UltimateZoneBuilder/Source/Map/Sector.cs
codeimp 535ecc54a2 - added overlay rendertarget
- renamed some rendering methods
- added rectangle rendering method for overlay
2008-04-12 16:07:10 +00:00

267 lines
7.1 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 CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing;
#endregion
namespace CodeImp.DoomBuilder.Map
{
public sealed class Sector
{
#region ================== Constants
#endregion
#region ================== Variables
// Map
private MapSet map;
// List items
private LinkedListNode<Sector> mainlistitem;
// Sidedefs
private LinkedList<Sidedef> sidedefs;
// Things
private LinkedList<Thing> things;
// Properties
private int index;
private int floorheight;
private int ceilheight;
private string floortexname;
private string ceiltexname;
private long longfloortexname;
private long longceiltexname;
private int effect;
private int tag;
private int brightness;
// Selections
private bool selected;
// Cloning
private Sector clone;
// Triangulation
private bool updateneeded;
private TriangleList triangles;
// Additional fields
private SortedList<string, object> fields;
// Disposing
private bool isdisposed = false;
#endregion
#region ================== Properties
public MapSet Map { get { return map; } }
public ICollection<Sidedef> Sidedefs { get { return sidedefs; } }
public ICollection<Thing> Things { get { return things; } }
public bool IsDisposed { get { return isdisposed; } }
public int Index { get { return index; } }
public int FloorHeight { get { return floorheight; } set { floorheight = value; } }
public int CeilHeight { get { return ceilheight; } set { ceilheight = value; } }
public string FloorTexture { get { return floortexname; } }
public string CeilTexture { get { return ceiltexname; } }
public long LongFloorTexture { get { return longfloortexname; } }
public long LongCeilTexture { get { return longceiltexname; } }
public int Effect { get { return effect; } set { effect = value; } }
public int Tag { get { return tag; } set { tag = value; if((tag < 0) || (tag > MapSet.HIGHEST_TAG)) throw new ArgumentOutOfRangeException("Tag", "Invalid tag number"); } }
public int Brightness { get { return brightness; } set { brightness = value; } }
public bool Selected { get { return selected; } set { selected = value; } }
public bool UpdateNeeded { get { return updateneeded; } set { updateneeded |= value; } }
public Sector Clone { get { return clone; } set { clone = value; } }
public TriangleList Triangles { get { return triangles; } set { triangles = value; } }
public SortedList<string, object> Fields { get { return fields; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public Sector(MapSet map, LinkedListNode<Sector> listitem, int index)
{
// Initialize
this.map = map;
this.mainlistitem = listitem;
this.sidedefs = new LinkedList<Sidedef>();
this.things = new LinkedList<Thing>();
this.index = index;
SetCeilTexture("-");
SetFloorTexture("-");
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Already set isdisposed so that changes can be prohibited
isdisposed = true;
// Remove from main list
mainlistitem.List.Remove(mainlistitem);
// Register the index as free
map.AddSectorIndexHole(index);
// Dispose the sidedefs that are attached to this sector
// because a sidedef cannot exist without reference to its sector.
foreach(Sidedef sd in sidedefs) sd.Dispose();
// Clean up
mainlistitem = null;
sidedefs = null;
things = null;
map = null;
}
}
#endregion
#region ================== Management
// This copies all properties to another sector
public void CopyPropertiesTo(Sector s)
{
// Copy properties
s.ceilheight = ceilheight;
s.ceiltexname = ceiltexname;
s.longceiltexname = longceiltexname;
s.floorheight = floorheight;
s.floortexname = floortexname;
s.longfloortexname = longfloortexname;
s.effect = effect;
s.tag = tag;
s.brightness = brightness;
if(fields != null) s.MakeFields(fields);
}
// This attaches a sidedef and returns the listitem
public LinkedListNode<Sidedef> AttachSidedef(Sidedef sd)
{
updateneeded = true;
return sidedefs.AddLast(sd);
}
// This detaches a sidedef
public void DetachSidedef(LinkedListNode<Sidedef> l)
{
// Not disposing?
if(!isdisposed)
{
// Remove sidedef
updateneeded = true;
sidedefs.Remove(l);
// No more sidedefs left?
if(sidedefs.Count == 0)
{
// This sector is now useless, dispose it
this.Dispose();
}
}
}
// This attaches a thing and returns the listitem
public LinkedListNode<Thing> AttachThing(Thing t) { return things.AddLast(t); }
// This detaches a thing
public void DetachThing(LinkedListNode<Thing> l) { if(!isdisposed) things.Remove(l); }
// This updates the sector when changes have been made
public void UpdateCache()
{
// Update if needed
if(updateneeded)
{
// Triangulate sector again
triangles = General.EarClipper.PerformTriangulation(this);
// Updated
updateneeded = false;
}
}
#endregion
#region ================== Fields
// This makes new fields
public void MakeFields()
{
if(fields != null) fields = new SortedList<string, object>();
}
// This makes fields from another list of fields
public void MakeFields(SortedList<string, object> copyfrom)
{
if(fields != null) fields = new SortedList<string, object>();
foreach(KeyValuePair<string, object> f in copyfrom) fields[f.Key] = f.Value;
}
#endregion
#region ================== Changes
// This updates all properties
public void Update(int hfloor, int hceil, string tfloor, string tceil, int effect, int tag, int brightness)
{
// Apply changes
this.floorheight = hfloor;
this.ceilheight = hceil;
SetFloorTexture(tfloor);
SetCeilTexture(tceil);
this.effect = effect;
this.tag = tag;
this.brightness = brightness;
}
// This sets texture
public void SetFloorTexture(string name)
{
floortexname = name;
longfloortexname = Lump.MakeLongName(name);
}
// This sets texture
public void SetCeilTexture(string name)
{
ceiltexname = name;
longceiltexname = Lump.MakeLongName(name);
}
#endregion
}
}