#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 CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Editing; #endregion namespace CodeImp.DoomBuilder.BuilderModes { // 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] [EditMode(DisplayName = "Sectors", AllowCopyPaste = false, Volatile = true)] public sealed class DragSectorsMode : DragGeometryMode { #region ================== Constants #endregion #region ================== Variables private ICollection selectedlines; private ICollection selectedsectors; #endregion #region ================== Properties #endregion #region ================== Constructor / Disposer // Constructor to start dragging immediately public DragSectorsMode(Vector2D dragstartmappos) { // Mark what we are dragging General.Map.Map.ClearAllMarks(false); General.Map.Map.MarkSelectedLinedefs(true, true); ICollection verts = General.Map.Map.GetVerticesFromLinesMarks(true); foreach(Vertex v in verts) v.Marked = true; // Get selected lines selectedlines = General.Map.Map.GetSelectedLinedefs(true); selectedsectors = General.Map.Map.GetSelectedSectors(true); // Initialize base.StartDrag(dragstartmappos); undodescription = (selectedsectors.Count == 1 ? "Drag sector" : "Drag " + selectedsectors.Count + " sectors"); //mxd // 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 OnEngage() { base.OnEngage(); renderer.SetPresentation(Presentation.Standard); } // Disenagaging public override void OnDisengage() { // Select vertices from lines selection General.Map.Map.ClearSelectedVertices(); ICollection verts = General.Map.Map.GetVerticesFromLinesMarks(true); foreach(Vertex v in verts) v.Selected = true; // Perform normal disengage base.OnDisengage(); // Clear vertex selection General.Map.Map.ClearSelectedVertices(); // 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(); //mxd. Also (de)select things? if(BuilderPlug.Me.SyncronizeThingEdit) { Sector s = General.GetByIndex(selectedsectors, 0); foreach(Thing t in General.Map.Map.Things) if(t.Sector == s && t.Selected) t.Selected = false; } } } } // This redraws the display public override void OnRedrawDisplay() { renderer.RedrawSurface(); UpdateRedraw(); // Redraw things when view changed if(CheckViewChanged()) { if(renderer.StartThings(true)) { renderer.RenderThingSet(General.Map.Map.Things, General.Settings.ActiveThingsAlpha); renderer.Finish(); } } renderer.Present(); } // This redraws only the required things protected override void UpdateRedraw() { // Start rendering if(renderer.StartPlotter(true)) { // Render lines and vertices renderer.PlotLinedefSet(snaptolines); renderer.PlotLinedefSet(unstablelines); renderer.PlotLinedefSet(selectedlines); renderer.PlotVerticesSet(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.PlotVertex(dragitem, ColorCollection.HIGHLIGHT, false); // Done renderer.Finish(); } //mxd. Render things if(renderer.StartThings(true)) { renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, General.Settings.HiddenThingsAlpha); renderer.RenderThingSet(unselectedthings, General.Settings.ActiveThingsAlpha); renderer.RenderThingSet(selectedthings, General.Settings.ActiveThingsAlpha); renderer.Finish(); } // Redraw overlay if(renderer.StartOverlay(true)) { renderer.RenderText(labels); renderer.Finish(); } } #endregion } }