#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.Windows; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Editing; using CodeImp.DoomBuilder.VisualModes; #endregion namespace CodeImp.DoomBuilder.BuilderModes { internal class BaseVisualSector : VisualSector { #region ================== Constants #endregion #region ================== Variables protected BaseVisualMode mode; protected VisualFloor floor; protected VisualCeiling ceiling; protected Dictionary sides; #endregion #region ================== Properties public VisualFloor Floor { get { return floor; } } public VisualCeiling Ceiling { get { return ceiling; } } #endregion #region ================== Constructor / Disposer // Constructor public BaseVisualSector(BaseVisualMode mode, Sector s) : base(s) { this.mode = mode; // Initialize Rebuild(); // We have no destructor GC.SuppressFinalize(this); } // Disposer public override void Dispose() { // Not already disposed? if(!IsDisposed) { // Clean up sides = null; floor = null; ceiling = null; // Dispose base base.Dispose(); } } #endregion #region ================== Methods // This (re)builds the visual sector, calculating all geometry from scratch public void Rebuild() { // Forget old geometry base.ClearGeometry(); // Create floor floor = new VisualFloor(mode, this); if(floor.Setup()) base.AddGeometry(floor); // Create ceiling ceiling = new VisualCeiling(mode, this); if(ceiling.Setup()) base.AddGeometry(ceiling); // Go for all sidedefs sides = new Dictionary(base.Sector.Sidedefs.Count); foreach(Sidedef sd in base.Sector.Sidedefs) { // Doublesided or singlesided? if(sd.Other != null) { // Create upper part VisualUpper vu = new VisualUpper(mode, this, sd); if(vu.Setup()) base.AddGeometry(vu); // Create lower part VisualLower vl = new VisualLower(mode, this, sd); if(vl.Setup()) base.AddGeometry(vl); // Create middle part VisualMiddleDouble vm = new VisualMiddleDouble(mode, this, sd); if(vm.Setup()) base.AddGeometry(vm); // Store sides.Add(sd, new VisualSidedefParts(vu, vl, vm)); } else { // Create middle part VisualMiddleSingle vm = new VisualMiddleSingle(mode, this, sd); if(vm.Setup()) base.AddGeometry(vm); // Store sides.Add(sd, new VisualSidedefParts(vm)); } } } // This returns the visual sidedef parts for a given sidedef public VisualSidedefParts GetSidedefParts(Sidedef sd) { if(sides.ContainsKey(sd)) return sides[sd]; else return new VisualSidedefParts(); } #endregion } }