#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 CodeImp.DoomBuilder.Editing; using System.Drawing; using CodeImp.DoomBuilder.Controls; using CodeImp.DoomBuilder.Data; #endregion namespace CodeImp.DoomBuilder.BuilderModes { [EditMode(SwitchAction = "brightnessmode", ButtonDesc = "Brightness Mode", ButtonImage = "BrightnessMode.png", ButtonOrder = int.MinValue + 3)] public class BrightnessMode : ClassicMode { #region ================== Constants #endregion #region ================== Variables // Highlighted item private Sector highlighted; // Interface private bool editpressed; // The methods GetSelected* and MarkSelected* on the MapSet do not // retain the order in which items were selected. // This list keeps in order while sectors are selected/deselected. private List orderedselection; #endregion #region ================== Properties #endregion #region ================== Constructor / Disposer // Constructor public BrightnessMode() { // Make lists orderedselection = new List(); // Fill the list with selected sectors (these are not in order, but we have no other choice) ICollection selectedsectors = General.Map.Map.GetSelectedSectors(true); foreach(Sector s in selectedsectors) orderedselection.Add(s); } // Disposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up orderedselection = null; // Dispose base base.Dispose(); } } #endregion #region ================== Methods // When undo is used [EndAction("undo", BaseAction = true)] public void Undo() { // Clear ordered selection orderedselection.Clear(); } // When redo is used [EndAction("redo", BaseAction = true)] public void Redo() { // Clear ordered selection orderedselection.Clear(); } // This selectes or deselects a sector protected void SelectSector(Sector s, bool selectstate) { bool selectionchanged = false; // Select the sector? if(selectstate && !s.Selected) { orderedselection.Add(s); s.Selected = true; selectionchanged = true; } // Deselect the sector? else if(!selectstate && s.Selected) { orderedselection.Remove(s); s.Selected = false; selectionchanged = true; } // Selection changed? if(selectionchanged) { // Make update lines selection foreach(Sidedef sd in s.Sidedefs) { bool front, back; if(sd.Line.Front != null) front = sd.Line.Front.Sector.Selected; else front = false; if(sd.Line.Back != null) back = sd.Line.Back.Sector.Selected; else back = false; sd.Line.Selected = front | back; } } } // Cancel mode public override void OnCancel() { base.OnCancel(); // Return to this mode General.Map.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)); 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, 0.3f, false)); p.AddLayer(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 1f, true)); renderer.SetPresentation(p); } // Mode disengages public override void OnDisengage() { base.OnDisengage(); // Check which mode we are switching to if(General.Map.NewMode is VerticesMode) { // Convert selection to vertices // Clear selected sectors General.Map.Map.ClearSelectedSectors(); } else if(General.Map.NewMode is LinedefsMode) { // Convert selection to linedefs // Clear selected sectors General.Map.Map.ClearSelectedSectors(); } // Hide highlight info General.Interface.HideInfo(); } // This redraws the display public override void OnRedrawDisplay() { // Render lines and vertices if(renderer.StartPlotter(true)) { renderer.PlotLinedefSet(General.Map.Map.Linedefs); renderer.PlotVerticesSet(General.Map.Map.Vertices); if((highlighted != null) && !highlighted.IsDisposed) renderer.PlotSector(highlighted, General.Colors.Highlight); renderer.Finish(); } // Render things if(renderer.StartThings(true)) { renderer.RenderThingSet(General.Map.Map.Things); renderer.Finish(); } // Render overlay UpdateOverlay(); renderer.Present(); } // This updates the overlay private void UpdateOverlay() { if(renderer.StartOverlay(true)) { // Go for all sectors foreach(Sector s in General.Map.Map.Sectors) { // Determine color by brightness PixelColor brightnesscolor = new PixelColor(255, (byte)s.Brightness, (byte)s.Brightness, (byte)s.Brightness); int brightnessint = brightnesscolor.ToInt(); // Load texture image ImageData texture = General.Map.Data.GetFlatImage(s.LongFloorTexture); if(!texture.IsLoaded) texture.LoadImage(); // Make vertices FlatVertex[] verts = new FlatVertex[s.Vertices.Length]; s.Vertices.CopyTo(verts, 0); for(int i = 0; i < verts.Length; i++) { verts[i].u = verts[i].x / texture.ScaledWidth; verts[i].v = verts[i].y / texture.ScaledHeight; } // Render the geometry renderer.RenderGeometry(verts, texture, true); } if(selecting) RenderMultiSelection(); renderer.Finish(); } } // This highlights a new item protected void Highlight(Sector s) { // Update display if(renderer.StartPlotter(false)) { // Undraw previous highlight if((highlighted != null) && !highlighted.IsDisposed) renderer.PlotSector(highlighted); /* // Undraw highlighted things if(highlighted != null) foreach(Thing t in highlighted.Things) renderer.RenderThing(t, renderer.DetermineThingColor(t)); */ // Set new highlight highlighted = s; // Render highlighted item if((highlighted != null) && !highlighted.IsDisposed) renderer.PlotSector(highlighted, General.Colors.Highlight); /* // Render highlighted things if(highlighted != null) foreach(Thing t in highlighted.Things) renderer.RenderThing(t, General.Colors.Highlight); */ // Done renderer.Finish(); renderer.Present(); } // Show highlight info if((highlighted != null) && !highlighted.IsDisposed) General.Interface.ShowSectorInfo(highlighted); else General.Interface.HideInfo(); } // Selection protected override void OnSelect() { // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Flip selection SelectSector(highlighted, !highlighted.Selected); // Update display if(renderer.StartPlotter(false)) { // Redraw highlight to show selection renderer.PlotSector(highlighted); renderer.Finish(); renderer.Present(); } } else { // Start making a selection StartMultiSelection(); } base.OnSelect(); } // End selection protected override void OnEndSelect() { // Not stopping from multiselection? if(!selecting) { // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Update display if(renderer.StartPlotter(false)) { // Render highlighted item renderer.PlotSector(highlighted, General.Colors.Highlight); renderer.Finish(); renderer.Present(); } } } base.OnEndSelect(); } // Start editing protected override void OnEdit() { // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Edit pressed in this mode editpressed = true; // Highlighted item not selected? if(!highlighted.Selected) { // Make this the only selection General.Map.Map.ClearSelectedSectors(); General.Map.Map.ClearSelectedLinedefs(); SelectSector(highlighted, true); General.Interface.RedrawDisplay(); } // Update display if(renderer.StartPlotter(false)) { // Redraw highlight to show selection renderer.PlotSector(highlighted); renderer.Finish(); renderer.Present(); } } base.OnEdit(); } // Done editing protected override void OnEndEdit() { // Edit pressed in this mode? if(editpressed) { } editpressed = false; base.OnEndEdit(); } // Mouse moves public override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); // Not holding any buttons? if(e.Button == MouseButtons.None) { // Find the nearest linedef within highlight range Linedef l = General.Map.Map.NearestLinedef(mousemappos); if(l != null) { // Check on which side of the linedef the mouse is float side = l.SideOfLine(mousemappos); if(side > 0) { // Is there a sidedef here? if(l.Back != null) { // Highlight if not the same if(l.Back.Sector != highlighted) Highlight(l.Back.Sector); } else { // Highlight nothing if(highlighted != null) Highlight(null); } } else { // Is there a sidedef here? if(l.Front != null) { // Highlight if not the same if(l.Front.Sector != highlighted) Highlight(l.Front.Sector); } else { // Highlight nothing if(highlighted != null) Highlight(null); } } } else { // Highlight nothing if(highlighted != null) Highlight(null); } } } // Mouse leaves public override void OnMouseLeave(EventArgs e) { base.OnMouseLeave(e); // Highlight nothing Highlight(null); } // This is called wheh selection ends protected override void OnEndMultiSelection() { // Go for all lines foreach(Linedef l in General.Map.Map.Linedefs) { l.Selected = ((l.Start.Position.x >= selectionrect.Left) && (l.Start.Position.y >= selectionrect.Top) && (l.Start.Position.x <= selectionrect.Right) && (l.Start.Position.y <= selectionrect.Bottom) && (l.End.Position.x >= selectionrect.Left) && (l.End.Position.y >= selectionrect.Top) && (l.End.Position.x <= selectionrect.Right) && (l.End.Position.y <= selectionrect.Bottom)); } // Go for all sectors foreach(Sector s in General.Map.Map.Sectors) { // Go for all sidedefs bool allselected = true; foreach(Sidedef sd in s.Sidedefs) { if(!sd.Line.Selected) { allselected = false; break; } } // Sector completely selected? s.Selected = allselected; } // Make sure all linedefs reflect selected sectors foreach(Sector s in General.Map.Map.Sectors) SelectSector(s, s.Selected); base.OnEndMultiSelection(); if(renderer.StartOverlay(true)) renderer.Finish(); General.Interface.RedrawDisplay(); } // This is called when the selection is updated protected override void OnUpdateMultiSelection() { base.OnUpdateMultiSelection(); // Render overlay UpdateOverlay(); renderer.Present(); } #endregion #region ================== Actions #endregion } }