== Methods // This sets if this result is displayed in ErrorCheckForm (mxd) internal override void Hide(bool hide) { hidden = hide; Type t = this.GetType(); if(hide) { vertex.IgnoredErrorChecks.Add(t); line.IgnoredErrorChecks.Add(t); } else { if(vertex.IgnoredErrorChecks.Contains(t)) vertex.IgnoredErrorChecks.Remove(t); if(line.IgnoredErrorChecks.Contains(t)) line.IgnoredErrorChecks.Remove(t); } } // This must return the string that is displayed in the listbox public override string ToString() { return "Vertex " + vertex.Index + " overlaps line " + line.Index + " without splitting it"; } // Rendering public override void PlotSelection(IRenderer2D renderer) { renderer.PlotLinedef(line, General.Colors.Selection); renderer.PlotVertex(line.Start, ColorCollection.VERTICES); renderer.PlotVertex(line.End, ColorCollection.VERTICES); renderer.PlotVertex(vertex, ColorCollection.SELECTION); } // Fix by splitting the line public override bool Button1Click(bool batchMode) { if(!batchMode) General.Map.UndoRedo.CreateUndo("Split Linedef"); line.Split(vertex); //check that we don't have duplicate lines List lines = new List(vertex.Linedefs); for(int i = 0; i < lines.Count - 1; i++) { for(int c = i + 1; c < lines.Count; c++) { if( (lines[i].Start == lines[c].Start && lines[i].End == lines[c].End) || (lines[i].Start == lines[c].End && lines[i].End == lines[c].Start)) { lines[c].Join(lines[i]); //mxd. Textures may've become unused if(lines[c].Front != null) lines[c].Front.RemoveUnneededTextures(lines[c].Back != null, false, true); if(lines[c].Back != null) lines[c].Back.RemoveUnneededTextures(lines[c].Front != null, false, true); } } } General.Map.Map.Update(); return true; } #endregion } }