#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 System.Drawing; using CodeImp.DoomBuilder.Editing; #endregion namespace CodeImp.DoomBuilder.BuilderModes.Editing { // No action or button for this mode, it is automatic. // The EditMode attribute does not have to be specified unless the // mode must be activated by class name rather than direct instance. // In that case, just specifying the attribute like this is enough: [EditMode] public sealed class DragSectorsMode : DragGeometryMode { #region ================== Constants #endregion #region ================== Variables private ICollection selectedlines; private ICollection unselectedlines; private ICollection selectedsectors; #endregion #region ================== Properties #endregion #region ================== Constructor / Disposer // Constructor to start dragging immediately public DragSectorsMode(EditMode basemode, Sector dragitem, Vector2D dragstartmappos) { // Get the nearest vertex for snapping Vertex nearest = MapSet.NearestVertex(General.Map.Map.GetVerticesFromLinesSelection(true), dragstartmappos); // Get selected lines selectedlines = General.Map.Map.GetLinedefsSelection(true); unselectedlines = General.Map.Map.GetLinedefsSelection(false); selectedsectors = General.Map.Map.GetSectorsSelection(true); // Initialize base.StartDrag(basemode, nearest, dragstartmappos, General.Map.Map.GetVerticesFromLinesSelection(true), General.Map.Map.GetVerticesFromLinesSelectionEx(false)); // 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 // Mode engages public override void Engage() { base.Engage(); } // Disenagaging public override void Disengage() { base.Disengage(); // When not cancelled if(!cancelled) { // If only a single sector was selected, deselect it now if(selectedsectors.Count == 1) { General.Map.Map.ClearSelectedSectors(); General.Map.Map.ClearSelectedLinedefs(); } } } // This redraws the display public unsafe override void RedrawDisplay() { bool viewchanged = CheckViewChanged(); // Start rendering if(renderer.Start(true, viewchanged)) { // Uncomment this to see triangulation /* foreach(Sector s in General.Map.Map.Sectors) { for(int i = 0; i < s.Triangles.Count; i += 3) { renderer.RenderLine(s.Triangles[i + 0], s.Triangles[i + 1], General.Colors.Selection); renderer.RenderLine(s.Triangles[i + 1], s.Triangles[i + 2], General.Colors.Selection); renderer.RenderLine(s.Triangles[i + 2], s.Triangles[i + 0], General.Colors.Selection); } } */ // Redraw things when view changed if(viewchanged) { renderer.SetThingsRenderOrder(false); renderer.RenderThingSet(General.Map.Map.Things); } // Render lines and vertices renderer.RenderLinedefSet(unselectedlines); renderer.RenderLinedefSet(selectedlines); renderer.RenderVerticesSet(General.Map.Map.Vertices); // Draw the dragged item highlighted // This is important to know, because this item is used // for snapping to the grid and snapping to nearest items renderer.RenderVertex(dragitem, ColorCollection.HIGHLIGHT); // Done renderer.Finish(); } } #endregion } }