#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; using System.Collections; using System.Collections.Generic; using System.Collections.ObjectModel; 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 System.Drawing; using CodeImp.DoomBuilder.Editing; using CodeImp.DoomBuilder.Plugins; using CodeImp.DoomBuilder.Actions; using CodeImp.DoomBuilder.Types; using CodeImp.DoomBuilder.Config; using CodeImp.DoomBuilder.Data; #endregion namespace CodeImp.DoomBuilder.CopyPasteSectorProps { // // 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 { // 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; } } // These variables will store the properties we want to copy private int floorHeight; private int ceilHeight; private string floorTexture; private string ceilTexture; private int brightness; private int effect; private int tag; private UniFields fields; // This is set to true to know that we copied sector properties. // If this is false, the variables above are uninitialized. bool didCopyProps = false; // 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); // 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 // This is the method that will be called when the "copysectorprops" action is used by the user. // The actions are defined in the Actions.cfg file (the name must be exactly that) and the // BeginAction attribute indicates that this method must be called when the key for this // action is pressed. You can use the EndAction attribute for methods that must be called when // the key for an action is released. See above for the BindMethods method call which must be // called in order for these methods to work. [BeginAction("copysectorprops")] public void CopySectorProps() { // Only make this action possible if a map is actually opened and the we are in sectors mode if (General.Editing.Mode == null || General.Editing.Mode.Attributes.SwitchAction != "sectorsmode") { return; } // Make sure a sector is highlighted if (!(General.Editing.Mode.HighlightedObject is Sector)) { // Show a warning in the status bar General.Interface.DisplayStatus(StatusType.Warning, "Please highlight a sector to copy the properties from"); return; } // Copy the properties from the sector Sector s = (Sector)General.Editing.Mode.HighlightedObject; floorHeight = s.FloorHeight; ceilHeight = s.CeilHeight; floorTexture = s.FloorTexture; ceilTexture = s.CeilTexture; brightness = s.Brightness; effect = s.Effect; tag = s.Tag; // Remember that we copied the properties didCopyProps = true; // Let the user know that copying worked General.Interface.DisplayStatus(StatusType.Action, "Copied sector properties."); } // This is the method that will be called when the "pastesectorprops" action is used by the user. [BeginAction("pastesectorprops")] public void PasteSectorProps() { // Collection used to store the sectors we want to paste to List sectors = new List(); // Just for fun we want to let the user know to how many sectors he/she/it pasted int pasteCount = 0; // Only make this action possible if a map is actually opened and we are in sectors mode if (General.Editing.Mode == null || General.Editing.Mode.Attributes.SwitchAction != "sectorsmode") { return; } // Make sure there's at least one selected or highlighted sector we can paste the properties to if (General.Map.Map.GetSelectedSectors(true).Count == 0 && !(General.Editing.Mode.HighlightedObject is Sector)) { // Show a warning in the status bar General.Interface.DisplayStatus(StatusType.Warning, "Please select or highlight at least 1 sector to paste the properties to."); return; } // Check if there's actually a copied sector to get the properties from if (didCopyProps == false) { // Show a warning in the status bar General.Interface.DisplayStatus(StatusType.Warning, "Can't paste properties. You need to copy the properties first."); return; } // If there are selected sectors only paste to them if (General.Map.Map.GetSelectedSectors(true).Count != 0) { ICollection selectedsectors = General.Map.Map.GetSelectedSectors(true); foreach (Sector s in selectedsectors) { sectors.Add(s); pasteCount++; } } // No selected sectors. paste to the highlighted one else { sectors.Add((Sector)General.Editing.Mode.HighlightedObject); pasteCount++; } // Make the action undo-able General.Map.UndoRedo.CreateUndo("Paste sector properties"); // Set the properties of all selected sectors foreach(Sector s in sectors) { // Heights s.FloorHeight = floorHeight; s.CeilHeight = ceilHeight; // Textures s.SetFloorTexture(floorTexture); s.SetCeilTexture(ceilTexture); // Other stuff s.Brightness = brightness; s.Effect = effect; s.Tag = tag; } // Redraw to make the changes visible General.Map.Map.Update(); General.Interface.RedrawDisplay(); // Let the user know to how many sectors the properties were copied General.Interface.DisplayStatus(StatusType.Action, "Pasted sector properties to " + pasteCount.ToString() + " sector(s)."); } #endregion } }