#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 draglines; private ICollection dragsectors; #endregion #region ================== Properties #endregion #region ================== Constructor / Disposer // Constructor to start dragging immediately public DragSectorsMode(Vector2D dragstartmappos, ICollection sectors, ICollection things) { // Mark what we are dragging General.Map.Map.ClearAllMarks(false); // Get geometry to drag dragsectors = new List(sectors); draglines = new HashSet(); foreach (Sector s in sectors) { foreach (Sidedef sd in s.Sidedefs) { draglines.Add(sd.Line); sd.Line.Start.Marked = true; sd.Line.End.Marked = true; } } // If we got things they will be dragged, otherwise if (things != null) thingstodrag = things; // Initialize base.StartDrag(dragstartmappos); undodescription = (dragsectors.Count == 1 ? "Drag sector" : "Drag " + dragsectors.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); } // 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.RenderSRB2Extras(); 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(draglines); 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.RenderSRB2Extras(); renderer.Finish(); } // Redraw overlay if(renderer.StartOverlay(true)) { renderer.RenderText(labels); renderer.Finish(); } } #endregion } }