#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.Drawing; using System.Diagnostics; using System.Threading.Tasks; using System.Windows.Forms; using System.Collections.Concurrent; using CodeImp.DoomBuilder.Actions; using CodeImp.DoomBuilder.BuilderModes.Interface; using CodeImp.DoomBuilder.Config; using CodeImp.DoomBuilder.Editing; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Types; using CodeImp.DoomBuilder.Windows; #endregion namespace CodeImp.DoomBuilder.BuilderModes { [EditMode(DisplayName = "Sectors Mode", SwitchAction = "sectorsmode", // Action name used to switch to this mode ButtonImage = "SectorsMode.png", // Image resource name for the button ButtonOrder = int.MinValue + 200, // Position of the button (lower is more to the left) ButtonGroup = "000_editing", UseByDefault = true, SafeStartMode = true)] public class SectorsMode : BaseClassicMode { #region ================== Constants private const int MAX_SECTOR_LABELS = 256; //mxd #endregion #region ================== Variables // Highlighted item private Sector highlighted; private readonly Association highlightasso; // Interface new private bool editpressed; private bool selectionfromhighlight; //mxd // Labels private Dictionary labels; private List torenderlabels; //mxd. Effects private readonly Dictionary effects; //mxd. Cached overlays stuff private FlatVertex[] overlayGeometry; private Dictionary selectedEffectLabels; private Dictionary unselectedEffectLabels; // The blockmap makes synchronized editing faster BlockMap blockmap; bool addedlinedefstoblockmap; // Stores sizes of the text for text labels so that they only have to be computed once private Dictionary textlabelsizecache; private ConcurrentDictionary determinedsectorthings; #endregion #region ================== Properties public override object HighlightedObject { get { return highlighted; } } #endregion #region ================== Constructor / Disposer // Constructor public SectorsMode() { highlightasso = new Association(renderer); textlabelsizecache = new Dictionary(); //mxd effects = new Dictionary(); foreach(SectorEffectInfo info in General.Map.Config.SortedSectorEffects) { string name = info.Index + ": " + info.Title; effects.Add(info.Index, new[] { name, "E" + info.Index }); } } // Disposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Dispose old labels foreach(TextLabel[] lbl in labels.Values) foreach(TextLabel l in lbl) l.Dispose(); // Dispose base base.Dispose(); } } #endregion #region ================== Methods // This makes a CRC for the selection /*public int CreateSelectionCRC() { CRC crc = new CRC(); ICollection orderedselection = General.Map.Map.GetSelectedSectors(true); crc.Add(orderedselection.Count); foreach(Sector s in orderedselection) { crc.Add(s.FixedIndex); } return (int)(crc.Value & 0xFFFFFFFF); }*/ //mxd. This makes a CRC for given selection private static int CreateSelectionCRC(ICollection selection) { CRC crc = new CRC(); crc.Add(selection.Count); foreach(Sector s in selection) crc.Add(s.FixedIndex); return (int)(crc.Value & 0xFFFFFFFF); } // This sets up new labels private void SetupLabels() { if(labels != null) { // Dispose old labels foreach(TextLabel[] lbl in labels.Values) foreach(TextLabel l in lbl) l.Dispose(); } // Make text labels for sectors PixelColor c = (General.Settings.UseHighlight ? General.Colors.Highlight : General.Colors.Selection); //mxd labels = new Dictionary(General.Map.Map.Sectors.Count); foreach(Sector s in General.Map.Map.Sectors) { // Setup labels TextLabel[] labelarray = new TextLabel[s.Labels.Count]; for(int i = 0; i < s.Labels.Count; i++) { labelarray[i] = new TextLabel(); labelarray[i].TransformCoords = true; labelarray[i].Location = s.Labels[i].position; labelarray[i].AlignX = TextAlignmentX.Center; labelarray[i].AlignY = TextAlignmentY.Middle; labelarray[i].Color = c; labelarray[i].BackColor = General.Colors.Background.WithAlpha(128); } labels.Add(s, labelarray); } } // This updates the overlay private void UpdateOverlay() { if(renderer.StartOverlay(true)) { // Go for all selected sectors ICollection orderedselection = General.Map.Map.GetSelectedSectors(true); //mxd. Render selected sectors if(General.Settings.UseHighlight) { renderer.RenderHighlight(overlayGeometry, General.Colors.Selection.WithAlpha(64).ToInt()); } //mxd. Render highlighted sector if(General.Settings.UseHighlight && highlighted != null) { renderer.RenderHighlight(highlighted.FlatVertices, General.Colors.Highlight.WithAlpha(64).ToInt()); } //mxd. Render comments if(General.Map.UDMF && General.Settings.RenderComments) { foreach(Sector s in General.Map.Map.Sectors) RenderComment(s); } // TODO: put this in UpdateToRenderLabels, too? if(BuilderPlug.Me.ViewSelectionNumbers && orderedselection.Count < MAX_SECTOR_LABELS) { List torender = new List(orderedselection.Count); foreach(Sector s in orderedselection) { //mxd. Self-referencing (and probably some other) sectors don't have labels... if(labels[s].Length == 0) continue; // Render labels TextLabel[] labelarray = labels[s]; float requiredsize = (labelarray[0].TextSize.Height / 2) / renderer.Scale; for(int i = 0; i < s.Labels.Count; i++) { // Render only when enough space for the label to see if(!string.IsNullOrEmpty(labelarray[i].Text) && requiredsize < s.Labels[i].radius) torender.Add(labelarray[i]); } } renderer.RenderText(torender); } // Render effect and tag labels renderer.RenderText(torenderlabels); renderer.Finish(); } } //mxd private string[] GetEffectText(Sector s) { string tagstr = string.Empty; string tagstrshort = string.Empty; string effectstr = string.Empty; string effectstrshort = string.Empty; // Make effect text if(s.Effect != 0) { if(effects.ContainsKey(s.Effect)) effectstr = effects[s.Effect][0]; else effectstr = s.Effect + " - " + General.Map.Config.GetGeneralizedSectorEffectName(s.Effect); effectstrshort = "E" + s.Effect; } // Make tag text if(s.Tag != 0) { if(s.Tags.Count > 1) { string[] stags = new string[s.Tags.Count]; for(int i = 0; i < s.Tags.Count; i++) stags[i] = s.Tags[i].ToString(); tagstr = "Tags " + string.Join(", ", stags); tagstrshort = "T" + string.Join(",", stags); } else { tagstr = "Tag " + s.Tag; tagstrshort = "T" + s.Tag; } } // Combine them string[] result = new[] { string.Empty, string.Empty }; if(s.Effect != 0 && s.Tag != 0) { result[0] = tagstr + Environment.NewLine + effectstr; result[1] = tagstrshort + Environment.NewLine + effectstrshort; } else if(s.Effect != 0) { result[0] = effectstr; result[1] = effectstrshort; } else if(s.Tag != 0) { result[0] = tagstr; result[1] = tagstrshort; } return result; } //mxd private void UpdateOverlaySurfaces() { ICollection orderedselection = General.Map.Map.GetSelectedSectors(true); List vertsList = new List(); // Go for all selected sectors foreach(Sector s in orderedselection) vertsList.AddRange(s.FlatVertices); overlayGeometry = vertsList.ToArray(); } //mxd private void UpdateEffectLabels() { selectedEffectLabels = new Dictionary(); unselectedEffectLabels = new Dictionary(); //update effect labels for selected sectors ICollection orderedselection = General.Map.Map.GetSelectedSectors(true); foreach(Sector s in orderedselection) { string[] labelText = GetEffectText(s); if(!string.IsNullOrEmpty(labelText[0])) selectedEffectLabels.Add(s, labelText); } //update effect labels for unselected sectors orderedselection = General.Map.Map.GetSelectedSectors(false); foreach(Sector s in orderedselection) { string[] labelText = GetEffectText(s); if(!string.IsNullOrEmpty(labelText[0])) unselectedEffectLabels.Add(s, labelText); } UpdateToRenderLabels(); } private void UpdateToRenderLabels() { UpdateToRenderLabels(renderer.Scale); } private void UpdateToRenderLabels(float scale) { torenderlabels = new List(); List> alllabelsgroups = new List>(); if(BuilderPlug.Me.ViewSelectionEffects) { if (!BuilderPlug.Me.ViewSelectionNumbers) alllabelsgroups.Add(selectedEffectLabels); alllabelsgroups.Add(unselectedEffectLabels); } foreach (Dictionary labelsGroup in alllabelsgroups) { foreach (KeyValuePair group in labelsGroup) { // Pick which text variant to use TextLabel[] labelarray = labels[group.Key]; for (int i = 0; i < group.Key.Labels.Count; i++) { TextLabel l = labelarray[i]; l.Color = General.Colors.InfoLine; // Render only when enough space for the label to see if (!textlabelsizecache.ContainsKey(group.Value[0])) textlabelsizecache[group.Value[0]] = General.Interface.MeasureString(group.Value[0], l.Font).Width; float requiredsize = textlabelsizecache[group.Value[0]] / 2 / scale; if (requiredsize > group.Key.Labels[i].radius) { if (!textlabelsizecache.ContainsKey(group.Value[1])) textlabelsizecache[group.Value[1]] = General.Interface.MeasureString(group.Value[1], l.Font).Width; requiredsize = textlabelsizecache[group.Value[1]] / 2 / scale; string newtext; if (requiredsize > group.Key.Labels[i].radius) newtext = (requiredsize > group.Key.Labels[i].radius * 4 ? string.Empty : "+"); else newtext = group.Value[1]; if (l.Text != newtext) l.Text = newtext; } else { if (group.Value[0] != l.Text) l.Text = group.Value[0]; } if (!string.IsNullOrEmpty(l.Text)) torenderlabels.Add(l); } } } } // Support function for joining and merging sectors private void JoinMergeSectors(bool removelines) { // Remove lines in betwen joining sectors? if(removelines) { // Go for all selected linedefs List selectedlines = new List(General.Map.Map.GetSelectedLinedefs(true)); foreach(Linedef ld in selectedlines) { // Front and back side? if((ld.Front != null) && (ld.Back != null)) { // Both a selected sector, but not the same? if(ld.Front.Sector.Selected && ld.Back.Sector.Selected && (ld.Front.Sector != ld.Back.Sector)) { // Remove this line ld.Dispose(); } } } } // Find the first sector that is not disposed List orderedselection = new List(General.Map.Map.GetSelectedSectors(true)); Sector first = null; foreach(Sector s in orderedselection) if(!s.IsDisposed) { first = s; break; } // Join all selected sectors with the first for(int i = 0; i < orderedselection.Count; i++) if((orderedselection[i] != first) && !orderedselection[i].IsDisposed) orderedselection[i].Join(first); // Clear selection General.Map.Map.ClearAllSelected(); // Update General.Map.Map.Update(); // Make text labels for sectors SetupLabels(); UpdateSelectedLabels(); } // This highlights a new item private void Highlight(Sector s) { // Often we can get away by simply undrawing the previous // highlight and drawing the new highlight. But if associations // are or were drawn we need to redraw the entire display. // Previous association highlights something? bool completeredraw = (highlighted != null) && (highlighted.Tag != 0 || Association.SectorHasUDMFFieldAssociations(highlighted)); // Set highlight association if(s != null && (s.Tag != 0 || Association.SectorHasUDMFFieldAssociations(s))) { highlightasso.Set(s); } else { highlightasso.Clear(); } // New association highlights something? if((s != null) && (s.Tag != 0 || Association.SectorHasUDMFFieldAssociations(s))) completeredraw = true; // Change label color if((highlighted != null) && !highlighted.IsDisposed) { TextLabel[] labelarray = labels[highlighted]; PixelColor c = (General.Settings.UseHighlight ? General.Colors.Highlight : General.Colors.Selection); foreach(TextLabel l in labelarray) l.Color = c; } // Change label color if((s != null) && !s.IsDisposed) { TextLabel[] labelarray = labels[s]; PixelColor c = (General.Settings.UseHighlight ? General.Colors.Selection : General.Colors.Highlight); foreach(TextLabel l in labelarray) l.Color = c; } UpdateToRenderLabels(); // If we're changing associations, then we // need to redraw the entire display if (completeredraw) { // Set new highlight and redraw completely highlighted = s; General.Interface.RedrawDisplay(); } else { // Update display if(renderer.StartPlotter(false)) { // Undraw previous highlight if((highlighted != null) && !highlighted.IsDisposed) renderer.PlotSector(highlighted); // Set new highlight highlighted = s; // Render highlighted item if((highlighted != null) && !highlighted.IsDisposed) renderer.PlotSector(highlighted, General.Colors.Highlight); // Done renderer.Finish(); } UpdateOverlay(); renderer.Present(); } // Show highlight info if((highlighted != null) && !highlighted.IsDisposed) { General.Interface.ShowSectorInfo(highlighted); } else { General.Interface.Display.HideToolTip(); //mxd General.Interface.HideInfo(); } } // This selectes or deselects a sector private void SelectSector(Sector s, bool selectstate, bool update) { bool selectionchanged = false; if(!s.IsDisposed) { // Select the sector? if(selectstate && !s.Selected) { s.Selected = true; selectionchanged = true; // Setup labels if(update) { //mxd string selectedCount = General.Map.Map.SelectedSectorsCount.ToString(); PixelColor c = (General.Settings.UseHighlight ? General.Colors.Highlight : General.Colors.Selection); TextLabel[] labelarray = labels[s]; foreach(TextLabel l in labelarray) { l.Text = selectedCount; l.Color = c; } UpdateEffectLabels(); } } // Deselect the sector? else if(!selectstate && s.Selected) { s.Selected = false; selectionchanged = true; // Clear labels if(update) { TextLabel[] labelarray = labels[s]; foreach (TextLabel l in labelarray) { l.Text = ""; l.Color = General.Colors.InfoLine; } // Update all other labels UpdateSelectedLabels(); } } // 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; } //mxd. Also (de)select things? if(General.Interface.AltState ^ BuilderPlug.Me.SyncronizeThingEdit) { List belist = blockmap.GetSquareRange(s.BBox); HashSet detthings = new HashSet(); // Things that still need their sector to be determined ConcurrentBag selthings = new ConcurrentBag(); // Things that have to have their selection status changed foreach (BlockEntry be in belist) { foreach(Thing t in be.Things) { // If the thing isn't cached we need to add it to the list of things that need their sector to be determined, // otherwise (if they are cached) add them to the list of things that have to have their selection status changed if (!determinedsectorthings.ContainsKey(t)) detthings.Add(t); else if (t.Sector == s && t.Selected != s.Selected) selthings.Add(t); } } // Determine sectors of things in parallel. If there's a match add the thing to the list of things that have to have their selection status changed Parallel.ForEach(detthings, t => { t.DetermineSector(blockmap); determinedsectorthings[t] = true; // Add to cache if (t.Sector == s && t.Selected != s.Selected) selthings.Add(t); }); // Finally change the selection status. This has be done here (and not in parallel), since changing the Selected property // runs some methods that are not threadsafe foreach (Thing t in selthings) t.Selected = s.Selected; } if (update) { UpdateOverlay(); renderer.Present(); } } } } // This updates labels from the selected sectors private void UpdateSelectedLabels() { // Don't show lables for selected-from-highlight item if(selectionfromhighlight) return; // Go for all labels in all selected sectors ICollection orderedselection = General.Map.Map.GetSelectedSectors(true); PixelColor c = (General.Settings.UseHighlight ? General.Colors.Highlight : General.Colors.Selection); //mxd int index = 0; foreach(Sector s in orderedselection) { TextLabel[] labelarray = labels[s]; foreach(TextLabel l in labelarray) { // Make sure the text and color are right int labelnum = index + 1; l.Text = labelnum.ToString(); l.Color = c; } index++; } //mxd UpdateEffectLabels(); } //mxd private bool IsInSelectionRect(Sector s, List selectionOutline) { if(selectionrect.Contains(s.BBox)) return true; if(BuilderPlug.Me.MarqueSelectTouching && s.BBox.IntersectsWith(selectionrect)) { //check endpoints foreach(Sidedef side in s.Sidedefs) { if((selectionrect.Contains((float)side.Line.Start.Position.x, (float)side.Line.Start.Position.y) || selectionrect.Contains((float)side.Line.End.Position.x, (float)side.Line.End.Position.y))) return true; } //check line intersections foreach(Sidedef side in s.Sidedefs) { foreach(Line2D line in selectionOutline) { if(Line2D.GetIntersection(side.Line.Line, line)) return true; } } } return false; } //mxd. Gets map elements inside of selectionoutline and sorts them by distance to targetpoint private List GetOrderedSelection(Vector2D targetpoint, List selectionoutline) { // Gather affected sectors List result = new List(); foreach(Sector s in General.Map.Map.Sectors) { if(IsInSelectionRect(s, selectionoutline)) result.Add(s); } if(result.Count == 0) return result; // Sort by distance to targetpoint result.Sort(delegate(Sector s1, Sector s2) { if(s1 == s2) return 0; // Get closest distance from s1 to selectstart double closest1 = double.MaxValue; foreach(Sidedef side in s1.Sidedefs) { Vector2D pos = (side.IsFront ? side.Line.Start : side.Line.End).Position; double curdistance = Vector2D.DistanceSq(pos, targetpoint); if(curdistance < closest1) closest1 = curdistance; } // Get closest distance from s2 to selectstart double closest2 = double.MaxValue; foreach(Sidedef side in s2.Sidedefs) { Vector2D pos = (side.IsFront ? side.Line.Start : side.Line.End).Position; double curdistance = Vector2D.DistanceSq(pos, targetpoint); if(curdistance < closest2) closest2 = curdistance; } // Return closer one return (int)(closest1 - closest2); }); return result; } //mxd public override void SelectMapElement(SelectableElement element) { Sector sector = element as Sector; if(sector != null) { SelectSector(sector, true, true); // Update overlay UpdateOverlaySurfaces(); UpdateSelectionInfo(); } } /// /// Update the labels to render with the new scale before actually doing the rendering because zooming /// will redraw the display, and the labels to render must be updated by then /// public override void ZoomIn() { float z = renderer.Scale * (1.0f + General.Settings.ZoomFactor * 0.1f); UpdateToRenderLabels(z); base.ZoomIn(); } /// /// Update the labels to render with the new scale before actually doing the rendering because zooming /// will redraw the display, and the labels to render must be updated by then /// public override void ZoomOut() { float z = renderer.Scale * (1.0f / (1.0f + General.Settings.ZoomFactor * 0.1f)); UpdateToRenderLabels(z); base.ZoomOut(); } /// /// Create a blockmap containing sectors and things. This is used to speed determining which sector a /// thing is in when synchronized thing editing is enabled /// private void CreateBlockmap() { RectangleF area = MapSet.CreateArea(General.Map.Map.Vertices); area = MapSet.IncreaseArea(area, General.Map.Map.Things); blockmap = new BlockMap(area); blockmap.AddSectorsSet(General.Map.Map.Sectors); blockmap.AddThingsSet(General.Map.Map.Things); // Don't add linedefs here. They are only needed for paint select, so let's save some // time (and add them when paint select is used t he first time) addedlinedefstoblockmap = false; } #endregion #region ================== Events public override void OnHelp() { General.ShowHelp("e_sectors.html"); } // Cancel mode public override void OnCancel() { base.OnCancel(); // Return to this mode General.Editing.ChangeMode(new SectorsMode()); } // Mode engages public override void OnEngage() { base.OnEngage(); renderer.SetPresentation(Presentation.Standard); // Add toolbar buttons General.Interface.BeginToolbarUpdate(); //mxd General.Interface.AddButton(BuilderPlug.Me.MenusForm.CopyProperties); General.Interface.AddButton(BuilderPlug.Me.MenusForm.PasteProperties); General.Interface.AddButton(BuilderPlug.Me.MenusForm.PastePropertiesOptions); //mxd General.Interface.AddButton(BuilderPlug.Me.MenusForm.SeparatorCopyPaste); General.Interface.AddButton(BuilderPlug.Me.MenusForm.ViewSelectionNumbers); BuilderPlug.Me.MenusForm.ViewSelectionEffects.Text = "View Tags and Effects"; //mxd General.Interface.AddButton(BuilderPlug.Me.MenusForm.ViewSelectionEffects); General.Interface.AddButton(BuilderPlug.Me.MenusForm.SeparatorSectors1); General.Interface.AddButton(BuilderPlug.Me.MenusForm.MakeDoor); //mxd General.Interface.AddButton(BuilderPlug.Me.MenusForm.SeparatorSectors2); //mxd General.Interface.AddButton(BuilderPlug.Me.MenusForm.MakeGradientBrightness); if(General.Map.UDMF) General.Interface.AddButton(BuilderPlug.Me.MenusForm.GradientModeMenu); //mxd General.Interface.AddButton(BuilderPlug.Me.MenusForm.GradientInterpolationMenu); //mxd General.Interface.AddButton(BuilderPlug.Me.MenusForm.MakeGradientFloors); General.Interface.AddButton(BuilderPlug.Me.MenusForm.MakeGradientCeilings); General.Interface.AddButton(BuilderPlug.Me.MenusForm.SeparatorSectors3); //mxd General.Interface.AddButton(BuilderPlug.Me.MenusForm.MarqueSelectTouching); //mxd General.Interface.AddButton(BuilderPlug.Me.MenusForm.SyncronizeThingEditButton); //mxd if (General.Map.UDMF) { General.Interface.AddButton(BuilderPlug.Me.MenusForm.TextureOffsetLock, ToolbarSection.Geometry); //mxd General.Interface.AddButton(BuilderPlug.Me.MenusForm.TextureOffset3DFloorLock, ToolbarSection.Geometry); } General.Interface.EndToolbarUpdate(); //mxd // Convert geometry selection to sectors only General.Map.Map.ConvertSelection(SelectionType.Sectors); //mxd. Update the tooltip BuilderPlug.Me.MenusForm.SyncronizeThingEditButton.ToolTipText = "Synchronized Things Editing" + Environment.NewLine + BuilderPlug.Me.MenusForm.SyncronizeThingEditSectorsItem.ToolTipText; // Create the blockmap CreateBlockmap(); // Select things in the selected sectors if synchronized thing editing is enabled if(BuilderPlug.Me.SyncronizeThingEdit) { ICollection sectors = General.Map.Map.GetSelectedSectors(true); foreach(Sector s in sectors) { List belist = blockmap.GetSquareRange(s.BBox); foreach (BlockEntry be in belist) { foreach (Thing t in be.Things) { // Always determine the thing's current sector because it might have change since the last determination t.DetermineSector(blockmap); if (t.Sector == s && t.Selected != s.Selected) t.Selected = s.Selected; } } } } determinedsectorthings = new ConcurrentDictionary(); // Make text labels for sectors SetupLabels(); // Update UpdateSelectedLabels(); UpdateOverlaySurfaces();//mxd UpdateSelectionInfo(); //mxd } // Mode disengages public override void OnDisengage() { base.OnDisengage(); // Remove toolbar buttons General.Interface.BeginToolbarUpdate(); //mxd General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.CopyProperties); General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.PasteProperties); General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.PastePropertiesOptions); //mxd General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.SeparatorCopyPaste); General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.ViewSelectionNumbers); General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.ViewSelectionEffects); General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.SeparatorSectors1); General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MakeDoor); //mxd General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.SeparatorSectors2); //mxd General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MakeGradientBrightness); General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.GradientModeMenu); //mxd General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.GradientInterpolationMenu); //mxd General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MakeGradientFloors); General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MakeGradientCeilings); General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.SeparatorSectors3); //mxd General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MarqueSelectTouching); //mxd General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.SyncronizeThingEditButton); //mxd General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.TextureOffsetLock); //mxd General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.TextureOffset3DFloorLock); General.Interface.EndToolbarUpdate(); //mxd // Keep only sectors selected General.Map.Map.ClearSelectedLinedefs(); // Going to EditSelectionMode? EditSelectionMode mode = General.Editing.NewMode as EditSelectionMode; if(mode != null) { // Not pasting anything? if(!mode.Pasting) { // No selection made? But we have a highlight! if((General.Map.Map.GetSelectedSectors(true).Count == 0) && (highlighted != null)) { // Make the highlight the selection SelectSector(highlighted, true, false); UpdateSelectedLabels(); //mxd } } } // Hide highlight info and tooltip General.Interface.HideInfo(); General.Interface.Display.HideToolTip(); //mxd } // This redraws the display public override void OnRedrawDisplay() { renderer.RedrawSurface(); List eventlines = new List(); //mxd // 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); highlightasso.Plot(); } renderer.Finish(); } // Render things if(renderer.StartThings(true)) { renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, General.Settings.HiddenThingsAlpha); renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, General.Settings.ActiveThingsAlpha); renderer.Finish(); } // Render overlay UpdateOverlay(); // Render selection if(renderer.StartOverlay(false)) { if (highlighted != null && !highlighted.IsDisposed) highlightasso.Render(); if (selecting) RenderMultiSelection(); renderer.Finish(); } renderer.Present(); } // Selection protected override void OnSelectBegin() { // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Update display if(renderer.StartPlotter(false)) { // Redraw highlight to show selection renderer.PlotSector(highlighted); renderer.Finish(); renderer.Present(); } } base.OnSelectBegin(); } // End selection protected override void OnSelectEnd() { // Not stopping from multiselection? if(!selecting) { // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { //mxd. Flip selection SelectSector(highlighted, !highlighted.Selected, true); // Update display if(renderer.StartPlotter(false)) { // Render highlighted item renderer.PlotSector(highlighted, General.Colors.Highlight); renderer.Finish(); renderer.Present(); } // Update overlay TextLabel[] labelarray = labels[highlighted]; PixelColor c; if(highlighted.Selected) c = General.Settings.UseHighlight ? General.Colors.Selection : General.Colors.Highlight; else c = General.Colors.InfoLine; foreach (TextLabel l in labelarray) l.Color = c; UpdateOverlaySurfaces(); //mxd UpdateOverlay(); renderer.Present(); //mxd. Thing selection state may've changed if(General.Interface.AltState ^ BuilderPlug.Me.SyncronizeThingEdit) General.Interface.RedrawDisplay(); } else if(BuilderPlug.Me.AutoClearSelection) //mxd { if(General.Map.Map.SelectedSectorsCount > 0) { General.Map.Map.ClearSelectedLinedefs(); General.Map.Map.ClearSelectedSectors(); UpdateOverlaySurfaces(); //mxd } //mxd if(BuilderPlug.Me.SyncronizeThingEdit && General.Map.Map.SelectedThingsCount > 0) { General.Map.Map.ClearSelectedThings(); } General.Interface.RedrawDisplay(); } UpdateSelectionInfo(); //mxd } base.OnSelectEnd(); } // Start editing protected override void OnEditBegin() { // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Edit pressed in this mode editpressed = true; // Highlighted item not selected? if(!highlighted.Selected && (BuilderPlug.Me.AutoClearSelection || (General.Map.Map.SelectedSectorsCount == 0))) { // Make this the only selection selectionfromhighlight = true; //mxd General.Map.Map.ClearSelectedSectors(); General.Map.Map.ClearSelectedLinedefs(); SelectSector(highlighted, true, false); UpdateSelectedLabels(); //mxd UpdateOverlaySurfaces(); //mxd UpdateSelectionInfo(); //mxd General.Interface.RedrawDisplay(); } // Update display if(renderer.StartPlotter(false)) { // Redraw highlight to show selection renderer.PlotSector(highlighted); renderer.Finish(); renderer.Present(); } } else if(!selecting && BuilderPlug.Me.AutoDrawOnEdit) //mxd. We don't want to draw while multiselecting { // Start drawing mode DrawGeometryMode drawmode = new DrawGeometryMode(); bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid; bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge; DrawnVertex v = DrawGeometryMode.GetCurrentPosition(mousemappos, snaptonearest, snaptogrid, false, false, renderer, new List()); if(drawmode.DrawPointAt(v)) General.Editing.ChangeMode(drawmode); else General.Interface.DisplayStatus(StatusType.Warning, "Failed to draw point: outside of map boundaries."); } base.OnEditBegin(); } // Done editing protected override void OnEditEnd() { // Edit pressed in this mode? if(editpressed) { // Anything selected? ICollection selected = General.Map.Map.GetSelectedSectors(true); if(selected.Count > 0) { if(General.Interface.IsActiveWindow) { //mxd. Show realtime vertex edit dialog General.Interface.OnEditFormValuesChanged += sectorEditForm_OnValuesChanged; DialogResult result = General.Interface.ShowEditSectors(selected); General.Interface.OnEditFormValuesChanged -= sectorEditForm_OnValuesChanged; General.Map.Renderer2D.UpdateExtraFloorFlag(); //mxd // When a single sector was selected, deselect it now if(selected.Count == 1 && selectionfromhighlight) { General.Map.Map.ClearSelectedSectors(); General.Map.Map.ClearSelectedLinedefs(); //mxd. Also deselect things? if(BuilderPlug.Me.SyncronizeThingEdit) { Sector s = General.GetByIndex(selected, 0); foreach(Thing t in General.Map.Map.Things) if(t.Sector == s && t.Selected) t.Selected = false; } UpdateEffectLabels(); //mxd } else if(result == DialogResult.Cancel) //mxd. Restore selection... { foreach(Sector s in selected) SelectSector(s, true, false); UpdateSelectedLabels(); //mxd } UpdateOverlaySurfaces(); //mxd General.Interface.RedrawDisplay(); } } UpdateSelectionInfo(); //mxd } editpressed = false; selectionfromhighlight = false; //mxd base.OnEditEnd(); } //mxd private void sectorEditForm_OnValuesChanged(object sender, EventArgs e) { // Update entire display General.Map.Map.Update(); General.Interface.RedrawDisplay(); } // Mouse moves public override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); if(panning) return; //mxd. Skip all this jazz while panning //mxd if(selectpressed && !editpressed && !selecting) { // Check if moved enough pixels for multiselect Vector2D delta = mousedownpos - mousepos; if((Math.Abs(delta.x) > BuilderPlug.Me.MouseSelectionThreshold) || (Math.Abs(delta.y) > BuilderPlug.Me.MouseSelectionThreshold)) { // Start multiselecting StartMultiSelection(); } } else if(paintselectpressed && !editpressed && !selecting) //mxd. Drag-select { // If linedefs were not added to the blockmap yet add them here if (!addedlinedefstoblockmap) { blockmap.AddLinedefsSet(General.Map.Map.Linedefs); addedlinedefstoblockmap = true; } // Find the nearest linedef within highlight range Linedef l = MapSet.NearestLinedefRange(blockmap, mousemappos, BuilderPlug.Me.HighlightRange / renderer.Scale); Sector s = null; if(l != null) { // Check on which side of the linedef the mouse is double side = l.SideOfLine(mousemappos); if(side > 0) { // Is there a sidedef here? if(l.Back != null) s = l.Back.Sector; } else { // Is there a sidedef here? if(l.Front != null) s = l.Front.Sector; } if(s != null) { if(s != highlighted) { //toggle selected state highlighted = s; if(General.Interface.ShiftState ^ BuilderPlug.Me.AdditivePaintSelect) SelectSector(highlighted, true, true); else if(General.Interface.CtrlState) SelectSector(highlighted, false, true); else SelectSector(highlighted, !highlighted.Selected, true); // Update entire display UpdateOverlaySurfaces();//mxd General.Interface.RedrawDisplay(); } } else if(highlighted != null) { Highlight(null); // Update entire display General.Interface.RedrawDisplay(); } UpdateSelectionInfo(); //mxd } } else if(e.Button == MouseButtons.None) // Not holding any buttons? { // 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 double 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); } //mxd. Show tooltip? if(General.Map.UDMF && General.Settings.RenderComments && mouselastpos != mousepos && highlighted != null && !highlighted.IsDisposed && highlighted.Fields.ContainsKey("comment")) { string comment = highlighted.Fields.GetValue("comment", string.Empty); if(comment.Length > 2) { string type = comment.Substring(0, 3); int index = Array.IndexOf(CommentType.Types, type); if(index > 0) comment = comment.TrimStart(type.ToCharArray()); } General.Interface.Display.ShowToolTip("Comment:", comment, (int)(mousepos.x + 32 * MainForm.DPIScaler.Width), (int)(mousepos.y + 8 * MainForm.DPIScaler.Height)); } } } // Mouse leaves public override void OnMouseLeave(EventArgs e) { base.OnMouseLeave(e); // Highlight nothing Highlight(null); } //mxd protected override void OnPaintSelectBegin() { if(highlighted != null) { if(General.Interface.ShiftState ^ BuilderPlug.Me.AdditivePaintSelect) SelectSector(highlighted, true, true); else if(General.Interface.CtrlState) SelectSector(highlighted, false, true); else SelectSector(highlighted, !highlighted.Selected, true); // Update entire display UpdateOverlaySurfaces();//mxd General.Interface.RedrawDisplay(); } base.OnPaintSelectBegin(); } // Mouse wants to drag protected override void OnDragStart(MouseEventArgs e) { base.OnDragStart(e); // Edit button used? if(General.Actions.CheckActionActive(null, "classicedit")) { // Anything highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Highlighted item not selected? if(!highlighted.Selected) { // Select only this sector for dragging General.Map.Map.ClearSelectedSectors(); SelectSector(highlighted, true, true); UpdateOverlaySurfaces(); //mxd } // Start dragging the selection if(!BuilderPlug.Me.DontMoveGeometryOutsideMapBoundary || CanDrag()) //mxd General.Editing.ChangeMode(new DragSectorsMode(mousedownmappos)); } } } //mxd. Check if any selected sector is outside of map boundary private bool CanDrag() { ICollection selectedsectors = General.Map.Map.GetSelectedSectors(true); int unaffectedCount = 0; foreach(Sector s in selectedsectors) { // Make sure the sector is inside the map boundary foreach(Sidedef sd in s.Sidedefs) { if(sd.Line.Start.Position.x < General.Map.Config.LeftBoundary || sd.Line.Start.Position.x > General.Map.Config.RightBoundary || sd.Line.Start.Position.y > General.Map.Config.TopBoundary || sd.Line.Start.Position.y < General.Map.Config.BottomBoundary || sd.Line.End.Position.x < General.Map.Config.LeftBoundary || sd.Line.End.Position.x > General.Map.Config.RightBoundary || sd.Line.End.Position.y > General.Map.Config.TopBoundary || sd.Line.End.Position.y < General.Map.Config.BottomBoundary) { SelectSector(s, false, false); unaffectedCount++; break; } } } if(unaffectedCount == selectedsectors.Count) { General.Interface.DisplayStatus(StatusType.Warning, "Unable to drag selection: " + (selectedsectors.Count == 1 ? "selected sector is" : "all of selected sectors are") + " outside of map boundary!"); General.Interface.RedrawDisplay(); return false; } if(unaffectedCount > 0) General.Interface.DisplayStatus(StatusType.Warning, unaffectedCount + " of selected sectors " + (unaffectedCount == 1 ? "is" : "are") + " outside of map boundary!"); UpdateSelectedLabels(); //mxd return true; } //mxd. This is called wheh selection ends protected override void OnEndMultiSelection() { bool selectionvolume = ((Math.Abs(base.selectionrect.Width) > 0.1f) && (Math.Abs(base.selectionrect.Height) > 0.1f)); if(selectionvolume) { List selectionoutline = new List { new Line2D(selectionrect.Left, selectionrect.Top, selectionrect.Right, selectionrect.Top), new Line2D(selectionrect.Right, selectionrect.Top, selectionrect.Right, selectionrect.Bottom), new Line2D(selectionrect.Left, selectionrect.Bottom, selectionrect.Right, selectionrect.Bottom), new Line2D(selectionrect.Left, selectionrect.Bottom, selectionrect.Left, selectionrect.Top) }; // (De)select sectors switch(marqueSelectionMode) { case MarqueSelectionMode.SELECT: // Get ordered selection List selectresult = GetOrderedSelection(base.selectstart, selectionoutline); // First deselect everything... foreach(Sector s in General.Map.Map.Sectors) SelectSector(s, false, false); // Then select sectors in correct order foreach(Sector s in selectresult) SelectSector(s, true, false); break; case MarqueSelectionMode.ADD: // Get ordered selection List addresult = GetOrderedSelection(selectstart, selectionoutline); // First deselect everything inside of selection... foreach(Sector s in addresult) SelectSector(s, false, false); // Then reselect in correct order foreach(Sector s in addresult) SelectSector(s, true, false); break; case MarqueSelectionMode.SUBTRACT: // Selection order doesn't matter here foreach(Sector s in General.Map.Map.Sectors) { if(!s.Selected) continue; if(IsInSelectionRect(s, selectionoutline)) SelectSector(s, false, false); } break; // Should be Intersect selection mode default: // Selection order doesn't matter here foreach(Sector s in General.Map.Map.Sectors) { if(!s.Selected) continue; if(!IsInSelectionRect(s, selectionoutline)) SelectSector(s, false, false); } break; } // Make sure all linedefs reflect selected sectors foreach(Sidedef sd in General.Map.Map.Sidedefs) sd.Line.Selected = sd.Sector.Selected || (sd.Other != null && sd.Other.Sector.Selected); //mxd. Clear labels for unselected sectors if(marqueSelectionMode != MarqueSelectionMode.ADD) { ICollection orderedselection = General.Map.Map.GetSelectedSectors(false); foreach(Sector s in orderedselection) { TextLabel[] labelarray = labels[s]; foreach(TextLabel l in labelarray) l.Text = ""; } } UpdateSelectedLabels(); //mxd UpdateSelectionInfo(); //mxd UpdateOverlaySurfaces(); //mxd } 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 selection if(renderer.StartOverlay(true)) { RenderMultiSelection(); renderer.Finish(); renderer.Present(); } } // When copying public override bool OnCopyBegin() { // No selection made? But we have a highlight! if((General.Map.Map.GetSelectedSectors(true).Count == 0) && (highlighted != null)) { // Make the highlight the selection SelectSector(highlighted, true, false); //mxd. Actually, we want it marked, not selected bool result = base.OnCopyBegin(); SelectSector(highlighted, false, false); return result; } return base.OnCopyBegin(); } // When undo is used public override bool OnUndoBegin() { // Clear ordered selection General.Map.Map.ClearAllSelected(); return base.OnUndoBegin(); } // When undo is performed public override void OnUndoEnd() { // Recreate the blockmap to not include the potentially un-done sectors and things anymore CreateBlockmap(); // Select changed map elements if (BuilderPlug.Me.SelectChangedafterUndoRedo) { General.Map.Map.SelectMarkedGeometry(true, true); General.Map.Map.ConvertSelection(SelectionType.Sectors); } // Clear the cache of things that already got their sector determined determinedsectorthings = new ConcurrentDictionary(); // If something is highlighted make sure to update the association so that it contains valid data if (highlighted != null && !highlighted.IsDisposed) highlightasso.Set(highlighted); // Clear labels SetupLabels(); UpdateEffectLabels(); //mxd UpdateOverlaySurfaces(); //mxd base.OnUndoEnd(); //mxd } // When redo is used public override bool OnRedoBegin() { // Clear ordered selection General.Map.Map.ClearAllSelected(); return base.OnRedoBegin(); } // When redo is performed public override void OnRedoEnd() { // Recreate the blockmap to include the potentially re-done sectors and things again CreateBlockmap(); // Select changed map elements if (BuilderPlug.Me.SelectChangedafterUndoRedo) { General.Map.Map.SelectMarkedGeometry(true, true); General.Map.Map.ConvertSelection(SelectionType.Sectors); } // Clear the cache of things that already got their sector determined determinedsectorthings = new ConcurrentDictionary(); // If something is highlighted make sure to update the association so that it contains valid data if (highlighted != null && !highlighted.IsDisposed) highlightasso.Set(highlighted); // Clear labels SetupLabels(); UpdateEffectLabels(); //mxd UpdateOverlaySurfaces(); //mxd base.OnRedoEnd(); //mxd } // After a script is run public override void OnScriptRunEnd() { base.OnScriptRunEnd(); CreateBlockmap(); // Redo labels SetupLabels(); UpdateEffectLabels(); UpdateSelectedLabels(); UpdateOverlay(); UpdateOverlaySurfaces(); General.Interface.RedrawDisplay(); } //mxd public override void OnViewSelectionNumbersChanged(bool enabled) { if(enabled) UpdateSelectedLabels(); } //mxd protected override void ToggleHighlight() { // Update label colors PixelColor c = (General.Settings.UseHighlight ? General.Colors.Selection : General.Colors.Highlight); foreach(TextLabel[] labelarray in labels.Values) foreach(TextLabel l in labelarray) l.Color = c; // Update highlighted label color if((highlighted != null) && !highlighted.IsDisposed) { TextLabel[] labelarray = labels[highlighted]; c = (General.Settings.UseHighlight ? General.Colors.Highlight : General.Colors.Selection); foreach(TextLabel l in labelarray) l.Color = c; } // Pass to base base.ToggleHighlight(); } //mxd private void RenderComment(Sector s) { if(s.Selected || !s.Fields.ContainsKey("comment")) return; int iconindex = 0; string comment = s.Fields.GetValue("comment", string.Empty); if(comment.Length > 2) { string type = comment.Substring(0, 3); int index = Array.IndexOf(CommentType.Types, type); if(index != -1) iconindex = index; } if(s.Labels.Count > 0) foreach(LabelPositionInfo info in s.Labels) RenderComment(s, info.position, iconindex); else RenderComment(s, new Vector2D(s.BBox.Left + s.BBox.Width / 2, s.BBox.Top + s.BBox.Height / 2), iconindex); } //mxd private void RenderComment(Sector s, Vector2D center, int iconindex) { RectangleF rect = new RectangleF((float)(center.x - 8 / renderer.Scale), (float)(center.y + 8 / renderer.Scale), 16 / renderer.Scale, -16 / renderer.Scale); PixelColor c = (s == highlighted ? General.Colors.Highlight : PixelColor.FromColor(Color.White)); renderer.RenderRectangleFilled(rect, c, true, General.Map.Data.CommentTextures[iconindex]); } #endregion #region ================== Actions // This copies the properties [BeginAction("classiccopyproperties")] public void CopyProperties() { // Determine source sectors ICollection sel = null; if(General.Map.Map.SelectedSectorsCount > 0) sel = General.Map.Map.GetSelectedSectors(true); else if(highlighted != null) sel = new List { highlighted }; if(sel != null) { // Copy properties from the first source sector BuilderPlug.Me.CopiedSectorProps = new SectorProperties(General.GetByIndex(sel, 0)); General.Interface.DisplayStatus(StatusType.Action, "Copied sector properties."); } else { //mxd General.Interface.DisplayStatus(StatusType.Warning, "This action requires highlight or selection!"); } } // This pastes the properties [BeginAction("classicpasteproperties")] public void PasteProperties() { if(BuilderPlug.Me.CopiedSectorProps != null) { // Determine target sectors ICollection sel = null; if(General.Map.Map.SelectedSectorsCount > 0) sel = General.Map.Map.GetSelectedSectors(true); else if(highlighted != null) sel = new List { highlighted }; if(sel != null) { // Apply properties to selection string rest = (sel.Count == 1 ? "a single sector" : sel.Count + " sectors"); //mxd General.Map.UndoRedo.CreateUndo("Paste properties to " + rest); BuilderPlug.Me.CopiedSectorProps.Apply(sel, false); foreach(Sector s in sel) { s.UpdateCeilingSurface(); s.UpdateFloorSurface(); } General.Interface.DisplayStatus(StatusType.Action, "Pasted properties to " + rest + "."); // Update and redraw General.Map.IsChanged = true; General.Interface.RefreshInfo(); General.Map.Renderer2D.UpdateExtraFloorFlag(); //mxd UpdateEffectLabels(); //mxd General.Interface.RedrawDisplay(); } else { //mxd General.Interface.DisplayStatus(StatusType.Warning, "This action requires highlight or selection!"); } } else { //mxd General.Interface.DisplayStatus(StatusType.Warning, "Copy sector properties first!"); } } //mxd. This pastes the properties with options [BeginAction("classicpastepropertieswithoptions")] public void PastePropertiesWithOptions() { if(BuilderPlug.Me.CopiedSectorProps != null) { // Determine target sectors ICollection sel = null; if(General.Map.Map.SelectedSectorsCount > 0) sel = General.Map.Map.GetSelectedSectors(true); else if(highlighted != null) sel = new List { highlighted }; if(sel != null) { PastePropertiesOptionsForm form = new PastePropertiesOptionsForm(); if(form.Setup(MapElementType.SECTOR) && form.ShowDialog(General.Interface) == DialogResult.OK) { // Apply properties to selection string rest = (sel.Count == 1 ? "a single sector" : sel.Count + " sectors"); General.Map.UndoRedo.CreateUndo("Paste properties with options to " + rest); BuilderPlug.Me.CopiedSectorProps.Apply(sel, true); foreach(Sector s in sel) { s.UpdateCeilingSurface(); s.UpdateFloorSurface(); } General.Interface.DisplayStatus(StatusType.Action, "Pasted properties with options to " + rest + "."); // Update and redraw General.Map.IsChanged = true; General.Interface.RefreshInfo(); General.Map.Renderer2D.UpdateExtraFloorFlag(); //mxd UpdateEffectLabels(); //mxd General.Interface.RedrawDisplay(); } } else { General.Interface.DisplayStatus(StatusType.Warning, "This action requires highlight or selection!"); } } else { General.Interface.DisplayStatus(StatusType.Warning, "Copy sector properties first!"); } } // This creates a new vertex at the mouse position [BeginAction("insertitem", BaseAction = true)] public void InsertVertexAction() { // Start drawing mode DrawGeometryMode drawmode = new DrawGeometryMode(); if(mouseinside) { bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid; bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge; DrawnVertex v = DrawGeometryMode.GetCurrentPosition(mousemappos, snaptonearest, snaptogrid, false, false, renderer, new List()); drawmode.DrawPointAt(v); } General.Editing.ChangeMode(drawmode); } [BeginAction("makedoor")] public void MakeDoor() { // Anything selected? ICollection orderedselection = General.Map.Map.GetSelectedSectors(true); //mxd. Should we use highlighted item? if(orderedselection.Count == 0 && highlighted != null) { orderedselection.Add(highlighted); } if(orderedselection.Count > 0) { string doortex = BuilderPlug.Me.MakeDoor.DoorTexture; string tracktex = BuilderPlug.Me.MakeDoor.TrackTexture; string ceiltex = BuilderPlug.Me.MakeDoor.CeilingTexture; string floortex = null; bool resetoffsets = BuilderPlug.Me.MakeDoor.ResetOffsets; bool applyactionspecials = BuilderPlug.Me.MakeDoor.ApplyActionSpecials; bool applytag = BuilderPlug.Me.MakeDoor.ApplyTag; // Find floor texture foreach (Sector s in orderedselection) { if(floortex == null) floortex = s.FloorTexture; else if(floortex != s.FloorTexture) floortex = ""; } // Show the dialog MakeDoorForm form = new MakeDoorForm(); if(form.Show(General.Interface, doortex, tracktex, ceiltex, floortex, resetoffsets, applyactionspecials, applytag) == DialogResult.OK) { doortex = form.DoorTexture; tracktex = form.TrackTexture; ceiltex = form.CeilingTexture; floortex = form.FloorTexture; resetoffsets = form.ResetOffsets; applyactionspecials = form.ApplyActionSpecials; applytag = form.ApplyTag; //mxd. Store new settings BuilderPlug.Me.MakeDoor = new BuilderPlug.MakeDoorSettings(doortex, tracktex, ceiltex, resetoffsets, applyactionspecials, applytag); // Create undo General.Map.UndoRedo.CreateUndo("Make door (" + doortex + ")"); General.Interface.DisplayStatus(StatusType.Action, "Created a " + doortex + " door."); // Go for all selected sectors foreach(Sector s in orderedselection) { // Lower the ceiling down to the floor s.CeilHeight = s.FloorHeight; // Make a unique tag (not sure if we need it yet, depends on the args) int tag = General.Map.Map.GetNewTag(); // Go for all its sidedefs foreach(Sidedef sd in s.Sidedefs) { // Singlesided? if(sd.Other == null) { // Make this a doortrak sd.SetTextureHigh("-"); if(!string.IsNullOrEmpty(tracktex)) sd.SetTextureMid(tracktex); sd.SetTextureLow("-"); // Set upper/lower unpegged flags sd.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, false); sd.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, true); } else { // Set textures if(!string.IsNullOrEmpty(floortex)) s.SetFloorTexture(floortex); if(!string.IsNullOrEmpty(ceiltex)) s.SetCeilTexture(ceiltex); if(!string.IsNullOrEmpty(doortex)) sd.Other.SetTextureHigh(doortex); // Set upper/lower unpegged flags sd.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, false); sd.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, false); if (applyactionspecials) { // Get door linedef type from config sd.Line.Action = General.Map.Config.MakeDoorAction; // Set activation type sd.Line.Activate = General.Map.Config.MakeDoorActivate; // Set the flags for player repeatable activation foreach (var flagpair in General.Map.Config.MakeDoorFlags) sd.Line.SetFlag(flagpair.Key, flagpair.Value); } if (applytag) { //If tag checkbox is checked, apply our new tag no matter what happens next s.Tag = tag; } // Set the linedef args for(int i = 0; i < General.Map.Config.MakeDoorArgs.Length; i++) { // A -1 arg indicates that the arg must be set to the new sector tag // and only in this case we set the tag on the sector, because only // then we know for sure that we need a tag. if(General.Map.Config.MakeDoorArgs[i] == -1) { sd.Line.Args[i] = tag; s.Tag = tag; } else { sd.Line.Args[i] = General.Map.Config.MakeDoorArgs[i]; } } // Make sure the line is facing outwards if(sd.IsFront) { sd.Line.FlipVertices(); sd.Line.FlipSidedefs(); } } // Reset the texture offsets if required if(resetoffsets) { sd.OffsetX = 0; sd.OffsetY = 0; if(sd.Other != null) { sd.Other.OffsetX = 0; sd.Other.OffsetY = 0; } } } } // When a single sector was selected, deselect it now if(orderedselection.Count == 1) ClearSelection(); //mxd General.Map.Data.UpdateUsedTextures(); //mxd } // Done form.Dispose(); General.Interface.RedrawDisplay(); } else //mxd { General.Interface.DisplayStatus(StatusType.Warning, "This action requires a highlight or selection!"); } } [BeginAction("deleteitem", BaseAction = true)] public void DeleteItem() { //mxd. Make list of selected things List selectedthings = (BuilderPlug.Me.SyncronizeThingEdit ? new List(General.Map.Map.GetSelectedThings(true)) : new List()); // Make list of selected sectors List selectedsectors = new List(General.Map.Map.GetSelectedSectors(true)); if((selectedsectors.Count == 0) && (highlighted != null) && !highlighted.IsDisposed) { selectedsectors.Add(highlighted); //mxd. Add things? if(BuilderPlug.Me.SyncronizeThingEdit) { foreach(Thing t in General.Map.Map.Things) { if(t.Sector == null) t.DetermineSector(); if(t.Sector == highlighted) selectedthings.Add(t); } } } if(selectedsectors.Count == 0 && selectedthings.Count == 0) return; //mxd //mxd. Create undo info text List info = new List(); //mxd. Create sectors info text if(selectedsectors.Count > 1) info.Add(selectedsectors.Count + " sectors"); else info.Add("a sector"); //mxd. Create things info text if(selectedthings.Count > 1) info.Add(selectedthings.Count + " things"); else if(selectedthings.Count == 1) info.Add("a thing"); //mxd. Make undo string rest = string.Join(" and ", info.ToArray()); General.Map.UndoRedo.CreateUndo("Delete " + rest); General.Interface.DisplayStatus(StatusType.Action, "Deleted " + rest + "."); //mxd. Delete things if(selectedthings.Count > 0) { DeleteThings(selectedthings); General.Map.ThingsFilter.Update(); } // Anything to do? if(selectedsectors.Count > 0) { General.Map.Map.BeginAddRemove(); //mxd // Dispose selected sectors foreach(Sector s in selectedsectors) { //mxd. Get all the linedefs List lines = new List(s.Sidedefs.Count); foreach(Sidedef side in s.Sidedefs) lines.Add(side.Line); // Dispose the sector s.Dispose(); // Check all the lines for(int i = lines.Count - 1; i >= 0; i--) { // If the line has become orphaned, remove it if((lines[i].Front == null) && (lines[i].Back == null)) { // Remove line lines[i].Dispose(); } else { // If the line only has a back side left, flip the line and sides if((lines[i].Front == null) && (lines[i].Back != null)) { lines[i].FlipVertices(); lines[i].FlipSidedefs(); } //mxd. Check textures. if(lines[i].Front.MiddleRequired() && lines[i].Front.LongMiddleTexture == MapSet.EmptyLongName) { if(lines[i].Front.LongHighTexture != MapSet.EmptyLongName) { lines[i].Front.SetTextureMid(lines[i].Front.HighTexture); } else if(lines[i].Front.LongLowTexture != MapSet.EmptyLongName) { lines[i].Front.SetTextureMid(lines[i].Front.LowTexture); } } //mxd. Do we still need high/low textures? lines[i].Front.RemoveUnneededTextures(false); // Update sided flags lines[i].ApplySidedFlags(); } } } General.Map.Map.EndAddRemove(); //mxd // Recreate the blockmap since it shouldn't include the deleted sectors anymore CreateBlockmap(); // Clear the cache of things that already got their sector determined determinedsectorthings = new ConcurrentDictionary(); } if(selectedthings.Count > 0 || selectedsectors.Count > 0) { // Update cache values General.Map.IsChanged = true; General.Map.Map.Update(); UpdateOverlaySurfaces(); //mxd // Make text labels for sectors SetupLabels(); UpdateSelectedLabels(); // Redraw screen UpdateSelectionInfo(); //mxd General.Map.Renderer2D.UpdateExtraFloorFlag(); //mxd General.Interface.RedrawDisplay(); } } [BeginAction("dissolveitem", BaseAction = true)] //mxd public void DissolveItem() { //TODO handle this differently?.. DeleteItem(); } // This joins sectors together and keeps all lines [BeginAction("joinsectors")] public void JoinSectors() { // Worth our money? ICollection selected = General.Map.Map.GetSelectedSectors(true); //mxd if(selected.Count > 1) { // Make undo General.Map.UndoRedo.CreateUndo("Join " + selected.Count + " sectors"); General.Interface.DisplayStatus(StatusType.Action, "Joined " + selected.Count + " sectors."); //mxd. Things may require updating List affectedthings = new List(); foreach(Thing t in General.Map.Map.Things) if(t.Sector != null && selected.Contains(t.Sector)) affectedthings.Add(t); // Merge JoinMergeSectors(false); //mxd. Things may require updating foreach(Thing t in affectedthings) t.DetermineSector(); // Map was changed General.Map.IsChanged = true; //mxd. Clear selection info General.Interface.DisplayStatus(StatusType.Selection, string.Empty); // Recreate the blockmap CreateBlockmap(); // Clear the cache of things that already got their sector determined determinedsectorthings = new ConcurrentDictionary(); //mxd. Update UpdateOverlaySurfaces(); UpdateEffectLabels(); General.Map.Renderer2D.UpdateExtraFloorFlag(); // Redraw display General.Interface.RedrawDisplay(); } } // This joins sectors together and removes the lines in between [BeginAction("mergesectors")] public void MergeSectors() { // Worth our money? ICollection selected = General.Map.Map.GetSelectedSectors(true); //mxd if(selected.Count > 1) { // Make undo General.Map.UndoRedo.CreateUndo("Merge " + selected.Count + " sectors"); General.Interface.DisplayStatus(StatusType.Action, "Merged " + selected.Count + " sectors."); //mxd. Things may require updating List affectedthings = new List(); foreach(Thing t in General.Map.Map.Things) if(t.Sector != null && selected.Contains(t.Sector)) affectedthings.Add(t); // Merge JoinMergeSectors(true); //mxd. Things may require updating foreach(Thing t in affectedthings) t.DetermineSector(); // Map was changed General.Map.IsChanged = true; //mxd. Clear selection info General.Interface.DisplayStatus(StatusType.Selection, string.Empty); if (highlighted != null && !highlighted.IsDisposed) highlightasso.Set(highlighted); // Recreate the blockmap CreateBlockmap(); // Clear the cache of things that already got their sector determined determinedsectorthings = new ConcurrentDictionary(); //mxd. Update UpdateOverlaySurfaces(); UpdateEffectLabels(); General.Map.Renderer2D.UpdateExtraFloorFlag(); // Redraw display General.Interface.RedrawDisplay(); } } // Make gradient brightness [BeginAction("gradientbrightness")] public void MakeGradientBrightness() { // Need at least 3 selected sectors // The first and last are not modified ICollection orderedselection = General.Map.Map.GetSelectedSectors(true); if(orderedselection.Count > 2) { General.Interface.DisplayStatus(StatusType.Action, "Created gradient brightness over selected sectors."); General.Map.UndoRedo.CreateUndo("Gradient brightness"); //mxd Sector start = General.GetByIndex(orderedselection, 0); Sector end = General.GetByIndex(orderedselection, orderedselection.Count - 1); //mxd. Use UDMF light? string mode = (string)BuilderPlug.Me.MenusForm.GradientModeMenu.SelectedItem; InterpolationTools.Mode interpolationmode = (InterpolationTools.Mode) BuilderPlug.Me.MenusForm.GradientInterpolationMenu.SelectedIndex; if(General.Map.UDMF && mode != MenusForm.BrightnessGradientModes.Sectors) { if(mode == MenusForm.BrightnessGradientModes.Ceilings || mode == MenusForm.BrightnessGradientModes.Floors) { string lightKey; string lightAbsKey; int startbrightness, endbrightness; if(mode == MenusForm.BrightnessGradientModes.Ceilings) { lightKey = "lightceiling"; lightAbsKey = "lightceilingabsolute"; } else //should be floors... { lightKey = "lightfloor"; lightAbsKey = "lightfloorabsolute"; } //get total brightness of start sector if(start.Fields.GetValue(lightAbsKey, false)) startbrightness = start.Fields.GetValue(lightKey, 0); else startbrightness = Math.Min(255, Math.Max(0, start.Brightness + start.Fields.GetValue(lightKey, 0))); //get total brightness of end sector if(end.Fields.GetValue(lightAbsKey, false)) endbrightness = end.Fields.GetValue(lightKey, 0); else endbrightness = Math.Min(255, Math.Max(0, end.Brightness + end.Fields.GetValue(lightKey, 0))); // Go for all sectors in between first and last int index = 0; foreach(Sector s in orderedselection) { s.Fields.BeforeFieldsChange(); double u = index / (double)(orderedselection.Count - 1); double b = Math.Round(InterpolationTools.Interpolate(startbrightness, endbrightness, u, interpolationmode)); //absolute flag set? if(s.Fields.GetValue(lightAbsKey, false)) { if(s.Fields.ContainsKey(lightKey)) s.Fields[lightKey].Value = (int) b; else s.Fields.Add(lightKey, new UniValue(UniversalType.Integer, (int) b)); } else { UniFields.SetInteger(s.Fields, lightKey, (int) b - s.Brightness, 0); } s.UpdateNeeded = true; index++; } } else if(mode == MenusForm.BrightnessGradientModes.Fade) { ApplyColorGradient(orderedselection, start, end, interpolationmode, "fadecolor", 0); } else if(mode == MenusForm.BrightnessGradientModes.Light) { ApplyColorGradient(orderedselection, start, end, interpolationmode, "lightcolor", 0xFFFFFF); } else if(mode == MenusForm.BrightnessGradientModes.LightAndFade) { ApplyColorGradient(orderedselection, start, end, interpolationmode, "fadecolor", 0); ApplyColorGradient(orderedselection, start, end, interpolationmode, "lightcolor", 0xFFFFFF); } } else { // Go for all sectors in between first and last int index = 0; foreach(Sector s in orderedselection) { double u = index / (double)(orderedselection.Count - 1); s.Brightness = (int)Math.Round(InterpolationTools.Interpolate(start.Brightness, end.Brightness, u, interpolationmode)); //mxd index++; } } // Update General.Map.Map.Update(); General.Interface.RedrawDisplay(); General.Interface.RefreshInfo(); General.Map.IsChanged = true; } else { General.Interface.DisplayStatus(StatusType.Warning, "Select at least 3 sectors first!"); } } //mxd private static void ApplyColorGradient(ICollection orderedselection, Sector start, Sector end, InterpolationTools.Mode interpolationmode, string key, int defaultvalue) { if(!start.Fields.ContainsKey(key) && !end.Fields.ContainsKey(key)) { General.Interface.DisplayStatus(StatusType.Warning, "First or last selected sector must have the \"" + key + "\" property!"); } else { PixelColor startcolor, endcolor; if(key == "fadecolor") { startcolor = Tools.GetSectorFadeColor(start); endcolor = Tools.GetSectorFadeColor(end); } else { startcolor = PixelColor.FromInt(start.Fields.GetValue(key, defaultvalue)); endcolor = PixelColor.FromInt(end.Fields.GetValue(key, defaultvalue)); } // Go for all sectors in between first and last int index = 0; foreach(Sector s in orderedselection) { if(index > 0 && index < orderedselection.Count - 1) { s.Fields.BeforeFieldsChange(); float u = index / (orderedselection.Count - 1.0f); int c = InterpolationTools.InterpolateColor(startcolor, endcolor, u, interpolationmode).WithAlpha(0).ToInt(); // No alpha here! UniFields.SetInteger(s.Fields, key, c, defaultvalue); s.UpdateNeeded = true; } index++; } } } // Make gradient floors [BeginAction("gradientfloors")] public void MakeGradientFloors() { // Need at least 3 selected sectors // The first and last are not modified ICollection orderedselection = General.Map.Map.GetSelectedSectors(true); if(orderedselection.Count > 2) { General.Interface.DisplayStatus(StatusType.Action, "Created gradient floor heights over selected sectors."); General.Map.UndoRedo.CreateUndo("Gradient floor heights"); int startlevel = General.GetByIndex(orderedselection, 0).FloorHeight; int endlevel = General.GetByIndex(orderedselection, orderedselection.Count - 1).FloorHeight; InterpolationTools.Mode interpolationmode = (InterpolationTools.Mode)BuilderPlug.Me.MenusForm.GradientInterpolationMenu.SelectedIndex; //mxd // Go for all sectors in between first and last int index = 0; foreach(Sector s in orderedselection) { float u = index / (float)(orderedselection.Count - 1); s.FloorHeight = (int)Math.Round(InterpolationTools.Interpolate(startlevel, endlevel, u, interpolationmode)); //mxd index++; } // Update General.Interface.RefreshInfo(); General.Map.IsChanged = true; } else { General.Interface.DisplayStatus(StatusType.Warning, "Select at least 3 sectors first!"); } } // Make gradient ceilings [BeginAction("gradientceilings")] public void MakeGradientCeilings() { // Need at least 3 selected sectors // The first and last are not modified ICollection orderedselection = General.Map.Map.GetSelectedSectors(true); if(orderedselection.Count > 2) { General.Interface.DisplayStatus(StatusType.Action, "Created gradient ceiling heights over selected sectors."); General.Map.UndoRedo.CreateUndo("Gradient ceiling heights"); int startlevel = General.GetByIndex(orderedselection, 0).CeilHeight; int endlevel = General.GetByIndex(orderedselection, orderedselection.Count - 1).CeilHeight; InterpolationTools.Mode interpolationmode = (InterpolationTools.Mode)BuilderPlug.Me.MenusForm.GradientInterpolationMenu.SelectedIndex; //mxd // Go for all sectors in between first and last int index = 0; foreach(Sector s in orderedselection) { float u = (float)index / (orderedselection.Count - 1); s.CeilHeight = (int)Math.Round(InterpolationTools.Interpolate(startlevel, endlevel, u, interpolationmode)); index++; } // Update General.Interface.RefreshInfo(); General.Map.IsChanged = true; } else { General.Interface.DisplayStatus(StatusType.Warning, "Select at least 3 sectors first!"); } } // Change heights [BeginAction("lowerfloor8")] public void LowerFloors8() { // Get selection ICollection selected = General.Map.Map.GetSelectedSectors(true); if(selected.Count == 0 && highlighted != null && !highlighted.IsDisposed) selected.Add(highlighted); if(selected.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!"); return; } // Make undo General.Interface.DisplayStatus(StatusType.Action, "Lowered floor heights by 8mp."); General.Map.UndoRedo.CreateUndo("Floor heights change", this, UndoGroup.FloorHeightChange, CreateSelectionCRC(selected)); // Change heights foreach(Sector s in selected) s.FloorHeight -= 8; // Update General.Interface.RefreshInfo(); General.Map.IsChanged = true; } // Change heights [BeginAction("raisefloor8")] public void RaiseFloors8() { // Get selection ICollection selected = General.Map.Map.GetSelectedSectors(true); if(selected.Count == 0 && highlighted != null && !highlighted.IsDisposed) selected.Add(highlighted); if(selected.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!"); return; } // Make undo General.Interface.DisplayStatus(StatusType.Action, "Raised floor heights by 8mp."); General.Map.UndoRedo.CreateUndo("Floor heights change", this, UndoGroup.FloorHeightChange, CreateSelectionCRC(selected)); // Change heights foreach(Sector s in selected) s.FloorHeight += 8; // Update General.Interface.RefreshInfo(); General.Map.IsChanged = true; } // Change heights [BeginAction("lowerceiling8")] public void LowerCeilings8() { // Get selection ICollection selected = General.Map.Map.GetSelectedSectors(true); if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed) selected.Add(highlighted); if(selected.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!"); return; } // Make undo General.Interface.DisplayStatus(StatusType.Action, "Lowered ceiling heights by 8mp."); General.Map.UndoRedo.CreateUndo("Ceiling heights change", this, UndoGroup.CeilingHeightChange, CreateSelectionCRC(selected)); // Change heights foreach(Sector s in selected) s.CeilHeight -= 8; // Update General.Interface.RefreshInfo(); General.Map.IsChanged = true; } // Change heights [BeginAction("raiseceiling8")] public void RaiseCeilings8() { // Get selection ICollection selected = General.Map.Map.GetSelectedSectors(true); if(selected.Count == 0 && highlighted != null && !highlighted.IsDisposed) selected.Add(highlighted); if(selected.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!"); return; } // Make undo General.Interface.DisplayStatus(StatusType.Action, "Raised ceiling heights by 8mp."); General.Map.UndoRedo.CreateUndo("Ceiling heights change", this, UndoGroup.CeilingHeightChange, CreateSelectionCRC(selected)); // Change heights foreach(Sector s in selected) s.CeilHeight += 8; // Update General.Interface.RefreshInfo(); General.Map.IsChanged = true; } //mxd. Raise brightness [BeginAction("raisebrightness8")] public void RaiseBrightness8() { // Get selection ICollection selected = General.Map.Map.GetSelectedSectors(true); if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed) selected.Add(highlighted); if(selected.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!"); return; } // Make undo Sector first = General.GetByIndex(selected, 0); //mxd int diff = General.Map.Config.BrightnessLevels.GetNextHigher(first.Brightness) - first.Brightness; //mxd General.Interface.DisplayStatus(StatusType.Action, "Raised sector brightness by " + diff + "."); General.Map.UndoRedo.CreateUndo("Sector brightness change", this, UndoGroup.SectorBrightnessChange, CreateSelectionCRC(selected)); // Change heights foreach(Sector s in selected) { s.Brightness = General.Map.Config.BrightnessLevels.GetNextHigher(s.Brightness); s.UpdateNeeded = true; s.UpdateCache(); } // Update General.Interface.RefreshInfo(); General.Map.IsChanged = true; // Redraw General.Interface.RedrawDisplay(); } //mxd. Lower brightness [BeginAction("lowerbrightness8")] public void LowerBrightness8() { // Get selection ICollection selected = General.Map.Map.GetSelectedSectors(true); if(selected.Count == 0 && highlighted != null && !highlighted.IsDisposed) selected.Add(highlighted); if(selected.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!"); return; } // Make undo Sector first = General.GetByIndex(selected, 0); //mxd int diff = first.Brightness - General.Map.Config.BrightnessLevels.GetNextLower(first.Brightness); //mxd General.Interface.DisplayStatus(StatusType.Action, "Lowered sector brightness by " + diff + "."); General.Map.UndoRedo.CreateUndo("Sector brightness change", this, UndoGroup.SectorBrightnessChange, CreateSelectionCRC(selected)); // Change heights foreach(Sector s in selected) { s.Brightness = General.Map.Config.BrightnessLevels.GetNextLower(s.Brightness); s.UpdateNeeded = true; s.UpdateCache(); } // Update General.Interface.RefreshInfo(); General.Map.IsChanged = true; // Redraw General.Interface.RedrawDisplay(); } // This clears the selection [BeginAction("clearselection", BaseAction = true)] public void ClearSelection() { // Clear selection General.Map.Map.ClearAllSelected(); //mxd. Clear selection info General.Interface.DisplayStatus(StatusType.Selection, string.Empty); // Clear labels foreach(TextLabel[] labelarray in labels.Values) foreach(TextLabel l in labelarray) l.Text = ""; UpdateOverlaySurfaces(); //mxd UpdateEffectLabels(); //mxd // Redraw General.Interface.RedrawDisplay(); } [BeginAction("placethings")] //mxd public void PlaceThings() { // Make list of selected sectors ICollection sectors = General.Map.Map.GetSelectedSectors(true); List positions = new List(); if(sectors.Count == 0) { if(highlighted != null && !highlighted.IsDisposed) { sectors.Add(highlighted); } else { General.Interface.DisplayStatus(StatusType.Warning, "This action requires selection of some description!"); return; } } // Make list of suitable positions foreach(Sector s in sectors) { Vector2D pos = (s.Labels.Count > 0 ? s.Labels[0].position : new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2)); if(!positions.Contains(pos)) positions.Add(pos); } if(positions.Count < 1) { General.Interface.DisplayStatus(StatusType.Warning, "Unable to get vertex positions from selection!"); return; } PlaceThingsAtPositions(positions); } //mxd. rotate clockwise [BeginAction("rotateclockwise")] public void RotateCW() { RotateTextures(5); } //mxd. rotate counterclockwise [BeginAction("rotatecounterclockwise")] public void RotateCCW() { RotateTextures(-5); } //mxd private void RotateTextures(float increment) { if(!General.Map.UDMF) { General.Interface.DisplayStatus(StatusType.Warning, "This action works only in UDMF map format!"); return; } // Make list of selected sectors ICollection sectors = General.Map.Map.GetSelectedSectors(true); if(sectors.Count == 0 && highlighted != null && !highlighted.IsDisposed) sectors.Add(highlighted); if(sectors.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!"); return; } string targets; string target; switch(General.Map.Renderer2D.ViewMode) { case ViewMode.FloorTextures: target = " a floor"; targets = " floors"; break; case ViewMode.CeilingTextures: target = " a ceiling"; targets = " ceilings"; break; default: target = " a floor and a ceiling"; targets = " floors and ceilings"; break; } // Make undo if(sectors.Count > 1) { General.Map.UndoRedo.CreateUndo("Rotate " + sectors.Count + targets, this, UndoGroup.TextureRotationChange, CreateSelectionCRC(sectors)); General.Interface.DisplayStatus(StatusType.Action, "Rotated " + sectors.Count + targets + "."); } else { General.Map.UndoRedo.CreateUndo("Rotate" + target, this, UndoGroup.TextureRotationChange, CreateSelectionCRC(sectors)); General.Interface.DisplayStatus(StatusType.Action, "Rotated" + target + "."); } //rotate stuff foreach(Sector s in sectors) { s.Fields.BeforeFieldsChange(); //floor if(General.Map.Renderer2D.ViewMode != ViewMode.CeilingTextures) { UniFields.SetFloat(s.Fields, "rotationfloor", General.ClampAngle(UniFields.GetFloat(s.Fields, "rotationfloor") + increment)); s.UpdateNeeded = true; } //ceiling if(General.Map.Renderer2D.ViewMode != ViewMode.FloorTextures) { UniFields.SetFloat(s.Fields, "rotationceiling", General.ClampAngle(UniFields.GetFloat(s.Fields, "rotationceiling") + increment)); s.UpdateNeeded = true; } } // Redraw screen General.Map.Map.Update(); General.Interface.RedrawDisplay(); General.Interface.RefreshInfo(); } //mxd [BeginAction("selectsimilar")] public void SelectSimilar() { ICollection selection = General.Map.Map.GetSelectedSectors(true); if(selection.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!"); return; } var form = new SelectSimilarElementOptionsPanel(); if(form.Setup(this)) form.ShowDialog(General.Interface); } //mxd [BeginAction("fliplinedefs")] public void FlipLinedefs() { // Get selection ICollection selected = General.Map.Map.GetSelectedSectors(true); if(selected.Count == 0 && highlighted != null && !highlighted.IsDisposed) selected.Add(highlighted); if(selected.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!"); return; } // Make undo if(selected.Count > 1) { General.Map.UndoRedo.CreateUndo("Flip linedefs of " + selected.Count + " sectors"); General.Interface.DisplayStatus(StatusType.Action, "Flipped linedefs of " + selected.Count + "sectors."); } else { General.Map.UndoRedo.CreateUndo("Flip sector linedefs"); General.Interface.DisplayStatus(StatusType.Action, "Flipped sector linedefs."); } HashSet selectedlines = new HashSet(); foreach(Sector s in selected) { foreach(Sidedef side in s.Sidedefs) { // Skip single-sided lines with only front side if(!selectedlines.Contains(side.Line) && (side.Line.Back != null || side.Line.Front == null)) selectedlines.Add(side.Line); } } // Flip all selected linedefs foreach(Linedef l in selectedlines) { l.FlipVertices(); l.FlipSidedefs(); } // Redraw General.Map.Map.Update(); General.Map.IsChanged = true; General.Interface.RefreshInfo(); General.Interface.RedrawDisplay(); } //mxd [BeginAction("alignlinedefs")] public void AlignLinedefs() { // Get selection ICollection selection = General.Map.Map.GetSelectedSectors(true); if(selection.Count == 0 && highlighted != null && !highlighted.IsDisposed) selection.Add(highlighted); if(selection.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!"); return; } // Make undo if(selection.Count > 1) { General.Map.UndoRedo.CreateUndo("Align linedefs of " + selection.Count + " sectors"); General.Interface.DisplayStatus(StatusType.Action, "Aligned linedefs of " + selection.Count + "sectors."); } else { General.Map.UndoRedo.CreateUndo("Align sector linedefs"); General.Interface.DisplayStatus(StatusType.Action, "Aligned sector linedefs."); } // Flip lines Tools.FlipSectorLinedefs(selection, false); // Redraw General.Map.Map.Update(); General.Map.IsChanged = true; General.Interface.RefreshInfo(); General.Interface.RedrawDisplay(); } [BeginAction("smartgridtransform", BaseAction = true)] protected void SmartGridTransform() { General.Map.Grid.SetGridRotation(0.0); General.Map.Grid.SetGridOrigin(0, 0); General.Map.GridVisibilityChanged(); General.Interface.RedrawDisplay(); } #endregion } }