UltimateZoneBuilder/Source/Plugins/BuilderModes/ClassicModes/VerticesMode.cs
MaxED 043590100b Rectangular Selection: removed direction-based additive/subtractive selection. You can now hold Ctrl to enable subtractive selection, hold Ctrl-Shift to intersect with existing selection.
Point Thing at Cursor action: action now works when used from menu, changed default shortcut to Shift-L. You can now hold Ctrl to point Things away from cursor.
2013-04-09 10:56:05 +00:00

1059 lines
32 KiB
C#

#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.Actions;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(DisplayName = "Vertices Mode",
SwitchAction = "verticesmode", // Action name used to switch to this mode
ButtonImage = "VerticesMode.png", // Image resource name for the button
ButtonOrder = int.MinValue + 0, // Position of the button (lower is more to the left)
ButtonGroup = "000_editing",
UseByDefault = true,
SafeStartMode = true)]
public class VerticesMode : BaseClassicMode
{
#region ================== Constants
#endregion
#region ================== Variables
// Highlighted item
protected Vertex highlighted;
// Interface
private bool editpressed;
#endregion
#region ================== Properties
public override object HighlightedObject { get { return highlighted; } }
#endregion
#region ================== Constructor / Disposer
#endregion
#region ================== Methods
public override void OnHelp()
{
General.ShowHelp("e_vertices.html");
}
// Cancel mode
public override void OnCancel()
{
base.OnCancel();
// Return to this mode
General.Editing.ChangeMode(new VerticesMode());
}
// Mode engages
public override void OnEngage()
{
base.OnEngage();
renderer.SetPresentation(Presentation.Standard);
// Add toolbar buttons
General.Interface.AddButton(BuilderPlug.Me.MenusForm.CopyProperties);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.PasteProperties);
// Convert geometry selection to vertices only
General.Map.Map.ConvertSelection(SelectionType.Vertices);
}
// Mode disengages
public override void OnDisengage()
{
base.OnDisengage();
// Remove toolbar buttons
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.CopyProperties);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.PasteProperties);
// Going to EditSelectionMode?
if(General.Editing.NewMode is EditSelectionMode)
{
// Not pasting anything?
EditSelectionMode editmode = (General.Editing.NewMode as EditSelectionMode);
if(!editmode.Pasting)
{
// No selection made? But we have a highlight!
if((General.Map.Map.GetSelectedVertices(true).Count == 0) && (highlighted != null))
{
// Make the highlight the selection
highlighted.Selected = true;
}
}
}
// Hide highlight info
General.Interface.HideInfo();
}
// This redraws the display
public override void OnRedrawDisplay()
{
renderer.RedrawSurface();
// 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.PlotVertex(highlighted, ColorCollection.HIGHLIGHT);
renderer.Finish();
}
// Render things
if(renderer.StartThings(true))
{
renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA);
renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, 1.0f);
renderer.Finish();
}
// Selecting?
if(selecting)
{
// Render selection
if(renderer.StartOverlay(true))
{
RenderMultiSelection();
renderer.Finish();
}
}
renderer.Present();
}
// This highlights a new item
protected void Highlight(Vertex v)
{
// Update display
if(renderer.StartPlotter(false))
{
// Undraw previous highlight
if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotVertex(highlighted, renderer.DetermineVertexColor(highlighted));
// Set new highlight
highlighted = v;
// Render highlighted item
if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotVertex(highlighted, ColorCollection.HIGHLIGHT);
// Done
renderer.Finish();
renderer.Present();
}
// Show highlight info
if((highlighted != null) && !highlighted.IsDisposed)
General.Interface.ShowVertexInfo(highlighted);
else
General.Interface.HideInfo();
}
// Selection
protected override void OnSelectBegin()
{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Redraw highlight to show selection
if(renderer.StartPlotter(false))
{
renderer.PlotVertex(highlighted, renderer.DetermineVertexColor(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
highlighted.Selected = !highlighted.Selected;
// Render highlighted item
if(renderer.StartPlotter(false))
{
renderer.PlotVertex(highlighted, ColorCollection.HIGHLIGHT);
renderer.Finish();
renderer.Present();
}
//mxd
} else if(BuilderPlug.Me.AutoClearSelection && General.Map.Map.SelectedVerticessCount > 0) {
General.Map.Map.ClearSelectedVertices();
General.Interface.RedrawDisplay();
}
}
base.OnSelectEnd();
}
// Start editing
protected override void OnEditBegin()
{
bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
// Vertex 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.SelectedVerticessCount == 0)))
{
// Make this the only selection
General.Map.Map.ClearSelectedVertices();
highlighted.Selected = true;
General.Interface.RedrawDisplay();
}
// Update display
if(renderer.StartPlotter(false))
{
// Redraw highlight to show selection
renderer.PlotVertex(highlighted, renderer.DetermineVertexColor(highlighted));
renderer.Finish();
renderer.Present();
}
}
else if(!selecting) //mxd. We don't want to do this stuff while multiselecting
{
// Find the nearest linedef within highlight range
Linedef l = General.Map.Map.NearestLinedefRange(mousemappos, BuilderPlug.Me.SplitLinedefsRange / renderer.Scale);
if(l != null)
{
// Create undo
General.Map.UndoRedo.CreateUndo("Split linedef");
Vector2D insertpos;
// Snip to grid also?
if(snaptogrid)
{
// Find all points where the grid intersects the line
List<Vector2D> points = l.GetGridIntersections();
insertpos = mousemappos;
float distance = float.MaxValue;
foreach(Vector2D p in points)
{
float pdist = Vector2D.DistanceSq(p, mousemappos);
if(pdist < distance)
{
insertpos = p;
distance = pdist;
}
}
}
else
{
// Just use the nearest point on line
insertpos = l.NearestOnLine(mousemappos);
}
// Make the vertex
Vertex v = General.Map.Map.CreateVertex(insertpos);
if(v == null)
{
General.Map.UndoRedo.WithdrawUndo();
return;
}
// Snap to map format accuracy
v.SnapToAccuracy();
// Split the line with this vertex
Linedef sld = l.Split(v);
if(sld == null)
{
General.Map.UndoRedo.WithdrawUndo();
return;
}
BuilderPlug.Me.AdjustSplitCoordinates(l, sld);
// Update
General.Map.Map.Update();
// Highlight it
Highlight(v);
// Redraw display
General.Interface.RedrawDisplay();
}
else
{
// Start drawing mode
DrawGeometryMode drawmode = new DrawGeometryMode();
DrawnVertex v = DrawGeometryMode.GetCurrentPosition(mousemappos, snaptonearest, snaptogrid, renderer, new List<DrawnVertex>());
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<Vertex> selected = General.Map.Map.GetSelectedVertices(true);
if(selected.Count > 0)
{
if(General.Interface.IsActiveWindow)
{
// Show line edit dialog
General.Interface.ShowEditVertices(selected);
General.Map.Map.Update();
// When a single vertex was selected, deselect it now
if(selected.Count == 1) General.Map.Map.ClearSelectedVertices();
// Update entire display
General.Interface.RedrawDisplay();
}
}
}
editpressed = false;
base.OnEditEnd();
}
// Mouse moves
public override void OnMouseMove(MouseEventArgs e)
{
base.OnMouseMove(e);
//mxd
if(selectpressed && !editpressed && !selecting) {
// Check if moved enough pixels for multiselect
Vector2D delta = mousedownpos - mousepos;
if((Math.Abs(delta.x) > MULTISELECT_START_MOVE_PIXELS) ||
(Math.Abs(delta.y) > MULTISELECT_START_MOVE_PIXELS)) {
// Start multiselecting
StartMultiSelection();
}
}
else if(paintselectpressed && !editpressed && !selecting) //mxd. Drag-select
{
// Find the nearest thing within highlight range
Vertex v = General.Map.Map.NearestVertexSquareRange(mousemappos, BuilderPlug.Me.HighlightRange / renderer.Scale);
if(v != null) {
if(v != highlighted) {
//toggle selected state
if(General.Interface.ShiftState ^ BuilderPlug.Me.AdditiveSelect)
v.Selected = true;
else if(General.Interface.CtrlState)
v.Selected = false;
else
v.Selected = !v.Selected;
highlighted = v;
// Update entire display
General.Interface.RedrawDisplay();
}
} else if(highlighted != null) {
highlighted = null;
Highlight(null);
// Update entire display
General.Interface.RedrawDisplay();
}
}
else if(e.Button == MouseButtons.None) // Not holding any buttons?
{
// Find the nearest vertex within highlight range
Vertex v = General.Map.Map.NearestVertexSquareRange(mousemappos, BuilderPlug.Me.HighlightRange / renderer.Scale);
// Highlight if not the same
if(v != highlighted) Highlight(v);
}
}
// Mouse leaves
public override void OnMouseLeave(EventArgs e)
{
base.OnMouseLeave(e);
// Highlight nothing
Highlight(null);
}
//mxd
protected override void OnPaintSelectBegin() {
highlighted = null;
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 vertex for dragging
General.Map.Map.ClearSelectedVertices();
highlighted.Selected = true;
}
// Start dragging the selection
if(!BuilderPlug.Me.DontMoveGeometryOutsideMapBoundary || canDrag()) //mxd
General.Editing.ChangeMode(new DragVerticesMode(highlighted, mousedownmappos));
}
}
}
//mxd. Check if any selected vertex is outside of map boundary
private bool canDrag() {
ICollection<Vertex> selectedverts = General.Map.Map.GetSelectedVertices(true);
int unaffectedCount = 0;
foreach(Vertex v in selectedverts) {
// Make sure the vertex is inside the map boundary
if(v.Position.x < General.Map.Config.LeftBoundary || v.Position.x > General.Map.Config.RightBoundary
|| v.Position.y > General.Map.Config.TopBoundary || v.Position.y < General.Map.Config.BottomBoundary) {
v.Selected = false;
unaffectedCount++;
}
}
if(unaffectedCount == selectedverts.Count) {
General.Interface.DisplayStatus(StatusType.Warning, "Unable to drag selection: " + (selectedverts.Count == 1 ? "selected vertex is" : "all of selected vertices are") + " outside of map boundary!");
General.Interface.RedrawDisplay();
return false;
}
if(unaffectedCount > 0)
General.Interface.DisplayStatus(StatusType.Warning, unaffectedCount + " of selected vertices " + (unaffectedCount == 1 ? "is" : "are") + " outside of map boundary!");
return true;
}
// 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)
{
//mxd
if(marqueSelectionMode == MarqueSelectionMode.SELECT) {
// Go for all vertices
foreach(Vertex v in General.Map.Map.Vertices)
v.Selected = selectionrect.Contains(v.Position.x, v.Position.y);
} else if(marqueSelectionMode == MarqueSelectionMode.ADD) {
// Go for all vertices
foreach(Vertex v in General.Map.Map.Vertices)
v.Selected |= selectionrect.Contains(v.Position.x, v.Position.y);
} else if(marqueSelectionMode == MarqueSelectionMode.SUBTRACT) {
// Go for all vertices
foreach(Vertex v in General.Map.Map.Vertices)
if(selectionrect.Contains(v.Position.x, v.Position.y)) v.Selected = false;
} else { //should be Intersect
// Go for all vertices
foreach(Vertex v in General.Map.Map.Vertices)
if(!selectionrect.Contains(v.Position.x, v.Position.y)) v.Selected = false;
}
}
base.OnEndMultiSelection();
// Clear overlay
if(renderer.StartOverlay(true)) renderer.Finish();
// Redraw
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.GetSelectedVertices(true).Count == 0) && (highlighted != null))
{
// Make the highlight the selection
highlighted.Selected = true;
}
return base.OnCopyBegin();
}
#endregion
#region ================== Actions
// This copies the properties
[BeginAction("classiccopyproperties")]
public void CopyProperties()
{
// Determine source vertices
ICollection<Vertex> sel = null;
if(General.Map.Map.SelectedVerticessCount > 0)
sel = General.Map.Map.GetSelectedVertices(true);
else if(highlighted != null)
{
sel = new List<Vertex>();
sel.Add(highlighted);
}
if(sel != null)
{
// Copy properties from first source vertex
BuilderPlug.Me.CopiedVertexProps = new VertexProperties(General.GetByIndex(sel, 0));
General.Interface.DisplayStatus(StatusType.Action, "Copied vertex properties.");
}
}
// This pastes the properties
[BeginAction("classicpasteproperties")]
public void PasteProperties()
{
if(BuilderPlug.Me.CopiedVertexProps != null)
{
// Determine target vertices
ICollection<Vertex> sel = null;
if(General.Map.Map.SelectedVerticessCount > 0)
sel = General.Map.Map.GetSelectedVertices(true);
else if(highlighted != null)
{
sel = new List<Vertex>();
sel.Add(highlighted);
}
if(sel != null)
{
// Apply properties to selection
General.Map.UndoRedo.CreateUndo("Paste vertex properties");
foreach(Vertex v in sel)
{
BuilderPlug.Me.CopiedVertexProps.Apply(v);
}
General.Interface.DisplayStatus(StatusType.Action, "Pasted vertex properties.");
// Update and redraw
General.Map.IsChanged = true;
General.Interface.RefreshInfo();
General.Interface.RedrawDisplay();
}
}
}
// This clears the selection
[BeginAction("clearselection", BaseAction = true)]
public void ClearSelection()
{
// Clear selection
General.Map.Map.ClearAllSelected();
// Redraw
General.Interface.RedrawDisplay();
}
// This creates a new vertex at the mouse position
[BeginAction("insertitem", BaseAction = true)]
public virtual void InsertVertexAction() { VerticesMode.InsertVertex(mousemappos, renderer.Scale); }
public static void InsertVertex(Vector2D mousemappos, float rendererscale)
{
bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
// Mouse in window?
if(General.Interface.MouseInDisplay)
{
Vector2D insertpos;
Linedef l = null;
// Create undo
General.Map.UndoRedo.CreateUndo("Insert vertex");
// Snap to geometry?
l = General.Map.Map.NearestLinedefRange(mousemappos, BuilderPlug.Me.SplitLinedefsRange / rendererscale);
if(snaptonearest && (l != null))
{
// Snip to grid also?
if(snaptogrid)
{
// Find all points where the grid intersects the line
List<Vector2D> points = l.GetGridIntersections();
insertpos = mousemappos;
float distance = float.MaxValue;
foreach(Vector2D p in points)
{
float pdist = Vector2D.DistanceSq(p, mousemappos);
if(pdist < distance)
{
insertpos = p;
distance = pdist;
}
}
}
else
{
// Just use the nearest point on line
insertpos = l.NearestOnLine(mousemappos);
}
}
// Snap to grid?
else if(snaptogrid)
{
// Snap to grid
insertpos = General.Map.Grid.SnappedToGrid(mousemappos);
}
else
{
// Just insert here, don't snap to anything
insertpos = mousemappos;
}
// Make the vertex
Vertex v = General.Map.Map.CreateVertex(insertpos);
if(v == null)
{
General.Map.UndoRedo.WithdrawUndo();
return;
}
// Snap to map format accuracy
v.SnapToAccuracy();
// Split the line with this vertex
if(snaptonearest)
{
//mxd. Check if snapped vertex is on top of a linedef
l = General.Map.Map.NearestLinedefRange(insertpos, 1 / rendererscale);
if(l != null && l.SideOfLine(insertpos) != 0)
l = null;
if(l != null) {
General.Interface.DisplayStatus(StatusType.Action, "Split a linedef.");
Linedef sld = l.Split(v);
if(sld == null) {
General.Map.UndoRedo.WithdrawUndo();
return;
}
BuilderPlug.Me.AdjustSplitCoordinates(l, sld);
}
}
else
{
General.Interface.DisplayStatus(StatusType.Action, "Inserted a vertex.");
}
// Update
General.Map.Map.Update();
// Redraw screen
General.Interface.RedrawDisplay();
}
}
[BeginAction("deleteitem", BaseAction = true)]
public void DeleteItem() {
deleteItem(true, new List<Linedef>()); //mxd
}
//mxd. MMMMMMONSTROUS solution!
private void deleteItem(bool createUndo, List<Linedef> redrawnLines)
{
// Make list of selected vertices
ICollection<Vertex> selected = General.Map.Map.GetSelectedVertices(true);
if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed) selected.Add(highlighted);
// Anything to do?
if(selected.Count > 0)
{
// Make undo
if(createUndo) { //mxd
if(selected.Count > 1) {
General.Map.UndoRedo.CreateUndo("Delete " + selected.Count + " vertices");
General.Interface.DisplayStatus(StatusType.Action, "Deleted " + selected.Count + " vertices.");
} else {
General.Map.UndoRedo.CreateUndo("Delete vertex");
General.Interface.DisplayStatus(StatusType.Action, "Deleted a vertex.");
}
}
//mxd. Find sectors, affected by vertex removal.
Dictionary<Sector, Vector2D> toMerge = new Dictionary<Sector, Vector2D>();
List<Sector> possiblyInvalidSectors = new List<Sector>();
List<Sector> affectedSectors = new List<Sector>();
//mxd
foreach(Vertex v in selected) {
foreach(Linedef l in v.Linedefs) {
if(l.Front != null && l.Front.Sector != null){
if(!affectedSectors.Contains(l.Front.Sector))
affectedSectors.Add(l.Front.Sector);
foreach(Sidedef side in l.Front.Sector.Sidedefs) {
if(side.Other != null && side.Other.Sector != null && !affectedSectors.Contains(side.Other.Sector))
affectedSectors.Add(side.Other.Sector);
}
if(l.Front.Sector.Sidedefs.Count < 4 && !toMerge.ContainsKey(l.Front.Sector))
toMerge.Add(l.Front.Sector, new Vector2D(l.Front.Sector.BBox.Location.X + l.Front.Sector.BBox.Width/2, l.Front.Sector.BBox.Location.Y + l.Front.Sector.BBox.Height/2));
}
if(l.Back != null && l.Back.Sector != null) {
if(!affectedSectors.Contains(l.Back.Sector))
affectedSectors.Add(l.Back.Sector);
foreach(Sidedef side in l.Back.Sector.Sidedefs) {
if(side.Other != null && side.Other.Sector != null && !affectedSectors.Contains(side.Other.Sector))
affectedSectors.Add(side.Other.Sector);
}
if(l.Back.Sector.Sidedefs.Count < 4 && !toMerge.ContainsKey(l.Back.Sector))
toMerge.Add(l.Back.Sector, new Vector2D(l.Back.Sector.BBox.Location.X + l.Back.Sector.BBox.Width / 2, l.Back.Sector.BBox.Location.Y + l.Back.Sector.BBox.Height / 2));
}
}
}
// Go for all vertices that need to be removed
foreach(Vertex v in selected)
{
// Not already removed automatically?
if(!v.IsDisposed)
{
// If the vertex only has 2 linedefs attached, then merge the linedefs
if(v.Linedefs.Count == 2) {
Linedef ld1 = General.GetByIndex(v.Linedefs, 0);
Linedef ld2 = General.GetByIndex(v.Linedefs, 1);
if(!ld1.IsDisposed && !ld2.IsDisposed) {
//mxd. We don't want to do this if it will result in sector with 2 sidedefs
if((ld1.Front != null && ld1.Front.Sector != null && ld1.Front.Sector.Sidedefs.Count > 3) ||
(ld1.Back != null && ld1.Back.Sector != null && ld1.Back.Sector.Sidedefs.Count > 3) ||
(ld2.Front != null && ld2.Front.Sector != null && ld2.Front.Sector.Sidedefs.Count > 3) ||
(ld2.Back != null && ld2.Back.Sector != null && ld2.Back.Sector.Sidedefs.Count > 3)) {
Vertex v1 = (ld1.Start == v) ? ld1.End : ld1.Start;
Vertex v2 = (ld2.Start == v) ? ld2.End : ld2.Start;
//if both linedefs are on the same line
if(ld1.AngleDeg == ld2.AngleDeg || ld1.AngleDeg == ld2.AngleDeg - 180) {
if(ld1.Start == v) ld1.SetStartVertex(v2); else ld1.SetEndVertex(v2);
ld2.Dispose();
} else {
//mxd. Check if removing a vertex will collapse a sector with 3 "outer" sides
bool skip = false;
if(ld1.Front != null) {
foreach(Sidedef side in ld1.Front.Sector.Sidedefs) {
if(!possiblyInvalidSectors.Contains(ld1.Front.Sector) && (side.Line.Start == v1 && side.Line.End == v2) || side.Line.Start == v2 && side.Line.End == v1) {
possiblyInvalidSectors.Add(ld1.Front.Sector);
skip = true;
}
}
}
if(ld2.Front != null) {
foreach(Sidedef side in ld2.Front.Sector.Sidedefs) {
if(!possiblyInvalidSectors.Contains(ld2.Front.Sector) && (side.Line.Start == v1 && side.Line.End == v2) || side.Line.Start == v2 && side.Line.End == v1) {
possiblyInvalidSectors.Add(ld2.Front.Sector);
skip = true;
}
}
}
if(ld1.Back != null) {
foreach(Sidedef side in ld1.Back.Sector.Sidedefs) {
if(!possiblyInvalidSectors.Contains(ld1.Back.Sector) && (side.Line.Start == v1 && side.Line.End == v2) || side.Line.Start == v2 && side.Line.End == v1) {
possiblyInvalidSectors.Add(ld1.Back.Sector);
skip = true;
}
}
}
if(ld2.Back != null) {
foreach(Sidedef side in ld2.Back.Sector.Sidedefs) {
if(!possiblyInvalidSectors.Contains(ld2.Back.Sector) && (side.Line.Start == v1 && side.Line.End == v2) || side.Line.Start == v2 && side.Line.End == v1) {
possiblyInvalidSectors.Add(ld2.Back.Sector);
skip = true;
}
}
}
//mxd
if(!skip) {
DrawnVertex dv1 = new DrawnVertex();
DrawnVertex dv2 = new DrawnVertex();
dv1.stitchline = true;
dv2.stitchline = true;
dv1.stitch = true;
dv2.stitch = true;
if(ld1.Start == v) {
dv1.pos = v2.Position;
dv2.pos = v1.Position;
} else {
dv1.pos = v1.Position;
dv2.pos = v2.Position;
}
Tools.DrawLines(new List<DrawnVertex>() { dv1, dv2 });
List<Linedef> newLines = General.Map.Map.GetMarkedLinedefs(true);
if(newLines.Count > 0) redrawnLines.AddRange(newLines);
General.Map.IsChanged = true;
General.Map.Map.Update();
//if both of the lines are single sided, remove newly created sector
if((!ld1.IsDisposed && !ld2.IsDisposed) && (ld1.Front == null || ld1.Back == null) && (ld2.Front == null || ld2.Back == null)) {
int index = ld1.Front != null ? ld1.Front.Sector.Index : ld1.Back.Sector.Index;
General.Map.Map.GetSectorByIndex(index).Dispose();
foreach(Linedef l in newLines) {
if(l.Front != null && l.Front.Sector != null && !affectedSectors.Contains(l.Front.Sector))
affectedSectors.Add(l.Front.Sector);
if(l.Back != null && l.Back.Sector != null && !affectedSectors.Contains(l.Back.Sector))
affectedSectors.Add(l.Back.Sector);
}
} else {
tryJoinSectors(ld1);
tryJoinSectors(ld2);
ld1.Dispose();
ld2.Dispose();
}
}
}
}
}
} else { //mxd. More than 2 lines share this vertex
Linedef[] lines = new Linedef[v.Linedefs.Count];
v.Linedefs.CopyTo(lines, 0);
List<Linedef> parallel = new List<Linedef>();
foreach(Linedef ld1 in lines) {
foreach(Linedef ld2 in lines) {
if(ld1.Index == ld2.Index) continue;
if(ld1.AngleDeg == ld2.AngleDeg || ld1.AngleDeg == General.ClampAngle(ld2.AngleDeg - 180)) {
if(!parallel.Contains(ld1))
parallel.Add(ld1);
if(!parallel.Contains(ld2))
parallel.Add(ld2);
}
}
}
if(parallel.Count == 2) { //if there are 2 parallel lines, join them and remove the rest.
for(int i = 0; i < lines.Length; i++) {
if(parallel.Contains(lines[i])) continue;
Linedef ld = lines[i];
tryJoinSectors(ld);
ld.Dispose();
}
Vertex v2 = (parallel[1].Start == v) ? parallel[1].End : parallel[1].Start;
if(parallel[0].Start == v) parallel[0].SetStartVertex(v2); else parallel[0].SetEndVertex(v2);
parallel[1].Dispose();
} else { //just trash them
for(int i = 0; i < lines.Length; i++) {
Linedef ld = lines[i];
tryJoinSectors(ld);
ld.Dispose();
}
}
}
// Trash vertex
v.Dispose();
}
}
//mxd
Tools.MergeInvalidSectors(toMerge);
foreach(Sector s in possiblyInvalidSectors) {
//still invalid?
if(!s.IsDisposed && s.Sidedefs.Count < 3) s.Dispose();
}
foreach(Sector s in affectedSectors) {
if(s.IsDisposed) continue;
foreach(Sidedef side in s.Sidedefs){
if((side.Line.Front == null && side.Line.Back != null) || (side.Line.Front != null && side.Line.Back == null)){
side.Line.ApplySidedFlags();
}else if(side.Line.Front == null && side.Line.Back != null && side.Line.Back.Sector != null) {
// Flip linedef
side.Line.FlipVertices();
side.Line.FlipSidedefs();
side.Line.ApplySidedFlags();
}
}
}
// Update cache values
General.Map.IsChanged = true;
General.Map.Map.Update();
//mxd. Because... well... some new vertices might have been created during vertex removal process...
if(General.Map.Map.GetSelectedVertices(true).Count > 0) {
deleteItem(false, redrawnLines);
return;
} else if(redrawnLines.Count > 0) {
//try to merge redrawn lines
mergeLines(redrawnLines);
// Update cache values
General.Map.IsChanged = true;
General.Map.Map.Update();
}
// Invoke a new mousemove so that the highlighted item updates
MouseEventArgs e = new MouseEventArgs(MouseButtons.None, 0, (int)mousepos.x, (int)mousepos.y, 0);
OnMouseMove(e);
// Redraw screen
General.Interface.RedrawDisplay();
}
}
//mxd. If there are different sectors on both sides of given linedef, join them
private void tryJoinSectors(Linedef ld) {
if(ld.IsDisposed) return;
if(ld.Front != null && ld.Front.Sector != null && ld.Back != null && ld.Back.Sector != null && ld.Front.Sector.Index != ld.Back.Sector.Index) {
if(ld.Front.Sector.BBox.Width * ld.Front.Sector.BBox.Height > ld.Back.Sector.BBox.Width * ld.Back.Sector.BBox.Height)
ld.Back.Sector.Join(ld.Front.Sector);
else
ld.Front.Sector.Join(ld.Back.Sector);
}
}
private void mergeLines(List<Linedef> lines) {
if(lines.Count < 2) return;
for(int i = 0; i < lines.Count; i++) {
if(lines[i].IsDisposed) lines.RemoveAt(i);
}
for(int i = 0; i < lines.Count; i++) {
for(int c = 0; c < lines.Count; c++) {
if(i == c) continue;
//lines have the same angle?
if(lines[i].AngleDeg == lines[c].AngleDeg || lines[i].AngleDeg == General.ClampAngle(lines[c].AngleDeg - 180)) {
Vertex mid = null;
//lines share a vertex?
if(lines[i].End == lines[c].Start || lines[i].End == lines[c].End) {
mid = lines[i].End;
} else if(lines[i].Start == lines[c].Start || lines[i].Start == lines[c].End) {
mid = lines[i].Start;
}
if(mid == null || mid.Linedefs.Count > 2) continue;
Vertex end = (lines[c].Start == mid) ? lines[c].End : lines[c].Start;
//merge lines
if(lines[i].Start == mid)
lines[i].SetStartVertex(end);
else
lines[i].SetEndVertex(end);
lines[c].Dispose();
//trash vertex
mid.Dispose();
lines.RemoveAt(c);
//restart
mergeLines(lines);
return;
}
}
}
}
#endregion
}
}