#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.Generic; using System.Windows.Forms; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Editing; #endregion namespace CodeImp.DoomBuilder.BuilderModes { [EditMode(DisplayName = "Make Sectors Mode", SwitchAction = "makesectormode", ButtonImage = "NewSector2.png", // Image resource name for the button ButtonOrder = int.MinValue + 302, // Position of the button (lower is more to the left) ButtonGroup = "000_editing", UseByDefault = true)] public class MakeSectorMode : BaseClassicMode { #region ================== Constants private const float FLASH_DURATION = 300.0f; #endregion #region ================== Variables // Nearest sidedef private LinedefSide editside; private LinedefSide nearestside; private List allsides; private List alllines; // Flash polygon private FlatVertex[] flashpolygon; private float flashintensity; private float flashstarttime; // Interface protected bool editpressed; //mxd. Used in overlay rendering private Dictionary associates; #endregion #region ================== Properties #endregion #region ================== Constructor / Disposer // Constructor public MakeSectorMode() { } // Disposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up nearestside = null; allsides = null; // Dispose base base.Dispose(); } } #endregion #region ================== Methods // This draws the geometry private void DrawGeometry() { associates = new Dictionary(); // Render lines and vertices if(renderer.StartPlotter(true)) { renderer.PlotLinedefSet(General.Map.Map.Linedefs); // Render sector indication if(allsides != null) { foreach(LinedefSide sd in allsides) { if(sd.Front) { if(sd.Line.Front != null) { if(!associates.ContainsKey(sd.Line.Front.Sector)) { renderer.PlotSector(sd.Line.Front.Sector, General.Colors.Indication); associates[sd.Line.Front.Sector] = sd.Line.Front.Sector; } } } else { if(sd.Line.Back != null) { if(!associates.ContainsKey(sd.Line.Back.Sector)) { renderer.PlotSector(sd.Line.Back.Sector, General.Colors.Indication); associates[sd.Line.Back.Sector] = sd.Line.Back.Sector; } } } } } // Render highlight if(alllines != null) { foreach(Linedef l in alllines) renderer.PlotLinedef(l, General.Colors.Highlight); } renderer.PlotVerticesSet(General.Map.Map.Vertices); renderer.Finish(); } } // This draws the overlay private void DrawOverlay() { // Redraw overlay if(renderer.StartOverlay(true)) { if((flashpolygon != null) && (flashintensity > 0.0f)) { renderer.RenderGeometry(flashpolygon, null, true); } else if(BuilderPlug.Me.UseHighlight) //mxd { int color = General.Colors.Indication.WithAlpha(64).ToInt(); foreach(Sector s in associates.Keys) { renderer.RenderHighlight(s.FlatVertices, color); } } renderer.Finish(); } } // This highlights a new region private void Highlight(bool buttonspressed) { // Mouse inside? if(mouseinside) { // Highlighting from a new sidedef? Linedef nl = General.Map.Map.NearestLinedef(mousemappos); if(nl != null) { float side = nl.SideOfLine(mousemappos); LinedefSide newnearest = new LinedefSide(nl, (side <= 0.0f)); if(newnearest != nearestside) { // Only change when buttons are not pressed if(!buttonspressed || (editside == newnearest)) { // Find new sector General.Interface.SetCursor(Cursors.AppStarting); nearestside = newnearest; allsides = Tools.FindPotentialSectorAt(mousemappos); if(allsides != null) { alllines = new List(allsides.Count); foreach(LinedefSide sd in allsides) alllines.Add(sd.Line); } else { alllines = null; } General.Interface.SetCursor(Cursors.Default); } else { // Don't highlight this one nearestside = null; allsides = null; alllines = null; } // Redraw overlay DrawGeometry(); DrawOverlay(); //mxd renderer.Present(); } } } else { // No valid region nearestside = null; allsides = null; alllines = null; // Redraw overlay DrawGeometry(); renderer.Present(); } } // This makes this highlighted potential sector private Sector MakeSector() { General.Interface.SetCursor(Cursors.WaitCursor); General.Settings.FindDefaultDrawSettings(); General.Map.UndoRedo.CreateUndo("Make Sector"); // Mark the lines we are going to use for this sector General.Map.Map.ClearAllMarks(true); foreach(LinedefSide ls in allsides) ls.Line.Marked = false; List oldlines = General.Map.Map.GetMarkedLinedefs(true); // Make the sector Sector s = Tools.MakeSector(allsides, oldlines, false); if(s != null) { // Now we go for all the lines along the sector to // see if they only have a back side. In that case we want // to flip the linedef to that it only has a front side. foreach(Sidedef sd in s.Sidedefs) { if((sd.Line.Front == null) && (sd.Line.Back != null)) { // Flip linedef sd.Line.FlipVertices(); sd.Line.FlipSidedefs(); } } General.Map.Data.UpdateUsedTextures(); General.Interface.SetCursor(Cursors.Default); return s; } else { General.Map.UndoRedo.WithdrawUndo(); return null; } } #endregion #region ================== Events public override void OnHelp() { General.ShowHelp("e_makesectors.html"); } // When the mapset changes (undo/redo) public override void OnMapSetChangeBegin() { // No valid region nearestside = null; allsides = null; alllines = null; base.OnMapSetChangeBegin(); } // Cancel mode public override void OnCancel() { base.OnCancel(); // Return to base mode General.Editing.ChangeMode(new SectorsMode()); } // Mode engages public override void OnEngage() { base.OnEngage(); // Make customized presentation CustomPresentation p = new CustomPresentation(); p.AddLayer(new PresentLayer(RendererLayer.Background, BlendingMode.Mask, General.Settings.BackgroundAlpha)); p.AddLayer(new PresentLayer(RendererLayer.Surface, BlendingMode.Mask)); p.AddLayer(new PresentLayer(RendererLayer.Grid, BlendingMode.Mask)); p.AddLayer(new PresentLayer(RendererLayer.Overlay, BlendingMode.Alpha, 1f, true)); p.AddLayer(new PresentLayer(RendererLayer.Things, BlendingMode.Alpha, Presentation.THINGS_BACK_ALPHA, false)); p.AddLayer(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 1f, true)); renderer.SetPresentation(p); General.Map.Map.SelectionType = SelectionType.All; } // Mode disengages public override void OnDisengage() { base.OnDisengage(); // Check which mode we are switching to if(General.Editing.NewMode is VerticesMode || General.Editing.NewMode is LinedefsMode) { // Clear selected sectors General.Map.Map.ClearSelectedSectors(); } // Hide highlight info General.Interface.HideInfo(); // Stop processing General.Interface.DisableProcessing(); } // This redraws the display public override void OnRedrawDisplay() { renderer.RedrawSurface(); // Render lines and vertices DrawGeometry(); // Render things if(renderer.StartThings(true)) { renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA); renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, Presentation.THINGS_ALPHA); renderer.Finish(); } // Render overlay DrawOverlay(); renderer.Present(); } // Start select protected override void OnSelectBegin() { // Select pressed in this mode selectpressed = true; editside = nearestside; base.OnEditBegin(); } // Done selecting protected override void OnSelectEnd() { // Select was pressed in this mode? if(selectpressed && (editside == nearestside) && (nearestside != null)) { // Possible to make a sector? if(allsides != null) { // Make the sector Sector s = MakeSector(); if(s != null) { // Quickly flash this sector to indicate it was created General.Map.IsChanged = true; General.Map.Map.Update(); General.Interface.RedrawDisplay(); flashpolygon = new FlatVertex[s.FlatVertices.Length]; s.FlatVertices.CopyTo(flashpolygon, 0); flashintensity = 1.0f; flashstarttime = Clock.CurrentTime; General.Interface.EnableProcessing(); } // Redraw overlay DrawGeometry(); DrawOverlay(); renderer.Present(); } } base.OnSelectEnd(); } // Start editing protected override void OnEditBegin() { // Edit pressed in this mode editpressed = true; editside = nearestside; base.OnEditBegin(); } // Done editing protected override void OnEditEnd() { // Edit was pressed in this mode? if(editpressed && (editside == nearestside) && (nearestside != null)) { // Possible to make a sector? if(allsides != null) { // Make the sector Sector s = MakeSector(); if(s != null) { General.Map.Map.Update(); // Edit the sector List secs = new List(); secs.Add(s); if(General.Interface.ShowEditSectors(secs) == DialogResult.OK) { // Quickly flash this sector to indicate it was created General.Map.IsChanged = true; General.Map.Map.Update(); flashpolygon = new FlatVertex[s.FlatVertices.Length]; s.FlatVertices.CopyTo(flashpolygon, 0); flashintensity = 1.0f; flashstarttime = Clock.CurrentTime; General.Interface.EnableProcessing(); } else { // Undo General.Map.UndoRedo.WithdrawUndo(); } } // Redraw overlay DrawGeometry(); DrawOverlay(); renderer.Present(); } } editpressed = false; base.OnEditEnd(); } // Mouse moves public override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); if(panning) return; //mxd. Skip all this jass while panning // Highlight the region Highlight((e.Button != MouseButtons.None)); } // Mouse leaves public override void OnMouseLeave(EventArgs e) { base.OnMouseLeave(e); // Highlight nothing Highlight(false); } // Something is undone public override void OnUndoEnd() { base.OnUndoEnd(); editside = null; nearestside = null; if(alllines != null) alllines.Clear(); if(allsides != null) allsides.Clear(); } // Something is redone public override void OnRedoEnd() { base.OnRedoEnd(); editside = null; nearestside = null; if(alllines != null) alllines.Clear(); if(allsides != null) allsides.Clear(); } // Processing public override void OnProcess(float deltatime) { base.OnProcess(deltatime); // Process flash if(flashpolygon != null) { // Determine the intensity of the flash by time elapsed float curtime = Clock.CurrentTime; flashintensity = 1f - ((curtime - flashstarttime) / FLASH_DURATION); if(flashintensity > 0.0f) { // Update vertices in polygon PixelColor pc = new PixelColor((byte)(flashintensity * 255.0f), 255, 255, 255); int intcolor = pc.ToInt(); for(int i = 0; i < flashpolygon.Length; i++) flashpolygon[i].c = intcolor; } else { // End of flash, trash the polygon flashpolygon = null; flashintensity = 0.0f; General.Interface.DisableProcessing(); } // Redraw overlay DrawOverlay(); renderer.Present(); } } #endregion } }