mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
1367c37b8d
Visual mode: "Copy Texture", "Copy Texture Offsets" and "Copy Properties" actions now always copy properties from currently highlighted surface (previously they copied properties from the first selected surface when something was selected). Draw Rectangle mode: nothing was drawn in some cases. Drag Things mode: grid was not updated when grid size was changed in this mode.
3576 lines
120 KiB
C#
3576 lines
120 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.GZBuilder.Data;
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using CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.GZBuilder.Tools;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[EditMode(DisplayName = "GZDB Visual Mode",
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SwitchAction = "gzdbvisualmode", // Action name used to switch to this mode
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ButtonImage = "VisualModeGZ.png", // Image resource name for the button
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ButtonOrder = 1, // Position of the button (lower is more to the left)
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ButtonGroup = "001_visual",
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UseByDefault = true)]
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public class BaseVisualMode : VisualMode
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{
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#region ================== Constants
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// Object picking
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private const float PICK_INTERVAL = 80.0f;
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private const float PICK_RANGE = 0.98f;
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// Gravity
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private const float GRAVITY = -0.06f;
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#endregion
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#region ================== Variables
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// Gravity
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private Vector3D gravity;
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private float cameraflooroffset = 41f; // same as in doom
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private float cameraceilingoffset = 10f;
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// Object picking
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private VisualPickResult target;
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private float lastpicktime;
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private bool locktarget;
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private bool useSelectionFromClassicMode;//mxd
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// This keeps extra element info
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private Dictionary<Sector, SectorData> sectordata;
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private Dictionary<Thing, ThingData> thingdata;
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private Dictionary<Vertex, VertexData> vertexdata; //mxd
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//private Dictionary<Thing, EffectDynamicLight> lightdata; //mxd
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// This is true when a selection was made because the action is performed
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// on an object that was not selected. In this case the previous selection
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// is cleared and the targeted object is temporarely selected to perform
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// the action on. After the action is completed, the object is deselected.
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private bool singleselection;
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// We keep these to determine if we need to make a new undo level
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private bool selectionchanged;
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private int lastundogroup;
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private VisualActionResult actionresult;
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private bool undocreated;
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// List of selected objects when an action is performed
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private List<IVisualEventReceiver> selectedobjects;
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//mxd. Used in Cut/PasteSelection actions
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private List<ThingCopyData> copyBuffer;
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private Type lasthighlighttype; //mxd
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private static bool gzdoomRenderingEffects = true; //mxd
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//mxd. Moved here from Tools
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private struct SidedefAlignJob
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{
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public Sidedef sidedef;
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public Sidedef controlSide; //mxd
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public float offsetx;
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public float scaleY; //mxd
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// When this is true, the previous sidedef was on the left of
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// this one and the texture X offset of this sidedef can be set
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// directly. When this is false, the length of this sidedef
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// must be subtracted from the X offset first.
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public bool forward;
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}
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#endregion
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#region ================== Properties
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public override object HighlightedObject
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{
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get
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{
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// Geometry picked?
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if(target.picked is VisualGeometry)
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{
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VisualGeometry pickedgeo = (target.picked as VisualGeometry);
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if(pickedgeo.Sidedef != null)
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return pickedgeo.Sidedef;
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else if(pickedgeo.Sector != null)
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return pickedgeo.Sector;
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else
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return null;
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}
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// Thing picked?
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else if(target.picked is VisualThing)
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{
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VisualThing pickedthing = (target.picked as VisualThing);
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return pickedthing.Thing;
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}
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else
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{
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return null;
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}
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}
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}
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public object HighlightedTarget { get { return target.picked; } } //mxd
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public static bool GZDoomRenderingEffects { get { return gzdoomRenderingEffects; } } //mxd
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public bool UseSelectionFromClassicMode { get { return useSelectionFromClassicMode; } } //mxd
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new public IRenderer3D Renderer { get { return renderer; } }
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public bool IsSingleSelection { get { return singleselection; } }
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public bool SelectionChanged { get { return selectionchanged; } set { selectionchanged |= value; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public BaseVisualMode()
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{
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// Initialize
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this.gravity = new Vector3D(0.0f, 0.0f, 0.0f);
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this.selectedobjects = new List<IVisualEventReceiver>();
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//mxd
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this.copyBuffer = new List<ThingCopyData>();
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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public override void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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// Done
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base.Dispose();
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}
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}
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#endregion
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#region ================== Methods
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// This calculates brightness level
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internal int CalculateBrightness(int level)
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{
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return renderer.CalculateBrightness(level);
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}
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//mxd. This calculates brightness level with doom-style shading
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internal int CalculateBrightness(int level, Sidedef sd) {
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return renderer.CalculateBrightness(level, sd);
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}
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// This adds a selected object
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internal void AddSelectedObject(IVisualEventReceiver obj)
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{
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selectedobjects.Add(obj);
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selectionchanged = true;
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}
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// This removes a selected object
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internal void RemoveSelectedObject(IVisualEventReceiver obj)
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{
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selectedobjects.Remove(obj);
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selectionchanged = true;
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}
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// This is called before an action is performed
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public void PreAction(int multiselectionundogroup)
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{
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actionresult = new VisualActionResult();
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PickTargetUnlocked();
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// If the action is not performed on a selected object, clear the
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// current selection and make a temporary selection for the target.
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if((target.picked != null) && !target.picked.Selected && (BuilderPlug.Me.VisualModeClearSelection || (selectedobjects.Count == 0)))
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{
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// Single object, no selection
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singleselection = true;
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ClearSelection();
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undocreated = false;
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}
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else
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{
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singleselection = false;
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// Check if we should make a new undo level
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// We don't want to do this if this is the same action with the same
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// selection and the action wants to group the undo levels
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if((lastundogroup != multiselectionundogroup) || (lastundogroup == UndoGroup.None) ||
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(multiselectionundogroup == UndoGroup.None) || selectionchanged)
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{
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// We want to create a new undo level, but not just yet
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lastundogroup = multiselectionundogroup;
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undocreated = false;
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}
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else
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{
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// We don't want to make a new undo level (changes will be combined)
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undocreated = true;
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}
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}
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}
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// Called before an action is performed. This does not make an undo level
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private void PreActionNoChange()
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{
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actionresult = new VisualActionResult();
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singleselection = false;
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undocreated = false;
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}
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// This is called after an action is performed
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private void PostAction()
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{
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if(!string.IsNullOrEmpty(actionresult.displaystatus))
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General.Interface.DisplayStatus(StatusType.Action, actionresult.displaystatus);
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// Reset changed flags
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foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
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{
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BaseVisualSector bvs = (vs.Value as BaseVisualSector);
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foreach(VisualFloor vf in bvs.ExtraFloors) vf.Changed = false;
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foreach(VisualCeiling vc in bvs.ExtraCeilings) vc.Changed = false;
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foreach(VisualFloor vf in bvs.ExtraBackFloors) vf.Changed = false; //mxd
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foreach(VisualCeiling vc in bvs.ExtraBackCeilings) vc.Changed = false; //mxd
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bvs.Floor.Changed = false;
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bvs.Ceiling.Changed = false;
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}
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selectionchanged = false;
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if(singleselection)
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ClearSelection();
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UpdateChangedObjects();
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ShowTargetInfo();
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}
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// This sets the result for an action
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public void SetActionResult(VisualActionResult result)
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{
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actionresult = result;
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}
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// This sets the result for an action
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public void SetActionResult(string displaystatus)
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{
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actionresult = new VisualActionResult();
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actionresult.displaystatus = displaystatus;
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}
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// This creates an undo, when only a single selection is made
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// When a multi-selection is made, the undo is created by the PreAction function
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public int CreateUndo(string description, int group, int grouptag)
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{
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if(!undocreated)
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{
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undocreated = true;
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if(singleselection)
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return General.Map.UndoRedo.CreateUndo(description, this, group, grouptag);
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return General.Map.UndoRedo.CreateUndo(description, this, UndoGroup.None, 0);
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}
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return 0;
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}
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// This creates an undo, when only a single selection is made
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// When a multi-selection is made, the undo is created by the PreAction function
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public int CreateUndo(string description)
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{
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return CreateUndo(description, UndoGroup.None, 0);
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}
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// This makes a list of the selected object
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private void RebuildSelectedObjectsList()
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{
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// Make list of selected objects
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selectedobjects = new List<IVisualEventReceiver>();
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foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
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{
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if(vs.Value != null)
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{
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BaseVisualSector bvs = (BaseVisualSector)vs.Value;
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if((bvs.Floor != null) && bvs.Floor.Selected) selectedobjects.Add(bvs.Floor);
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if((bvs.Ceiling != null) && bvs.Ceiling.Selected) selectedobjects.Add(bvs.Ceiling);
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foreach(Sidedef sd in vs.Key.Sidedefs)
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{
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List<VisualGeometry> sidedefgeos = bvs.GetSidedefGeometry(sd);
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foreach(VisualGeometry sdg in sidedefgeos)
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{
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if(sdg.Selected) selectedobjects.Add((sdg as IVisualEventReceiver));
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}
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}
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}
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}
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foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
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{
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if(vt.Value != null)
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{
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BaseVisualThing bvt = (BaseVisualThing)vt.Value;
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if(bvt.Selected) selectedobjects.Add(bvt);
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}
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}
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//mxd
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if(General.Map.UDMF && General.Settings.GZShowVisualVertices) {
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foreach(KeyValuePair<Vertex, VisualVertexPair> pair in vertices) {
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if(pair.Value.CeilingVertex.Selected)
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selectedobjects.Add((BaseVisualVertex)pair.Value.CeilingVertex);
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if(pair.Value.FloorVertex.Selected)
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selectedobjects.Add((BaseVisualVertex)pair.Value.FloorVertex);
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}
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}
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}
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//mxd. Need this to apply changes to 3d-floor even if control sector doesn't exist as BaseVisualSector
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internal BaseVisualSector CreateBaseVisualSector(Sector s) {
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BaseVisualSector vs = new BaseVisualSector(this, s);
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if(vs != null) allsectors.Add(s, vs);
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return vs;
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}
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// This creates a visual sector
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protected override VisualSector CreateVisualSector(Sector s)
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{
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BaseVisualSector vs = new BaseVisualSector(this, s);
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if (vs != null) allsectors.Add(s, vs); //mxd
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return vs;
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}
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// This creates a visual thing
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protected override VisualThing CreateVisualThing(Thing t)
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{
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BaseVisualThing vt = new BaseVisualThing(this, t);
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return vt.Setup() ? vt : null;
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}
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// This locks the target so that it isn't changed until unlocked
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public void LockTarget()
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{
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locktarget = true;
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}
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// This unlocks the target so that is changes to the aimed geometry again
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public void UnlockTarget()
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{
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locktarget = false;
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}
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// This picks a new target, if not locked
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private void PickTargetUnlocked()
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{
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if(!locktarget) PickTarget();
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}
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// This picks a new target
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private void PickTarget()
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{
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// Find the object we are aiming at
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Vector3D start = General.Map.VisualCamera.Position;
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Vector3D delta = General.Map.VisualCamera.Target - General.Map.VisualCamera.Position;
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delta = delta.GetFixedLength(General.Settings.ViewDistance * PICK_RANGE);
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VisualPickResult newtarget = PickObject(start, start + delta);
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// Should we update the info on panels?
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bool updateinfo = (newtarget.picked != target.picked);
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// Apply new target
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target = newtarget;
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// Show target info
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if(updateinfo) ShowTargetInfo();
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}
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// This shows the picked target information
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public void ShowTargetInfo()
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{
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// Any result?
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if(target.picked != null)
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{
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// Geometry picked?
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if(target.picked is VisualGeometry)
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{
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VisualGeometry pickedgeo = (target.picked as VisualGeometry);
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// Sidedef?
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if(pickedgeo is BaseVisualGeometrySidedef)
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{
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BaseVisualGeometrySidedef pickedsidedef = (pickedgeo as BaseVisualGeometrySidedef);
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General.Interface.ShowLinedefInfo(pickedsidedef.GetControlLinedef()); //mxd
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}
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// Sector?
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else if(pickedgeo is BaseVisualGeometrySector)
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{
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BaseVisualGeometrySector pickedsector = (pickedgeo as BaseVisualGeometrySector);
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General.Interface.ShowSectorInfo(pickedsector.Level.sector);
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}
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else
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{
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General.Interface.HideInfo();
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}
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}
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else if(target.picked is VisualThing)
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{ // Thing picked?
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VisualThing pickedthing = (target.picked as VisualThing);
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General.Interface.ShowThingInfo(pickedthing.Thing);
|
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}
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else if(target.picked is VisualVertex) //mxd
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{
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VisualVertex pickedvert = (target.picked as VisualVertex);
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General.Interface.ShowVertexInfo(pickedvert.Vertex);
|
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}
|
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}
|
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else
|
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{
|
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General.Interface.HideInfo();
|
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}
|
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}
|
||
|
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// This updates the VisualSectors and VisualThings that have their Changed property set
|
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private void UpdateChangedObjects()
|
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{
|
||
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
|
||
{
|
||
if(vs.Value != null)
|
||
{
|
||
BaseVisualSector bvs = (BaseVisualSector)vs.Value;
|
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if(bvs.Changed) bvs.Rebuild();
|
||
}
|
||
}
|
||
|
||
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
|
||
{
|
||
if(vt.Value != null)
|
||
{
|
||
BaseVisualThing bvt = (BaseVisualThing)vt.Value;
|
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if(bvt.Changed) bvt.Rebuild();
|
||
}
|
||
}
|
||
|
||
//mxd
|
||
if(General.Map.UDMF) {
|
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foreach(KeyValuePair<Vertex, VisualVertexPair> pair in vertices)
|
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pair.Value.Update();
|
||
}
|
||
}
|
||
|
||
//mxd
|
||
protected override void moveSelectedThings(Vector2D direction, bool absolutePosition) {
|
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List<VisualThing> visualThings = GetSelectedVisualThings(true);
|
||
if (visualThings.Count == 0) return;
|
||
|
||
PreAction(UndoGroup.ThingMove);
|
||
|
||
Vector3D[] coords = new Vector3D[visualThings.Count];
|
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for (int i = 0; i < visualThings.Count; i++)
|
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coords[i] = visualThings[i].Thing.Position;
|
||
|
||
//move things...
|
||
Vector3D[] translatedCoords = translateCoordinates(coords, direction, absolutePosition);
|
||
for (int i = 0; i < visualThings.Count; i++) {
|
||
BaseVisualThing t = visualThings[i] as BaseVisualThing;
|
||
t.OnMove(translatedCoords[i]);
|
||
}
|
||
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
private Vector3D[] translateCoordinates(Vector3D[] coordinates, Vector2D direction, bool absolutePosition) {
|
||
if (coordinates.Length == 0) return null;
|
||
|
||
direction.x = (float)Math.Round(direction.x);
|
||
direction.y = (float)Math.Round(direction.y);
|
||
|
||
Vector3D[] translatedCoords = new Vector3D[coordinates.Length];
|
||
|
||
//move things...
|
||
if (!absolutePosition) { //...relatively (that's easy)
|
||
int camAngle = (int)Math.Round(Angle2D.RadToDeg(General.Map.VisualCamera.AngleXY));// * 180 / Math.PI);
|
||
int sector = General.ClampAngle(camAngle - 45) / 90;
|
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direction = direction.GetRotated(sector * Angle2D.PIHALF);
|
||
|
||
for (int i = 0; i < coordinates.Length; i++)
|
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translatedCoords[i] = coordinates[i] + new Vector3D(direction);
|
||
|
||
return translatedCoords;
|
||
}
|
||
|
||
//...to specified location preserving relative positioning (that's harder)
|
||
if (coordinates.Length == 1) {//just move it there
|
||
translatedCoords[0] = new Vector3D(direction.x, direction.y, coordinates[0].z);
|
||
return translatedCoords;
|
||
}
|
||
|
||
//we need some reference
|
||
float minX = coordinates[0].x;
|
||
float maxX = minX;
|
||
float minY = coordinates[0].y;
|
||
float maxY = minY;
|
||
|
||
//get bounding coordinates for selected things
|
||
for (int i = 1; i < coordinates.Length; i++) {
|
||
if (coordinates[i].x < minX)
|
||
minX = coordinates[i].x;
|
||
else if (coordinates[i].x > maxX)
|
||
maxX = coordinates[i].x;
|
||
|
||
if (coordinates[i].y < minY)
|
||
minY = coordinates[i].y;
|
||
else if (coordinates[i].y > maxY)
|
||
maxY = coordinates[i].y;
|
||
}
|
||
|
||
Vector2D selectionCenter = new Vector2D(minX + (maxX - minX) / 2, minY + (maxY - minY) / 2);
|
||
|
||
//move them
|
||
for (int i = 0; i < coordinates.Length; i++)
|
||
translatedCoords[i] = new Vector3D((float)Math.Round(direction.x - (selectionCenter.x - coordinates[i].x)), (float)Math.Round(direction.y - (selectionCenter.y - coordinates[i].y)), (float)Math.Round(coordinates[i].z));
|
||
|
||
return translatedCoords;
|
||
}
|
||
|
||
//mxd
|
||
internal void SelectSideParts(Sidedef side, bool toggleTop, bool toggleMid, bool toggleBottom, bool select, bool withSameTexture, bool withSameHeight) {
|
||
BaseVisualSector vs = GetVisualSector(side.Sector) as BaseVisualSector;
|
||
|
||
if(toggleTop && vs.Sides[side].upper != null &&
|
||
((select && !vs.Sides[side].upper.Selected) || (!select && vs.Sides[side].upper.Selected))) {
|
||
vs.Sides[side].upper.SelectNeighbours(select, withSameTexture, withSameHeight);
|
||
}
|
||
|
||
if(toggleMid && vs.Sides[side].middlesingle != null &&
|
||
((select && !vs.Sides[side].middlesingle.Selected) || (!select && vs.Sides[side].middlesingle.Selected))) {
|
||
vs.Sides[side].middlesingle.SelectNeighbours(select, withSameTexture, withSameHeight);
|
||
}
|
||
|
||
if(toggleMid && vs.Sides[side].middledouble != null &&
|
||
((select && !vs.Sides[side].middledouble.Selected) || (!select && vs.Sides[side].middledouble.Selected))) {
|
||
vs.Sides[side].middledouble.SelectNeighbours(select, withSameTexture, withSameHeight);
|
||
}
|
||
|
||
if(toggleBottom && vs.Sides[side].lower != null &&
|
||
((select && !vs.Sides[side].lower.Selected) || (!select && vs.Sides[side].lower.Selected))) {
|
||
vs.Sides[side].lower.SelectNeighbours(select, withSameTexture, withSameHeight);
|
||
}
|
||
}
|
||
|
||
//mxd
|
||
private void updateSelectionInfo() {
|
||
int numWalls = 0;
|
||
int numFloors = 0;
|
||
int numCeilings = 0;
|
||
int numThings = 0;
|
||
int numVerts = 0;
|
||
|
||
foreach(IVisualEventReceiver obj in selectedobjects) {
|
||
if(!obj.IsSelected()) continue;
|
||
|
||
if(obj is BaseVisualThing) numThings++;
|
||
else if(obj is BaseVisualVertex) numVerts++;
|
||
else if(obj is VisualCeiling) numCeilings++;
|
||
else if(obj is VisualFloor) numFloors++;
|
||
else if(obj is VisualMiddleSingle || obj is VisualMiddleDouble || obj is VisualLower || obj is VisualUpper || obj is VisualMiddle3D || obj is VisualMiddleBack)
|
||
numWalls++;
|
||
}
|
||
|
||
List<string> results = new List<string>();
|
||
if (numWalls > 0) results.Add(numWalls + (numWalls > 1 ? " sidedefs" : " sidedef"));
|
||
if (numFloors > 0) results.Add(numFloors + (numFloors > 1 ? " floors" : " floor"));
|
||
if (numCeilings > 0) results.Add(numCeilings + (numCeilings > 1 ? " ceilings" : " ceiling"));
|
||
if (numThings > 0) results.Add(numThings + (numThings > 1 ? " things" : " thing"));
|
||
if (numVerts > 0) results.Add(numVerts + (numVerts > 1 ? " vertices" : " vertex"));
|
||
|
||
if (results.Count == 0) {
|
||
General.Interface.DisplayStatus(StatusType.Selection, string.Empty);
|
||
} else {
|
||
string result = string.Join(", ", results.ToArray());
|
||
int pos = result.LastIndexOf(",");
|
||
if(pos != -1) result = result.Remove(pos, 1).Insert(pos, " and");
|
||
General.Interface.DisplayStatus(StatusType.Selection, result + " selected");
|
||
}
|
||
}
|
||
|
||
//mxd
|
||
internal void StartRealtimeInterfaceUpdate(SelectionType selectionType) {
|
||
if (selectionType == SelectionType.Sectors || selectionType == SelectionType.Linedefs || selectionType == SelectionType.All) {
|
||
General.Interface.OnEditFormValuesChanged += Interface_OnSectorEditFormValuesChanged;
|
||
} else if(selectionType == SelectionType.Things) {
|
||
General.Interface.OnEditFormValuesChanged += Interface_OnThingEditFormValuesChanged;
|
||
} else {
|
||
General.Interface.OnEditFormValuesChanged += Interface_OnEditFormValuesChanged;
|
||
}
|
||
}
|
||
|
||
//mxd
|
||
internal void StopRealtimeInterfaceUpdate(SelectionType selectionType) {
|
||
if(selectionType == SelectionType.Sectors || selectionType == SelectionType.Linedefs || selectionType == SelectionType.All) {
|
||
General.Interface.OnEditFormValuesChanged -= Interface_OnSectorEditFormValuesChanged;
|
||
} else if(selectionType == SelectionType.Things) {
|
||
General.Interface.OnEditFormValuesChanged -= Interface_OnThingEditFormValuesChanged;
|
||
} else {
|
||
General.Interface.OnEditFormValuesChanged -= Interface_OnEditFormValuesChanged;
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region ================== Extended Methods
|
||
|
||
// This requests a sector's extra data
|
||
internal SectorData GetSectorData(Sector s)
|
||
{
|
||
// Make fresh sector data when it doesn't exist yet
|
||
if(!sectordata.ContainsKey(s))
|
||
sectordata[s] = new SectorData(this, s);
|
||
|
||
return sectordata[s];
|
||
}
|
||
|
||
// This requests a things's extra data
|
||
internal ThingData GetThingData(Thing t)
|
||
{
|
||
// Make fresh sector data when it doesn't exist yet
|
||
if(!thingdata.ContainsKey(t))
|
||
thingdata[t] = new ThingData(this, t);
|
||
|
||
return thingdata[t];
|
||
}
|
||
|
||
//mxd
|
||
internal VertexData GetVertexData(Vertex v) {
|
||
if(!vertexdata.ContainsKey(v))
|
||
vertexdata[v] = new VertexData(this, v);
|
||
return vertexdata[v];
|
||
}
|
||
|
||
internal BaseVisualVertex GetVisualVertex(Vertex v, bool floor) {
|
||
if(!vertices.ContainsKey(v))
|
||
vertices.Add(v, new VisualVertexPair(new BaseVisualVertex(this, v, false), new BaseVisualVertex(this, v, true)));
|
||
|
||
return (floor ? vertices[v].FloorVertex as BaseVisualVertex : vertices[v].CeilingVertex as BaseVisualVertex);
|
||
}
|
||
|
||
//mxd
|
||
internal void UpdateVertexHandle(Vertex v) {
|
||
if(!vertices.ContainsKey(v))
|
||
vertices.Add(v, new VisualVertexPair(new BaseVisualVertex(this, v, false), new BaseVisualVertex(this, v, true)));
|
||
else
|
||
vertices[v].Changed = true;
|
||
}
|
||
|
||
// This rebuilds the sector data
|
||
// This requires that the blockmap is up-to-date!
|
||
internal void RebuildElementData()
|
||
{
|
||
//mxd
|
||
Sector[] sectorsWithEffects = null;
|
||
|
||
if (!gzdoomRenderingEffects) {
|
||
|
||
//store all sectors with effects
|
||
if(sectordata != null && sectordata.Count > 0) {
|
||
sectorsWithEffects = new Sector[sectordata.Count];
|
||
sectordata.Keys.CopyTo(sectorsWithEffects, 0);
|
||
}
|
||
|
||
//remove all vertex handles from selection
|
||
if(vertices != null && vertices.Count > 0) {
|
||
foreach(IVisualEventReceiver i in selectedobjects){
|
||
if(i is BaseVisualVertex) RemoveSelectedObject(i);
|
||
}
|
||
}
|
||
}
|
||
|
||
Dictionary<int, List<Sector>> sectortags = new Dictionary<int, List<Sector>>();
|
||
sectordata = new Dictionary<Sector, SectorData>(General.Map.Map.Sectors.Count);
|
||
thingdata = new Dictionary<Thing, ThingData>(General.Map.Map.Things.Count);
|
||
|
||
//mxd. rebuild all sectors with effects
|
||
if(sectorsWithEffects != null) {
|
||
for(int i = 0; i < sectorsWithEffects.Length; i++) {
|
||
// The visual sector associated is now outdated
|
||
if(VisualSectorExists(sectorsWithEffects[i])) {
|
||
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(sectorsWithEffects[i]);
|
||
vs.UpdateSectorGeometry(true);
|
||
}
|
||
}
|
||
}
|
||
|
||
if(General.Map.UDMF) {
|
||
vertexdata = new Dictionary<Vertex, VertexData>(General.Map.Map.Vertices.Count); //mxd
|
||
vertices.Clear();
|
||
}
|
||
|
||
if (!gzdoomRenderingEffects) return; //mxd
|
||
|
||
// Find all sector who's tag is not 0 and hash them so that we can find them quicly
|
||
foreach(Sector s in General.Map.Map.Sectors)
|
||
{
|
||
if(s.Tag != 0)
|
||
{
|
||
if(!sectortags.ContainsKey(s.Tag)) sectortags[s.Tag] = new List<Sector>();
|
||
sectortags[s.Tag].Add(s);
|
||
}
|
||
}
|
||
|
||
// Find sectors with 3 vertices, because they can be sloped
|
||
foreach(Sector s in General.Map.Map.Sectors)
|
||
{
|
||
// ========== Thing vertex slope, vertices with UDMF vertex offsets ==========
|
||
if(s.Sidedefs.Count == 3)
|
||
{
|
||
if(General.Map.UDMF) //mxd
|
||
GetSectorData(s).AddEffectVertexOffset();
|
||
|
||
List<Thing> slopeceilingthings = new List<Thing>(3);
|
||
List<Thing> slopefloorthings = new List<Thing>(3);
|
||
foreach(Sidedef sd in s.Sidedefs) {
|
||
Vertex v = sd.IsFront ? sd.Line.End : sd.Line.Start;
|
||
|
||
// Check if a thing is at this vertex
|
||
VisualBlockEntry b = blockmap.GetBlock(blockmap.GetBlockCoordinates(v.Position));
|
||
foreach(Thing t in b.Things) {
|
||
if((Vector2D)t.Position == v.Position) {
|
||
if(t.Type == 1504)
|
||
slopefloorthings.Add(t);
|
||
else if(t.Type == 1505)
|
||
slopeceilingthings.Add(t);
|
||
}
|
||
}
|
||
}
|
||
|
||
// Slope any floor vertices?
|
||
if(slopefloorthings.Count > 0) {
|
||
SectorData sd = GetSectorData(s);
|
||
sd.AddEffectThingVertexSlope(slopefloorthings, true);
|
||
}
|
||
|
||
// Slope any ceiling vertices?
|
||
if(slopeceilingthings.Count > 0) {
|
||
SectorData sd = GetSectorData(s);
|
||
sd.AddEffectThingVertexSlope(slopeceilingthings, false);
|
||
}
|
||
}
|
||
}
|
||
|
||
// Find interesting linedefs (such as line slopes)
|
||
foreach(Linedef l in General.Map.Map.Linedefs)
|
||
{
|
||
// ========== Plane Align (see http://zdoom.org/wiki/Plane_Align) ==========
|
||
if(l.Action == 181)
|
||
{
|
||
// Slope front
|
||
if(((l.Args[0] == 1) || (l.Args[1] == 1)) && (l.Front != null))
|
||
{
|
||
SectorData sd = GetSectorData(l.Front.Sector);
|
||
sd.AddEffectLineSlope(l);
|
||
}
|
||
|
||
// Slope back
|
||
if(((l.Args[0] == 2) || (l.Args[1] == 2)) && (l.Back != null))
|
||
{
|
||
SectorData sd = GetSectorData(l.Back.Sector);
|
||
sd.AddEffectLineSlope(l);
|
||
}
|
||
}
|
||
// ========== Plane Copy (mxd) (see http://zdoom.org/wiki/Plane_Copy) ==========
|
||
else if(l.Action == 118)
|
||
{
|
||
//check sodding flags...
|
||
bool floorCopyToBack = false;
|
||
bool floorCopyToFront = false;
|
||
bool ceilingCopyToBack = false;
|
||
bool ceilingCopyToFront = false;
|
||
|
||
if(l.Args[4] > 0 && l.Args[4] != 3 && l.Args[4] != 12) {
|
||
floorCopyToBack = (l.Args[4] & 1) == 1;
|
||
floorCopyToFront = (l.Args[4] & 2) == 2;
|
||
ceilingCopyToBack = (l.Args[4] & 4) == 4;
|
||
ceilingCopyToFront = (l.Args[4] & 8) == 8;
|
||
}
|
||
|
||
// Copy slope to front sector
|
||
//Flags: Back floor to front sector or Back ceiling to front sector
|
||
if(l.Front != null) {
|
||
if((l.Args[0] > 0 || l.Args[1] > 0) || (floorCopyToFront && l.Args[2] > 0) || (ceilingCopyToFront && l.Args[3] > 0)) {
|
||
SectorData sd = GetSectorData(l.Front.Sector);
|
||
sd.AddEffectPlaneClopySlope(l, true);
|
||
}
|
||
}
|
||
|
||
// Copy slope to back sector
|
||
//Flags: Copy front floor to back sector or Front ceiling to back sector
|
||
if(l.Back != null) {
|
||
if((l.Args[2] > 0 || l.Args[3] > 0) || (floorCopyToBack && l.Args[0] > 0) || (ceilingCopyToBack && l.Args[1] > 0)) {
|
||
SectorData sd = GetSectorData(l.Back.Sector);
|
||
sd.AddEffectPlaneClopySlope(l, false);
|
||
}
|
||
}
|
||
}
|
||
// ========== Sector 3D floor (see http://zdoom.org/wiki/Sector_Set3dFloor) ==========
|
||
else if((l.Action == 160) && (l.Front != null))
|
||
{
|
||
//mxd. Added hi-tag/line ID check
|
||
int sectortag = (l.Args[1] & (int)Effect3DFloor.FloorTypes.HiTagIsLineID) != 0 ? l.Args[0] : l.Args[0] + (l.Args[4] << 8);
|
||
if(sectortags.ContainsKey(sectortag))
|
||
{
|
||
List<Sector> sectors = sectortags[sectortag];
|
||
foreach(Sector s in sectors)
|
||
{
|
||
SectorData sd = GetSectorData(s);
|
||
sd.AddEffect3DFloor(l);
|
||
}
|
||
}
|
||
}
|
||
// ========== Transfer Brightness (see http://zdoom.org/wiki/ExtraFloor_LightOnly) =========
|
||
else if((l.Action == 50) && (l.Front != null))
|
||
{
|
||
if(sectortags.ContainsKey(l.Args[0]))
|
||
{
|
||
List<Sector> sectors = sectortags[l.Args[0]];
|
||
foreach(Sector s in sectors)
|
||
{
|
||
SectorData sd = GetSectorData(s);
|
||
sd.AddEffectBrightnessLevel(l);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// Find interesting things (such as sector slopes)
|
||
foreach(Thing t in General.Map.Map.Things)
|
||
{
|
||
// ========== Copy slope ==========
|
||
if((t.Type == 9510) || (t.Type == 9511))
|
||
{
|
||
t.DetermineSector(blockmap);
|
||
if(t.Sector != null)
|
||
{
|
||
SectorData sd = GetSectorData(t.Sector);
|
||
sd.AddEffectCopySlope(t);
|
||
}
|
||
}
|
||
// ========== Thing line slope ==========
|
||
else if((t.Type == 9500) || (t.Type == 9501))
|
||
{
|
||
t.DetermineSector(blockmap);
|
||
if(t.Sector != null)
|
||
{
|
||
SectorData sd = GetSectorData(t.Sector);
|
||
sd.AddEffectThingLineSlope(t);
|
||
}
|
||
}
|
||
// ========== Thing slope ==========
|
||
else if((t.Type == 9502) || (t.Type == 9503))
|
||
{
|
||
t.DetermineSector(blockmap);
|
||
if(t.Sector != null)
|
||
{
|
||
SectorData sd = GetSectorData(t.Sector);
|
||
sd.AddEffectThingSlope(t);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region ================== Events
|
||
|
||
// Help!
|
||
public override void OnHelp()
|
||
{
|
||
General.ShowHelp("e_visual.html");
|
||
}
|
||
|
||
// When entering this mode
|
||
public override void OnEngage()
|
||
{
|
||
base.OnEngage();
|
||
|
||
//mxd
|
||
useSelectionFromClassicMode = BuilderPlug.Me.SyncSelection ? !General.Interface.ShiftState : General.Interface.ShiftState;
|
||
if(useSelectionFromClassicMode) updateSelectionInfo();
|
||
|
||
// Read settings
|
||
cameraflooroffset = General.Map.Config.ReadSetting("cameraflooroffset", cameraflooroffset);
|
||
cameraceilingoffset = General.Map.Config.ReadSetting("cameraceilingoffset", cameraceilingoffset);
|
||
|
||
RebuildElementData();
|
||
}
|
||
|
||
// When returning to another mode
|
||
public override void OnDisengage()
|
||
{
|
||
base.OnDisengage();
|
||
|
||
//mxd
|
||
if(BuilderPlug.Me.SyncSelection ? !General.Interface.ShiftState : General.Interface.ShiftState) {
|
||
//clear previously selected stuff
|
||
General.Map.Map.ClearAllSelected();
|
||
|
||
//refill selection
|
||
List<Sector> selectedSectors = new List<Sector>();
|
||
List<Linedef> selectedLines = new List<Linedef>();
|
||
List<Vertex> selectedVertices = new List<Vertex>();
|
||
|
||
foreach(IVisualEventReceiver obj in selectedobjects) {
|
||
if(obj is BaseVisualThing) {
|
||
((BaseVisualThing)obj).Thing.Selected = true;
|
||
} else if(obj is VisualFloor || obj is VisualCeiling) {
|
||
VisualGeometry vg = (VisualGeometry)obj;
|
||
|
||
if(vg.Sector != null && vg.Sector.Sector != null && !selectedSectors.Contains(vg.Sector.Sector)) {
|
||
selectedSectors.Add(vg.Sector.Sector);
|
||
|
||
foreach(Sidedef s in vg.Sector.Sector.Sidedefs){
|
||
if(!selectedLines.Contains(s.Line))
|
||
selectedLines.Add(s.Line);
|
||
}
|
||
}
|
||
} else if(obj is VisualLower || obj is VisualUpper || obj is VisualMiddleDouble || obj is VisualMiddleSingle || obj is VisualMiddle3D) {
|
||
VisualGeometry vg = (VisualGeometry)obj;
|
||
|
||
if(vg.Sidedef != null && !selectedLines.Contains(vg.Sidedef.Line))
|
||
selectedLines.Add(vg.Sidedef.Line);
|
||
}
|
||
}
|
||
|
||
foreach(Sector s in selectedSectors)
|
||
s.Selected = true;
|
||
|
||
foreach(Linedef l in selectedLines) {
|
||
l.Selected = true;
|
||
|
||
if(!selectedVertices.Contains(l.Start))
|
||
selectedVertices.Add(l.Start);
|
||
if(!selectedVertices.Contains(l.End))
|
||
selectedVertices.Add(l.End);
|
||
}
|
||
|
||
foreach(Vertex v in selectedVertices)
|
||
v.Selected = true;
|
||
}
|
||
|
||
copyBuffer.Clear(); //mxd
|
||
General.Map.Map.Update();
|
||
}
|
||
|
||
// Processing
|
||
public override void OnProcess(float deltatime)
|
||
{
|
||
// Process things?
|
||
base.ProcessThings = (BuilderPlug.Me.ShowVisualThings != 0);
|
||
|
||
// Setup the move multiplier depending on gravity
|
||
Vector3D movemultiplier = new Vector3D(1.0f, 1.0f, 1.0f);
|
||
if(BuilderPlug.Me.UseGravity) movemultiplier.z = 0.0f;
|
||
General.Map.VisualCamera.MoveMultiplier = movemultiplier;
|
||
|
||
// Apply gravity?
|
||
if(BuilderPlug.Me.UseGravity && (General.Map.VisualCamera.Sector != null))
|
||
{
|
||
SectorData sd = GetSectorData(General.Map.VisualCamera.Sector);
|
||
if(!sd.Updated) sd.Update();
|
||
|
||
// Camera below floor level?
|
||
Vector3D feetposition = General.Map.VisualCamera.Position;
|
||
SectorLevel floorlevel = sd.GetFloorBelow(feetposition) ?? sd.LightLevels[0];
|
||
float floorheight = floorlevel.plane.GetZ(General.Map.VisualCamera.Position);
|
||
if(General.Map.VisualCamera.Position.z < (floorheight + cameraflooroffset + 0.1f))
|
||
{
|
||
// Stay above floor
|
||
gravity = new Vector3D(0.0f, 0.0f, 0.0f);
|
||
General.Map.VisualCamera.Position = new Vector3D(General.Map.VisualCamera.Position.x,
|
||
General.Map.VisualCamera.Position.y,
|
||
floorheight + cameraflooroffset);
|
||
}
|
||
else
|
||
{
|
||
// Fall down
|
||
gravity.z += GRAVITY * General.Map.VisualCamera.Gravity * deltatime;
|
||
if(gravity.z > 3.0f) gravity.z = 3.0f;
|
||
|
||
// Test if we don't go through a floor
|
||
if((General.Map.VisualCamera.Position.z + gravity.z) < (floorheight + cameraflooroffset + 0.1f))
|
||
{
|
||
// Stay above floor
|
||
gravity = new Vector3D(0.0f, 0.0f, 0.0f);
|
||
General.Map.VisualCamera.Position = new Vector3D(General.Map.VisualCamera.Position.x,
|
||
General.Map.VisualCamera.Position.y,
|
||
floorheight + cameraflooroffset);
|
||
}
|
||
else
|
||
{
|
||
// Apply gravity vector
|
||
General.Map.VisualCamera.Position += gravity;
|
||
}
|
||
}
|
||
|
||
// Camera above ceiling?
|
||
feetposition = General.Map.VisualCamera.Position - new Vector3D(0, 0, cameraflooroffset - 7.0f);
|
||
SectorLevel ceillevel = sd.GetCeilingAbove(feetposition) ?? sd.LightLevels[sd.LightLevels.Count - 1];
|
||
float ceilheight = ceillevel.plane.GetZ(General.Map.VisualCamera.Position);
|
||
if(General.Map.VisualCamera.Position.z > (ceilheight - cameraceilingoffset - 0.01f))
|
||
{
|
||
// Stay below ceiling
|
||
General.Map.VisualCamera.Position = new Vector3D(General.Map.VisualCamera.Position.x,
|
||
General.Map.VisualCamera.Position.y,
|
||
ceilheight - cameraceilingoffset);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
gravity = new Vector3D(0.0f, 0.0f, 0.0f);
|
||
}
|
||
|
||
// Do processing
|
||
base.OnProcess(deltatime);
|
||
|
||
// Process visible geometry
|
||
foreach(IVisualEventReceiver g in visiblegeometry)
|
||
{
|
||
g.OnProcess(deltatime);
|
||
}
|
||
|
||
// Time to pick a new target?
|
||
if(General.Clock.CurrentTime > (lastpicktime + PICK_INTERVAL))
|
||
{
|
||
PickTargetUnlocked();
|
||
lastpicktime = General.Clock.CurrentTime;
|
||
}
|
||
|
||
// The mouse is always in motion
|
||
MouseEventArgs args = new MouseEventArgs(General.Interface.MouseButtons, 0, 0, 0, 0);
|
||
OnMouseMove(args);
|
||
}
|
||
|
||
// This draws a frame
|
||
public override void OnRedrawDisplay()
|
||
{
|
||
// Start drawing
|
||
if(renderer.Start())
|
||
{
|
||
// Use fog!
|
||
renderer.SetFogMode(true);
|
||
|
||
// Set target for highlighting
|
||
renderer.ShowSelection = General.Settings.GZOldHighlightMode || BuilderPlug.Me.UseHighlight; //mxd
|
||
|
||
if(BuilderPlug.Me.UseHighlight)
|
||
renderer.SetHighlightedObject(target.picked);
|
||
|
||
// Begin with geometry
|
||
renderer.StartGeometry();
|
||
|
||
// Render all visible sectors
|
||
foreach(VisualGeometry g in visiblegeometry)
|
||
renderer.AddSectorGeometry(g);
|
||
|
||
if(BuilderPlug.Me.ShowVisualThings != 0)
|
||
{
|
||
// Render things in cages?
|
||
renderer.DrawThingCages = ((BuilderPlug.Me.ShowVisualThings & 2) != 0);
|
||
|
||
// Render all visible things
|
||
foreach(VisualThing t in visiblethings)
|
||
renderer.AddThingGeometry(t);
|
||
}
|
||
|
||
//mxd
|
||
if(General.Map.UDMF && General.Settings.GZShowVisualVertices && vertices.Count > 0) {
|
||
List<VisualVertex> verts = new List<VisualVertex>();
|
||
|
||
foreach(KeyValuePair<Vertex, VisualVertexPair> pair in vertices)
|
||
verts.AddRange(pair.Value.Vertices);
|
||
|
||
renderer.AddVisualVertices(verts.ToArray());
|
||
}
|
||
|
||
// Done rendering geometry
|
||
renderer.FinishGeometry();
|
||
|
||
// Render crosshair
|
||
renderer.RenderCrosshair();
|
||
|
||
// Present!
|
||
renderer.Finish();
|
||
}
|
||
}
|
||
|
||
// After resources were reloaded
|
||
protected override void ResourcesReloaded()
|
||
{
|
||
base.ResourcesReloaded();
|
||
RebuildElementData();
|
||
PickTarget();
|
||
}
|
||
|
||
// This usually happens when geometry is changed by undo, redo, cut or paste actions
|
||
// and uses the marks to check what needs to be reloaded.
|
||
protected override void ResourcesReloadedPartial()
|
||
{
|
||
bool sectorsmarked = false;
|
||
|
||
if(General.Map.UndoRedo.GeometryChanged)
|
||
{
|
||
// Let the core do this (it will just dispose the sectors that were changed)
|
||
base.ResourcesReloadedPartial();
|
||
}
|
||
else
|
||
{
|
||
// Neighbour sectors must be updated as well
|
||
foreach(Sector s in General.Map.Map.Sectors)
|
||
{
|
||
if(s.Marked)
|
||
{
|
||
sectorsmarked = true;
|
||
foreach(Sidedef sd in s.Sidedefs)
|
||
{
|
||
sd.Marked = true;
|
||
if(sd.Other != null) sd.Other.Marked = true;
|
||
}
|
||
}
|
||
}
|
||
|
||
// Go for all sidedefs to update
|
||
foreach(Sidedef sd in General.Map.Map.Sidedefs)
|
||
{
|
||
if(sd.Marked && VisualSectorExists(sd.Sector))
|
||
{
|
||
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(sd.Sector);
|
||
VisualSidedefParts parts = vs.GetSidedefParts(sd);
|
||
parts.SetupAllParts();
|
||
}
|
||
}
|
||
|
||
// Go for all sectors to update
|
||
foreach(Sector s in General.Map.Map.Sectors)
|
||
{
|
||
if(s.Marked)
|
||
{
|
||
SectorData sd = GetSectorData(s);
|
||
sd.Reset();
|
||
|
||
// UpdateSectorGeometry for associated sectors (sd.UpdateAlso) as well!
|
||
foreach(KeyValuePair<Sector, bool> us in sd.UpdateAlso)
|
||
{
|
||
if(VisualSectorExists(us.Key))
|
||
{
|
||
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(us.Key);
|
||
vs.UpdateSectorGeometry(us.Value);
|
||
}
|
||
}
|
||
|
||
// And update for this sector ofcourse
|
||
if(VisualSectorExists(s))
|
||
{
|
||
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(s);
|
||
vs.UpdateSectorGeometry(false);
|
||
}
|
||
}
|
||
}
|
||
|
||
if(!sectorsmarked)
|
||
{
|
||
// No sectors or geometry changed. So we only have
|
||
// to update things when they have changed.
|
||
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
|
||
if((vt.Value != null) && vt.Key.Marked) (vt.Value as BaseVisualThing).Rebuild();
|
||
}
|
||
else
|
||
{
|
||
// Things depend on the sector they are in and because we can't
|
||
// easily determine which ones changed, we dispose all things
|
||
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
|
||
if(vt.Value != null) vt.Value.Dispose();
|
||
|
||
// Apply new lists
|
||
allthings = new Dictionary<Thing, VisualThing>(allthings.Count);
|
||
}
|
||
|
||
// Clear visibility collections
|
||
visiblesectors.Clear();
|
||
visibleblocks.Clear();
|
||
visiblegeometry.Clear();
|
||
visiblethings.Clear();
|
||
|
||
// Make new blockmap
|
||
if(sectorsmarked || General.Map.UndoRedo.PopulationChanged)
|
||
FillBlockMap();
|
||
|
||
RebuildElementData();
|
||
UpdateChangedObjects();
|
||
|
||
// Visibility culling (this re-creates the needed resources)
|
||
DoCulling();
|
||
}
|
||
|
||
// Determine what we're aiming at now
|
||
PickTarget();
|
||
}
|
||
|
||
// Mouse moves
|
||
public override void OnMouseMove(MouseEventArgs e)
|
||
{
|
||
base.OnMouseMove(e);
|
||
IVisualEventReceiver o = GetTargetEventReceiver(true);
|
||
o.OnMouseMove(e);
|
||
|
||
//mxd. Show hints!
|
||
if (o.GetType() != lasthighlighttype) {
|
||
if (o is BaseVisualGeometrySidedef) {
|
||
General.Hints.ShowHints(this.GetType(), "sidedefs");
|
||
} else if (o is BaseVisualGeometrySector) {
|
||
General.Hints.ShowHints(this.GetType(), "sectors");
|
||
} else if (o is BaseVisualThing) {
|
||
General.Hints.ShowHints(this.GetType(), "things");
|
||
} else if (o is BaseVisualVertex) {
|
||
General.Hints.ShowHints(this.GetType(), "vertices");
|
||
} else {
|
||
General.Hints.ShowHints(this.GetType(), General.Hints.GENERAL);
|
||
}
|
||
|
||
lasthighlighttype = o.GetType();
|
||
}
|
||
}
|
||
|
||
// Undo performed
|
||
public override void OnUndoEnd()
|
||
{
|
||
base.OnUndoEnd();
|
||
|
||
//mxd. Effects may've become invalid
|
||
if(gzdoomRenderingEffects && sectordata != null && sectordata.Count > 0)
|
||
RebuildElementData();
|
||
|
||
//mxd. As well as geometry...
|
||
foreach(KeyValuePair<Sector, VisualSector> group in visiblesectors){
|
||
if (group.Value is BaseVisualSector)
|
||
((BaseVisualSector)group.Value).Rebuild();
|
||
}
|
||
|
||
RebuildSelectedObjectsList();
|
||
|
||
// We can't group with this undo level anymore
|
||
lastundogroup = UndoGroup.None;
|
||
|
||
//mxd
|
||
updateSelectionInfo();
|
||
}
|
||
|
||
// Redo performed
|
||
public override void OnRedoEnd()
|
||
{
|
||
base.OnRedoEnd();
|
||
|
||
//mxd. Effects may've become invalid
|
||
if(sectordata != null && sectordata.Count > 0)
|
||
RebuildElementData();
|
||
|
||
//mxd. As well as geometry...
|
||
foreach (KeyValuePair<Sector, VisualSector> group in visiblesectors) {
|
||
if (group.Value is BaseVisualSector)
|
||
((BaseVisualSector)group.Value).Rebuild();
|
||
}
|
||
|
||
RebuildSelectedObjectsList();
|
||
|
||
//mxd
|
||
updateSelectionInfo();
|
||
}
|
||
|
||
//mxd
|
||
private void Interface_OnSectorEditFormValuesChanged(object sender, EventArgs e) {
|
||
if(allsectors == null) return;
|
||
|
||
// Reset changed flags
|
||
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors) {
|
||
BaseVisualSector bvs = (vs.Value as BaseVisualSector);
|
||
foreach(VisualFloor vf in bvs.ExtraFloors) vf.Changed = false;
|
||
foreach(VisualCeiling vc in bvs.ExtraCeilings) vc.Changed = false;
|
||
foreach(VisualFloor vf in bvs.ExtraBackFloors) vf.Changed = false;
|
||
foreach(VisualCeiling vc in bvs.ExtraBackCeilings) vc.Changed = false;
|
||
bvs.Floor.Changed = false;
|
||
bvs.Ceiling.Changed = false;
|
||
}
|
||
|
||
UpdateChangedObjects();
|
||
ShowTargetInfo();
|
||
}
|
||
|
||
//mxd
|
||
private void Interface_OnThingEditFormValuesChanged(object sender, EventArgs e) {
|
||
//update visual sectors, which are affected by certain things
|
||
List<Thing> things = GetSelectedThings();
|
||
foreach(Thing t in things) {
|
||
if(thingdata.ContainsKey(t)) {
|
||
// Update what must be updated
|
||
ThingData td = GetThingData(t);
|
||
foreach(KeyValuePair<Sector, bool> s in td.UpdateAlso) {
|
||
if(VisualSectorExists(s.Key)) {
|
||
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(s.Key);
|
||
vs.UpdateSectorGeometry(s.Value);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
UpdateChangedObjects();
|
||
ShowTargetInfo();
|
||
}
|
||
|
||
//mxd
|
||
private void Interface_OnEditFormValuesChanged(object sender, EventArgs e) {
|
||
UpdateChangedObjects();
|
||
ShowTargetInfo();
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region ================== Action Assist
|
||
|
||
// Because some actions can only be called on a single (the targeted) object because
|
||
// they show a dialog window or something, these functions help applying the result
|
||
// to all compatible selected objects.
|
||
|
||
// Apply texture offsets
|
||
public void ApplyTextureOffsetChange(int dx, int dy)
|
||
{
|
||
Dictionary<Sidedef, int> donesides = new Dictionary<Sidedef, int>(selectedobjects.Count);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(false, true, false, false);
|
||
foreach(IVisualEventReceiver i in objs) {
|
||
BaseVisualGeometrySidedef vs = i as BaseVisualGeometrySidedef; //mxd
|
||
|
||
if(i is BaseVisualGeometrySidedef) {
|
||
if(!donesides.ContainsKey(vs.Sidedef))
|
||
{
|
||
//mxd. added scaling by texture scale
|
||
if(vs.Texture.UsedInMap) //mxd. Otherwise it's MissingTexture3D and we probably don't want to drag that
|
||
vs.OnChangeTextureOffset((int)(dx / vs.Texture.Scale.x), (int)(dy / vs.Texture.Scale.y), false);
|
||
donesides.Add((i as BaseVisualGeometrySidedef).Sidedef, 0);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// Apply flat offsets
|
||
public void ApplyFlatOffsetChange(int dx, int dy)
|
||
{
|
||
Dictionary<Sector, int> donesectors = new Dictionary<Sector, int>(selectedobjects.Count);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, false, false, false);
|
||
foreach(IVisualEventReceiver i in objs)
|
||
{
|
||
if(i is BaseVisualGeometrySector)
|
||
{
|
||
if(!donesectors.ContainsKey((i as BaseVisualGeometrySector).Sector.Sector))
|
||
{
|
||
i.OnChangeTextureOffset(dx, dy, false);
|
||
donesectors.Add((i as BaseVisualGeometrySector).Sector.Sector, 0);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// Apply upper unpegged flag
|
||
public void ApplyUpperUnpegged(bool set)
|
||
{
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(false, true, false, false);
|
||
foreach(IVisualEventReceiver i in objs)
|
||
{
|
||
i.ApplyUpperUnpegged(set);
|
||
}
|
||
}
|
||
|
||
// Apply lower unpegged flag
|
||
public void ApplyLowerUnpegged(bool set)
|
||
{
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(false, true, false, false);
|
||
foreach(IVisualEventReceiver i in objs)
|
||
{
|
||
i.ApplyLowerUnpegged(set);
|
||
}
|
||
}
|
||
|
||
// Apply texture change
|
||
public void ApplySelectTexture(string texture, bool flat)
|
||
{
|
||
List<IVisualEventReceiver> objs;
|
||
|
||
if(General.Map.Config.MixTexturesFlats)
|
||
{
|
||
// Apply on all compatible types
|
||
objs = GetSelectedObjects(true, true, false, false);
|
||
}
|
||
else
|
||
{
|
||
// We don't want to mix textures and flats, so apply only on the appropriate type
|
||
objs = GetSelectedObjects(flat, !flat, false, false);
|
||
}
|
||
|
||
foreach(IVisualEventReceiver i in objs)
|
||
{
|
||
i.ApplyTexture(texture);
|
||
}
|
||
}
|
||
|
||
// This returns all selected objects
|
||
internal List<IVisualEventReceiver> GetSelectedObjects(bool includesectors, bool includesidedefs, bool includethings, bool includevertices)
|
||
{
|
||
List<IVisualEventReceiver> objs = new List<IVisualEventReceiver>();
|
||
foreach(IVisualEventReceiver i in selectedobjects)
|
||
{
|
||
if((i is BaseVisualGeometrySector) && includesectors) objs.Add(i);
|
||
else if((i is BaseVisualGeometrySidedef) && includesidedefs) objs.Add(i);
|
||
else if((i is BaseVisualThing) && includethings) objs.Add(i);
|
||
else if((i is BaseVisualVertex) && includevertices) objs.Add(i);//mxd
|
||
}
|
||
|
||
// Add highlight?
|
||
if(selectedobjects.Count == 0)
|
||
{
|
||
IVisualEventReceiver i = (target.picked as IVisualEventReceiver);
|
||
if((i is BaseVisualGeometrySector) && includesectors) objs.Add(i);
|
||
else if((i is BaseVisualGeometrySidedef) && includesidedefs) objs.Add(i);
|
||
else if((i is BaseVisualThing) && includethings) objs.Add(i);
|
||
else if((i is BaseVisualVertex) && includevertices) objs.Add(i);//mxd
|
||
}
|
||
|
||
return objs;
|
||
}
|
||
|
||
// This returns all selected sectors, no doubles
|
||
public List<Sector> GetSelectedSectors()
|
||
{
|
||
Dictionary<Sector, int> added = new Dictionary<Sector, int>();
|
||
List<Sector> sectors = new List<Sector>();
|
||
foreach(IVisualEventReceiver i in selectedobjects)
|
||
{
|
||
if(i is BaseVisualGeometrySector)
|
||
{
|
||
Sector s = (i as BaseVisualGeometrySector).Level.sector;
|
||
if(!added.ContainsKey(s))
|
||
{
|
||
sectors.Add(s);
|
||
added.Add(s, 0);
|
||
}
|
||
}
|
||
}
|
||
|
||
// Add highlight?
|
||
if((selectedobjects.Count == 0) && (target.picked is BaseVisualGeometrySector))
|
||
{
|
||
Sector s = (target.picked as BaseVisualGeometrySector).Level.sector;
|
||
if(!added.ContainsKey(s))
|
||
sectors.Add(s);
|
||
}
|
||
|
||
return sectors;
|
||
}
|
||
|
||
// This returns all selected linedefs, no doubles
|
||
public List<Linedef> GetSelectedLinedefs()
|
||
{
|
||
Dictionary<Linedef, int> added = new Dictionary<Linedef, int>();
|
||
List<Linedef> linedefs = new List<Linedef>();
|
||
foreach(IVisualEventReceiver i in selectedobjects)
|
||
{
|
||
if(i is BaseVisualGeometrySidedef)
|
||
{
|
||
//Linedef l = (i as BaseVisualGeometrySidedef).Sidedef.Line;
|
||
Linedef l = (i as BaseVisualGeometrySidedef).GetControlLinedef(); //mxd
|
||
if(!added.ContainsKey(l))
|
||
{
|
||
linedefs.Add(l);
|
||
added.Add(l, 0);
|
||
}
|
||
}
|
||
}
|
||
|
||
// Add highlight?
|
||
if((selectedobjects.Count == 0) && (target.picked is BaseVisualGeometrySidedef))
|
||
{
|
||
//Linedef l = (target.picked as BaseVisualGeometrySidedef).Sidedef.Line;
|
||
Linedef l = (target.picked as BaseVisualGeometrySidedef).GetControlLinedef(); //mxd
|
||
if(!added.ContainsKey(l))
|
||
linedefs.Add(l);
|
||
}
|
||
|
||
return linedefs;
|
||
}
|
||
|
||
// This returns all selected sidedefs, no doubles
|
||
public List<Sidedef> GetSelectedSidedefs()
|
||
{
|
||
Dictionary<Sidedef, int> added = new Dictionary<Sidedef, int>();
|
||
List<Sidedef> sidedefs = new List<Sidedef>();
|
||
foreach(IVisualEventReceiver i in selectedobjects)
|
||
{
|
||
if(i is BaseVisualGeometrySidedef)
|
||
{
|
||
Sidedef sd = (i as BaseVisualGeometrySidedef).Sidedef;
|
||
if(!added.ContainsKey(sd))
|
||
{
|
||
sidedefs.Add(sd);
|
||
added.Add(sd, 0);
|
||
}
|
||
}
|
||
}
|
||
|
||
// Add highlight?
|
||
if((selectedobjects.Count == 0) && (target.picked is BaseVisualGeometrySidedef))
|
||
{
|
||
Sidedef sd = (target.picked as BaseVisualGeometrySidedef).Sidedef;
|
||
if(!added.ContainsKey(sd))
|
||
sidedefs.Add(sd);
|
||
}
|
||
|
||
return sidedefs;
|
||
}
|
||
|
||
// This returns all selected things, no doubles
|
||
public List<Thing> GetSelectedThings()
|
||
{
|
||
Dictionary<Thing, int> added = new Dictionary<Thing, int>();
|
||
List<Thing> things = new List<Thing>();
|
||
foreach(IVisualEventReceiver i in selectedobjects)
|
||
{
|
||
if(i is BaseVisualThing)
|
||
{
|
||
Thing t = (i as BaseVisualThing).Thing;
|
||
if(!added.ContainsKey(t))
|
||
{
|
||
things.Add(t);
|
||
added.Add(t, 0);
|
||
}
|
||
}
|
||
}
|
||
|
||
// Add highlight?
|
||
if((selectedobjects.Count == 0) && (target.picked is BaseVisualThing))
|
||
{
|
||
Thing t = (target.picked as BaseVisualThing).Thing;
|
||
if(!added.ContainsKey(t))
|
||
things.Add(t);
|
||
}
|
||
|
||
return things;
|
||
}
|
||
|
||
//mxd. This returns all selected vertices, no doubles
|
||
public List<Vertex> GetSelectedVertices() {
|
||
Dictionary<Vertex, int> added = new Dictionary<Vertex, int>();
|
||
List<Vertex> verts = new List<Vertex>();
|
||
|
||
foreach(IVisualEventReceiver i in selectedobjects) {
|
||
if(i is BaseVisualVertex) {
|
||
Vertex v = (i as BaseVisualVertex).Vertex;
|
||
|
||
if(!added.ContainsKey(v)) {
|
||
verts.Add(v);
|
||
added.Add(v, 0);
|
||
}
|
||
}
|
||
}
|
||
|
||
// Add highlight?
|
||
if((selectedobjects.Count == 0) && (target.picked is BaseVisualVertex)) {
|
||
Vertex v = (target.picked as BaseVisualVertex).Vertex;
|
||
if(!added.ContainsKey(v))
|
||
verts.Add(v);
|
||
}
|
||
|
||
return verts;
|
||
}
|
||
|
||
// This returns the IVisualEventReceiver on which the action must be performed
|
||
private IVisualEventReceiver GetTargetEventReceiver(bool targetonly)
|
||
{
|
||
if(target.picked != null)
|
||
{
|
||
if(singleselection || target.picked.Selected || targetonly)
|
||
{
|
||
return (IVisualEventReceiver)target.picked;
|
||
}
|
||
else if(selectedobjects.Count > 0)
|
||
{
|
||
return selectedobjects[0];
|
||
}
|
||
else
|
||
{
|
||
return (IVisualEventReceiver)target.picked;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
return new NullVisualEventReceiver();
|
||
}
|
||
}
|
||
|
||
//mxd. Copied from BuilderModes.ThingsMode
|
||
// This creates a new thing
|
||
private Thing CreateThing(Vector2D pos) {
|
||
if (pos.x < General.Map.Config.LeftBoundary || pos.x > General.Map.Config.RightBoundary ||
|
||
pos.y > General.Map.Config.TopBoundary || pos.y < General.Map.Config.BottomBoundary) {
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Failed to insert thing: outside of map boundaries.");
|
||
return null;
|
||
}
|
||
|
||
// Create thing
|
||
Thing t = General.Map.Map.CreateThing();
|
||
if (t != null) {
|
||
General.Settings.ApplyDefaultThingSettings(t);
|
||
t.Move(pos);
|
||
t.UpdateConfiguration();
|
||
General.Map.IsChanged = true;
|
||
|
||
// Update things filter so that it includes this thing
|
||
General.Map.ThingsFilter.Update();
|
||
|
||
// Snap to grid enabled?
|
||
if (General.Interface.SnapToGrid) {
|
||
// Snap to grid
|
||
t.SnapToGrid();
|
||
} else {
|
||
// Snap to map format accuracy
|
||
t.SnapToAccuracy();
|
||
}
|
||
}
|
||
|
||
return t;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region ================== Actions
|
||
|
||
[BeginAction("clearselection", BaseAction = true)]
|
||
public void ClearSelection()
|
||
{
|
||
selectedobjects = new List<IVisualEventReceiver>();
|
||
|
||
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
|
||
{
|
||
if(vs.Value != null)
|
||
{
|
||
BaseVisualSector bvs = (BaseVisualSector)vs.Value;
|
||
if(bvs.Floor != null) bvs.Floor.Selected = false;
|
||
if(bvs.Ceiling != null) bvs.Ceiling.Selected = false;
|
||
foreach(VisualFloor vf in bvs.ExtraFloors) vf.Selected = false;
|
||
foreach(VisualCeiling vc in bvs.ExtraCeilings) vc.Selected = false;
|
||
foreach(VisualFloor vf in bvs.ExtraBackFloors) vf.Selected = false; //mxd
|
||
foreach(VisualCeiling vc in bvs.ExtraBackCeilings) vc.Selected = false; //mxd
|
||
|
||
foreach(Sidedef sd in vs.Key.Sidedefs)
|
||
{
|
||
//mxd. VisualSidedefParts can contain references to visual geometry, which is not present in VisualSector.sidedefgeometry
|
||
bvs.GetSidedefParts(sd).DeselectAllParts();
|
||
}
|
||
}
|
||
}
|
||
|
||
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
|
||
{
|
||
if(vt.Value != null)
|
||
{
|
||
BaseVisualThing bvt = (BaseVisualThing)vt.Value;
|
||
bvt.Selected = false;
|
||
}
|
||
}
|
||
|
||
//mxd
|
||
if(General.Map.UDMF) {
|
||
foreach(KeyValuePair<Vertex, VisualVertexPair> pair in vertices) {
|
||
pair.Value.Deselect();
|
||
}
|
||
}
|
||
|
||
//mxd
|
||
General.Interface.DisplayStatus(StatusType.Selection, string.Empty);
|
||
}
|
||
|
||
[BeginAction("visualselect", BaseAction = true)]
|
||
public void BeginSelect()
|
||
{
|
||
PreActionNoChange();
|
||
PickTargetUnlocked();
|
||
GetTargetEventReceiver(true).OnSelectBegin();
|
||
PostAction();
|
||
}
|
||
|
||
[EndAction("visualselect", BaseAction = true)]
|
||
public void EndSelect()
|
||
{
|
||
IVisualEventReceiver target = GetTargetEventReceiver(true);
|
||
target.OnSelectEnd();
|
||
|
||
//mxd
|
||
if((General.Interface.ShiftState || General.Interface.CtrlState) && selectedobjects.Count > 0) {
|
||
IVisualEventReceiver[] selection = new IVisualEventReceiver[selectedobjects.Count];
|
||
selectedobjects.CopyTo(selection);
|
||
|
||
foreach(IVisualEventReceiver obj in selection)
|
||
obj.SelectNeighbours(target.IsSelected(), General.Interface.ShiftState, General.Interface.CtrlState);
|
||
}
|
||
|
||
Renderer.ShowSelection = true;
|
||
Renderer.ShowHighlight = true;
|
||
PostAction();
|
||
|
||
//mxd
|
||
updateSelectionInfo();
|
||
}
|
||
|
||
[BeginAction("visualedit", BaseAction = true)]
|
||
public void BeginEdit()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
GetTargetEventReceiver(false).OnEditBegin();
|
||
PostAction();
|
||
}
|
||
|
||
[EndAction("visualedit", BaseAction = true)]
|
||
public void EndEdit()
|
||
{
|
||
PreActionNoChange();
|
||
GetTargetEventReceiver(false).OnEditEnd();
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("raisesector8")]
|
||
public void RaiseSector8()
|
||
{
|
||
PreAction(UndoGroup.SectorHeightChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, true);
|
||
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(8);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("lowersector8")]
|
||
public void LowerSector8()
|
||
{
|
||
PreAction(UndoGroup.SectorHeightChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, true);
|
||
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(-8);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("raisesector1")]
|
||
public void RaiseSector1()
|
||
{
|
||
PreAction(UndoGroup.SectorHeightChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, true);
|
||
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(1);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("lowersector1")]
|
||
public void LowerSector1()
|
||
{
|
||
PreAction(UndoGroup.SectorHeightChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, true);
|
||
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(-1);
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("raisesectortonearest")]
|
||
public void RaiseSectorToNearest() {
|
||
Dictionary<Sector, VisualFloor> floors = new Dictionary<Sector, VisualFloor>();
|
||
Dictionary<Sector, VisualCeiling> ceilings = new Dictionary<Sector, VisualCeiling>();
|
||
List<BaseVisualThing> things = new List<BaseVisualThing>();
|
||
bool withinSelection = General.Interface.CtrlState;
|
||
|
||
//get selection
|
||
if(selectedobjects.Count == 0) {
|
||
IVisualEventReceiver i = (target.picked as IVisualEventReceiver);
|
||
if(i is VisualFloor) {
|
||
VisualFloor vf = i as VisualFloor;
|
||
floors.Add(vf.Level.sector, vf);
|
||
} else if(i is VisualCeiling) {
|
||
VisualCeiling vc = i as VisualCeiling;
|
||
ceilings.Add(vc.Level.sector, vc);
|
||
} else if(i is BaseVisualThing) {
|
||
things.Add(i as BaseVisualThing);
|
||
}
|
||
} else {
|
||
foreach(IVisualEventReceiver i in selectedobjects) {
|
||
if(i is VisualFloor) {
|
||
VisualFloor vf = i as VisualFloor;
|
||
floors.Add(vf.Level.sector, vf);
|
||
} else if(i is VisualCeiling) {
|
||
VisualCeiling vc = i as VisualCeiling;
|
||
ceilings.Add(vc.Level.sector, vc);
|
||
} else if(i is BaseVisualThing) {
|
||
things.Add(i as BaseVisualThing);
|
||
}
|
||
}
|
||
}
|
||
|
||
//check what we have
|
||
if(floors.Count + ceilings.Count == 0 && (things.Count == 0 || !General.Map.FormatInterface.HasThingHeight)) {
|
||
General.Interface.DisplayStatus(StatusType.Warning, "No suitable objects found!");
|
||
return;
|
||
}
|
||
|
||
if(withinSelection) {
|
||
string s = string.Empty;
|
||
|
||
if(floors.Count == 1) s = "floors";
|
||
|
||
if(ceilings.Count == 1) {
|
||
if(!string.IsNullOrEmpty(s)) s += " and ";
|
||
s += "ceilings";
|
||
}
|
||
|
||
if(!string.IsNullOrEmpty(s)){
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Can't do: at least 2 selected " + s + " are required!");
|
||
return;
|
||
}
|
||
}
|
||
|
||
//process floors...
|
||
int maxSelectedHeight = int.MinValue;
|
||
int minSelectedCeilingHeight = int.MaxValue;
|
||
int targetCeilingHeight = int.MaxValue;
|
||
|
||
//get highest ceiling height from selection
|
||
foreach(KeyValuePair<Sector, VisualCeiling> group in ceilings) {
|
||
if(group.Key.CeilHeight > maxSelectedHeight)
|
||
maxSelectedHeight = group.Key.CeilHeight;
|
||
}
|
||
|
||
if(withinSelection) {
|
||
//we are raising, so we don't need to check anything
|
||
targetCeilingHeight = maxSelectedHeight;
|
||
} else {
|
||
//get next higher ceiling from surrounding unselected sectors
|
||
foreach(KeyValuePair<Sector, VisualCeiling> group in ceilings) {
|
||
foreach(Sidedef side in group.Key.Sidedefs) {
|
||
if(side.Other == null || ceilings.ContainsKey(side.Other.Sector) || floors.ContainsKey(side.Other.Sector))
|
||
continue;
|
||
if(side.Other.Sector.CeilHeight < targetCeilingHeight && side.Other.Sector.CeilHeight > maxSelectedHeight)
|
||
targetCeilingHeight = side.Other.Sector.CeilHeight;
|
||
}
|
||
}
|
||
}
|
||
|
||
//ceilings...
|
||
maxSelectedHeight = int.MinValue;
|
||
int targetFloorHeight = int.MaxValue;
|
||
|
||
//get maximum floor and minimum ceiling heights from selection
|
||
foreach(KeyValuePair<Sector, VisualFloor> group in floors) {
|
||
if(group.Key.FloorHeight > maxSelectedHeight)
|
||
maxSelectedHeight = group.Key.FloorHeight;
|
||
|
||
if(group.Key.CeilHeight < minSelectedCeilingHeight)
|
||
minSelectedCeilingHeight = group.Key.CeilHeight;
|
||
}
|
||
|
||
if(withinSelection) {
|
||
//check heights
|
||
if(minSelectedCeilingHeight < maxSelectedHeight) {
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Can't do: lowest ceiling is lower than highest floor!");
|
||
return;
|
||
}
|
||
targetFloorHeight = maxSelectedHeight;
|
||
} else {
|
||
//get next higher floor from surrounding unselected sectors
|
||
foreach(KeyValuePair<Sector, VisualFloor> group in floors) {
|
||
foreach(Sidedef side in group.Key.Sidedefs) {
|
||
if(side.Other == null || ceilings.ContainsKey(side.Other.Sector) || floors.ContainsKey(side.Other.Sector))
|
||
continue;
|
||
if(side.Other.Sector.FloorHeight > maxSelectedHeight && side.Other.Sector.FloorHeight < targetFloorHeight && side.Other.Sector.FloorHeight <= minSelectedCeilingHeight)
|
||
targetFloorHeight = side.Other.Sector.FloorHeight;
|
||
}
|
||
}
|
||
}
|
||
|
||
//CHECK VALUES
|
||
string alignFailDescription = string.Empty;
|
||
|
||
if (floors.Count > 0 && targetFloorHeight == int.MaxValue) {
|
||
//raise to lowest ceiling?
|
||
if(!withinSelection && minSelectedCeilingHeight > maxSelectedHeight) {
|
||
targetFloorHeight = minSelectedCeilingHeight;
|
||
} else {
|
||
alignFailDescription = floors.Count > 1 ? "floors" : "floor";
|
||
}
|
||
}
|
||
|
||
if(ceilings.Count > 0 && targetCeilingHeight == int.MaxValue) {
|
||
if(!string.IsNullOrEmpty(alignFailDescription))
|
||
alignFailDescription += " and ";
|
||
|
||
alignFailDescription += ceilings.Count > 1 ? "ceilings" : "ceiling";
|
||
}
|
||
|
||
if(!string.IsNullOrEmpty(alignFailDescription)) {
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Unable to align selected " + alignFailDescription + "!");
|
||
return;
|
||
}
|
||
|
||
//APPLY VALUES
|
||
PreAction(UndoGroup.SectorHeightChange);
|
||
|
||
//change floors heights
|
||
if(floors.Count > 0) {
|
||
foreach(KeyValuePair<Sector, VisualFloor> group in floors) {
|
||
if(targetFloorHeight != group.Key.FloorHeight)
|
||
group.Value.OnChangeTargetHeight(targetFloorHeight - group.Key.FloorHeight);
|
||
}
|
||
}
|
||
|
||
//change ceilings heights
|
||
if(ceilings.Count > 0) {
|
||
foreach(KeyValuePair<Sector, VisualCeiling> group in ceilings) {
|
||
if(targetCeilingHeight != group.Key.CeilHeight)
|
||
group.Value.OnChangeTargetHeight(targetCeilingHeight - group.Key.CeilHeight);
|
||
}
|
||
}
|
||
|
||
//and things. Just align them to ceiling
|
||
if(General.Map.FormatInterface.HasThingHeight) {
|
||
foreach(BaseVisualThing vt in things) {
|
||
if(vt.Thing.Sector == null) continue;
|
||
ThingTypeInfo ti = General.Map.Data.GetThingInfo(vt.Thing.Type);
|
||
int zvalue = (int)(vt.Thing.Sector.FloorHeight + vt.Thing.Position.z);
|
||
|
||
if(zvalue != vt.Thing.Sector.CeilHeight - ti.Height)
|
||
vt.OnChangeTargetHeight((int)(vt.Thing.Sector.CeilHeight - ti.Height) - zvalue);
|
||
}
|
||
}
|
||
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("lowersectortonearest")]
|
||
public void LowerSectorToNearest() {
|
||
Dictionary<Sector, VisualFloor> floors = new Dictionary<Sector, VisualFloor>();
|
||
Dictionary<Sector, VisualCeiling> ceilings = new Dictionary<Sector, VisualCeiling>();
|
||
List<BaseVisualThing> things = new List<BaseVisualThing>();
|
||
bool withinSelection = General.Interface.CtrlState;
|
||
|
||
//get selection
|
||
if(selectedobjects.Count == 0) {
|
||
IVisualEventReceiver i = (target.picked as IVisualEventReceiver);
|
||
if(i is VisualFloor) {
|
||
VisualFloor vf = i as VisualFloor;
|
||
floors.Add(vf.Level.sector, vf);
|
||
} else if(i is VisualCeiling) {
|
||
VisualCeiling vc = i as VisualCeiling;
|
||
ceilings.Add(vc.Level.sector, vc);
|
||
} else if(i is BaseVisualThing) {
|
||
things.Add(i as BaseVisualThing);
|
||
}
|
||
}else{
|
||
foreach(IVisualEventReceiver i in selectedobjects) {
|
||
if(i is VisualFloor) {
|
||
VisualFloor vf = i as VisualFloor;
|
||
floors.Add(vf.Level.sector, vf);
|
||
} else if(i is VisualCeiling) {
|
||
VisualCeiling vc = i as VisualCeiling;
|
||
ceilings.Add(vc.Level.sector, vc);
|
||
} else if(i is BaseVisualThing) {
|
||
things.Add(i as BaseVisualThing);
|
||
}
|
||
}
|
||
}
|
||
|
||
//check what we have
|
||
if(floors.Count + ceilings.Count == 0 && (things.Count == 0 || !General.Map.FormatInterface.HasThingHeight)) {
|
||
General.Interface.DisplayStatus(StatusType.Warning, "No suitable objects found!");
|
||
return;
|
||
}
|
||
|
||
if(withinSelection) {
|
||
string s = string.Empty;
|
||
|
||
if(floors.Count == 1) s = "floors";
|
||
|
||
if(ceilings.Count == 1) {
|
||
if(!string.IsNullOrEmpty(s)) s += " and ";
|
||
s += "ceilings";
|
||
}
|
||
|
||
if(!string.IsNullOrEmpty(s)) {
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Can't do: at least 2 selected " + s + " are required!");
|
||
return;
|
||
}
|
||
}
|
||
|
||
//process floors...
|
||
int minSelectedHeight = int.MaxValue;
|
||
int targetFloorHeight = int.MinValue;
|
||
|
||
//get minimum floor height from selection
|
||
foreach(KeyValuePair<Sector, VisualFloor> group in floors) {
|
||
if(group.Key.FloorHeight < minSelectedHeight)
|
||
minSelectedHeight = group.Key.FloorHeight;
|
||
}
|
||
|
||
if(withinSelection) {
|
||
//we are lowering, so we don't need to check anything
|
||
targetFloorHeight = minSelectedHeight;
|
||
} else {
|
||
//get next floor lower height from surrounding unselected sectors
|
||
foreach(KeyValuePair<Sector, VisualFloor> group in floors) {
|
||
foreach(Sidedef side in group.Key.Sidedefs) {
|
||
if(side.Other == null || ceilings.ContainsKey(side.Other.Sector) || floors.ContainsKey(side.Other.Sector))
|
||
continue;
|
||
if(side.Other.Sector.FloorHeight > targetFloorHeight && side.Other.Sector.FloorHeight < minSelectedHeight)
|
||
targetFloorHeight = side.Other.Sector.FloorHeight;
|
||
}
|
||
}
|
||
}
|
||
|
||
//ceilings...
|
||
minSelectedHeight = int.MaxValue;
|
||
int maxSelectedFloorHeight = int.MinValue;
|
||
int targetCeilingHeight = int.MinValue;
|
||
|
||
//get minimum ceiling and maximum floor heights from selection
|
||
foreach(KeyValuePair<Sector, VisualCeiling> group in ceilings) {
|
||
if(group.Key.CeilHeight < minSelectedHeight)
|
||
minSelectedHeight = group.Key.CeilHeight;
|
||
|
||
if(group.Key.FloorHeight > maxSelectedFloorHeight)
|
||
maxSelectedFloorHeight = group.Key.FloorHeight;
|
||
}
|
||
|
||
if(withinSelection) {
|
||
if(minSelectedHeight < maxSelectedFloorHeight) {
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Can't do: lowest ceiling is lower than highest floor!");
|
||
return;
|
||
}
|
||
targetCeilingHeight = minSelectedHeight;
|
||
} else {
|
||
//get next lower ceiling height from surrounding unselected sectors
|
||
foreach(KeyValuePair<Sector, VisualCeiling> group in ceilings) {
|
||
foreach(Sidedef side in group.Key.Sidedefs) {
|
||
if(side.Other == null || ceilings.ContainsKey(side.Other.Sector) || floors.ContainsKey(side.Other.Sector))
|
||
continue;
|
||
if(side.Other.Sector.CeilHeight > targetCeilingHeight && side.Other.Sector.CeilHeight < minSelectedHeight && side.Other.Sector.CeilHeight >= maxSelectedFloorHeight)
|
||
targetCeilingHeight = side.Other.Sector.CeilHeight;
|
||
}
|
||
}
|
||
}
|
||
|
||
//CHECK VALUES:
|
||
string alignFailDescription = string.Empty;
|
||
|
||
if(floors.Count > 0 && targetFloorHeight == int.MinValue)
|
||
alignFailDescription = floors.Count > 1 ? "floors" : "floor";
|
||
|
||
if(ceilings.Count > 0 && targetCeilingHeight == int.MinValue) {
|
||
//drop to highest floor?
|
||
if(!withinSelection && maxSelectedFloorHeight < minSelectedHeight) {
|
||
targetCeilingHeight = maxSelectedFloorHeight;
|
||
} else {
|
||
if (!string.IsNullOrEmpty(alignFailDescription)) alignFailDescription += " and ";
|
||
alignFailDescription += ceilings.Count > 1 ? "ceilings" : "ceiling";
|
||
}
|
||
}
|
||
|
||
if(!string.IsNullOrEmpty(alignFailDescription)) {
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Unable to align selected " + alignFailDescription + "!");
|
||
return;
|
||
}
|
||
|
||
//APPLY VALUES:
|
||
PreAction(UndoGroup.SectorHeightChange);
|
||
|
||
//change floor height
|
||
if(floors.Count > 0) {
|
||
foreach(KeyValuePair<Sector, VisualFloor> group in floors) {
|
||
if(targetFloorHeight != group.Key.FloorHeight)
|
||
group.Value.OnChangeTargetHeight(targetFloorHeight - group.Key.FloorHeight);
|
||
}
|
||
}
|
||
|
||
//change ceiling height
|
||
if(ceilings.Count > 0) {
|
||
foreach(KeyValuePair<Sector, VisualCeiling> group in ceilings) {
|
||
if(targetCeilingHeight != group.Key.CeilHeight)
|
||
group.Value.OnChangeTargetHeight(targetCeilingHeight - group.Key.CeilHeight);
|
||
}
|
||
}
|
||
|
||
//process things. Just drop them to ground
|
||
if(General.Map.FormatInterface.HasThingHeight){
|
||
foreach(BaseVisualThing vt in things) {
|
||
if(vt.Thing.Sector == null) continue;
|
||
ThingTypeInfo ti = General.Map.Data.GetThingInfo(vt.Thing.Type);
|
||
|
||
if(vt.Thing.Position.z != 0)
|
||
vt.OnChangeTargetHeight((int)-vt.Thing.Position.z);
|
||
}
|
||
}
|
||
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("matchbrightness")]
|
||
public void MatchBrightness() {
|
||
//check input
|
||
if (!General.Map.UDMF) {
|
||
General.Interface.DisplayStatus(StatusType.Warning, "'Match Brightness' action works only in UDMF map format!");
|
||
return;
|
||
}
|
||
|
||
if (selectedobjects.Count == 0) {
|
||
General.Interface.DisplayStatus(StatusType.Warning, "'Match Brightness' action requires a selection!");
|
||
return;
|
||
}
|
||
|
||
IVisualEventReceiver highlighted = (target.picked as IVisualEventReceiver);
|
||
|
||
if(highlighted is BaseVisualThing) {
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Highlight a surface, to which you want to match the brightness.");
|
||
return;
|
||
}
|
||
|
||
//get target brightness
|
||
int targetBrightness = int.MinValue;
|
||
if(highlighted is VisualFloor) {
|
||
VisualFloor v = highlighted as VisualFloor;
|
||
targetBrightness = v.Level.sector.Fields.GetValue("lightfloor", 0);
|
||
if (!v.Level.sector.Fields.GetValue("lightfloorabsolute", false)) {
|
||
targetBrightness += v.Level.sector.Brightness;
|
||
}
|
||
} else if(highlighted is VisualCeiling) {
|
||
VisualCeiling v = highlighted as VisualCeiling;
|
||
targetBrightness = v.Level.sector.Fields.GetValue("lightceiling", 0);
|
||
if(!v.Level.sector.Fields.GetValue("lightceilingabsolute", false)) {
|
||
targetBrightness += v.Level.sector.Brightness;
|
||
}
|
||
} else if(highlighted is VisualUpper || highlighted is VisualMiddleSingle || highlighted is VisualMiddleDouble || highlighted is VisualLower) {
|
||
BaseVisualGeometrySidedef v = highlighted as BaseVisualGeometrySidedef;
|
||
targetBrightness = v.Sidedef.Fields.GetValue("light", 0);
|
||
if(!v.Sidedef.Fields.GetValue("lightabsolute", false)) {
|
||
targetBrightness += v.Sidedef.Sector.Brightness;
|
||
}
|
||
} else if(highlighted is VisualMiddle3D) {
|
||
VisualMiddle3D v = highlighted as VisualMiddle3D;
|
||
Sidedef sd = v.GetControlLinedef().Front;
|
||
|
||
if (sd == null) {
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Highlight a surface, to which you want to match the brightness.");
|
||
return;
|
||
}
|
||
targetBrightness = sd.Fields.GetValue("light", 0);
|
||
if(!sd.Fields.GetValue("lightabsolute", false)) {
|
||
targetBrightness += sd.Sector.Brightness;
|
||
}
|
||
|
||
} else {
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Highlight a surface, to which you want to match the brightness.");
|
||
return;
|
||
}
|
||
|
||
if (targetBrightness == int.MinValue) {
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Highlight a surface, to which you want to match the brightness.");
|
||
return;
|
||
}
|
||
|
||
//make undo
|
||
CreateUndo("Match Brightness");
|
||
targetBrightness = General.Clamp(targetBrightness, 0, 255);
|
||
|
||
//apply new brightness
|
||
foreach (IVisualEventReceiver obj in selectedobjects) {
|
||
if(obj == highlighted) continue;
|
||
|
||
if(obj is VisualFloor) {
|
||
VisualFloor v = obj as VisualFloor;
|
||
v.Level.sector.Fields.BeforeFieldsChange();
|
||
v.Sector.Changed = true;
|
||
|
||
if (v.Level.sector.Fields.GetValue("lightfloorabsolute", false)) {
|
||
v.Level.sector.Fields["lightfloor"] = new UniValue(UniversalType.Integer, targetBrightness);
|
||
} else {
|
||
v.Level.sector.Fields["lightfloor"] = new UniValue(UniversalType.Integer, targetBrightness - v.Level.sector.Brightness);
|
||
}
|
||
|
||
v.Sector.UpdateSectorGeometry(false);
|
||
|
||
} else if(obj is VisualCeiling) {
|
||
VisualCeiling v = obj as VisualCeiling;
|
||
v.Level.sector.Fields.BeforeFieldsChange();
|
||
v.Sector.Changed = true;
|
||
|
||
if(v.Level.sector.Fields.GetValue("lightceilingabsolute", false)) {
|
||
v.Level.sector.Fields["lightceiling"] = new UniValue(UniversalType.Integer, targetBrightness);
|
||
} else {
|
||
v.Level.sector.Fields["lightceiling"] = new UniValue(UniversalType.Integer, targetBrightness - v.Level.sector.Brightness);
|
||
}
|
||
|
||
v.Sector.UpdateSectorGeometry(false);
|
||
|
||
} else if(obj is VisualUpper || obj is VisualMiddleSingle || obj is VisualMiddleDouble || obj is VisualLower) {
|
||
BaseVisualGeometrySidedef v = obj as BaseVisualGeometrySidedef;
|
||
v.Sidedef.Fields.BeforeFieldsChange();
|
||
v.Sector.Changed = true;
|
||
|
||
if (v.Sidedef.Fields.GetValue("lightabsolute", false)) {
|
||
v.Sidedef.Fields["light"] = new UniValue(UniversalType.Integer, targetBrightness);
|
||
} else {
|
||
v.Sidedef.Fields["light"] = new UniValue(UniversalType.Integer, targetBrightness - v.Sidedef.Sector.Brightness);
|
||
}
|
||
}
|
||
}
|
||
|
||
//done
|
||
General.Interface.DisplayStatus(StatusType.Action, "Matched brightness for " + selectedobjects.Count + " surfaces.");
|
||
Interface_OnSectorEditFormValuesChanged(this, EventArgs.Empty);
|
||
}
|
||
|
||
[BeginAction("showvisualthings")]
|
||
public void ShowVisualThings()
|
||
{
|
||
BuilderPlug.Me.ShowVisualThings++;
|
||
if(BuilderPlug.Me.ShowVisualThings > 2) BuilderPlug.Me.ShowVisualThings = 0;
|
||
}
|
||
|
||
[BeginAction("raisebrightness8")]
|
||
public void RaiseBrightness8()
|
||
{
|
||
PreAction(UndoGroup.SectorBrightnessChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetBrightness(true);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("lowerbrightness8")]
|
||
public void LowerBrightness8()
|
||
{
|
||
PreAction(UndoGroup.SectorBrightnessChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetBrightness(false);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("movetextureleft")]
|
||
public void MoveTextureLeft1()
|
||
{
|
||
PreAction(UndoGroup.TextureOffsetChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
|
||
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(-1, 0, true);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("movetextureright")]
|
||
public void MoveTextureRight1()
|
||
{
|
||
PreAction(UndoGroup.TextureOffsetChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
|
||
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(1, 0, true);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("movetextureup")]
|
||
public void MoveTextureUp1()
|
||
{
|
||
PreAction(UndoGroup.TextureOffsetChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
|
||
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, -1, true);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("movetexturedown")]
|
||
public void MoveTextureDown1()
|
||
{
|
||
PreAction(UndoGroup.TextureOffsetChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
|
||
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, 1, true);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("movetextureleft8")]
|
||
public void MoveTextureLeft8()
|
||
{
|
||
PreAction(UndoGroup.TextureOffsetChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureOffset(-General.Map.Grid.GridSize, 0, true);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("movetextureright8")]
|
||
public void MoveTextureRight8()
|
||
{
|
||
PreAction(UndoGroup.TextureOffsetChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
|
||
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(General.Map.Grid.GridSize, 0, true);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("movetextureup8")]
|
||
public void MoveTextureUp8()
|
||
{
|
||
PreAction(UndoGroup.TextureOffsetChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, -General.Map.Grid.GridSize, true);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("movetexturedown8")]
|
||
public void MoveTextureDown8()
|
||
{
|
||
PreAction(UndoGroup.TextureOffsetChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, General.Map.Grid.GridSize, true);
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("scaletextureupx")]
|
||
public void ScaleTextureUpX() {
|
||
PreAction(UndoGroup.TextureScaleChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureScale(-0.1f, 0);
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("scaletexturedownx")]
|
||
public void ScaleTextureDownX() {
|
||
PreAction(UndoGroup.TextureScaleChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureScale(0.1f, 0);
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("scaletextureupy")]
|
||
public void ScaleTextureUpY() {
|
||
PreAction(UndoGroup.TextureScaleChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureScale(0, 0.1f);
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("scaletexturedowny")]
|
||
public void ScaleTextureDownY() {
|
||
PreAction(UndoGroup.TextureScaleChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureScale(0, -0.1f);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("textureselect")]
|
||
public void TextureSelect()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
renderer.SetCrosshairBusy(true);
|
||
General.Interface.RedrawDisplay();
|
||
GetTargetEventReceiver(false).OnSelectTexture();
|
||
UpdateChangedObjects();
|
||
renderer.SetCrosshairBusy(false);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("texturecopy")]
|
||
public void TextureCopy()
|
||
{
|
||
PreActionNoChange();
|
||
GetTargetEventReceiver(true).OnCopyTexture(); //mxd
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("texturepaste")]
|
||
public void TexturePaste()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnPasteTexture();
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("visualautoalign")]
|
||
public void TextureAutoAlign() {
|
||
PreAction(UndoGroup.None);
|
||
renderer.SetCrosshairBusy(true);
|
||
General.Interface.RedrawDisplay();
|
||
GetTargetEventReceiver(false).OnTextureAlign(true, true);
|
||
UpdateChangedObjects();
|
||
renderer.SetCrosshairBusy(false);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("visualautoalignx")]
|
||
public void TextureAutoAlignX()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
renderer.SetCrosshairBusy(true);
|
||
General.Interface.RedrawDisplay();
|
||
GetTargetEventReceiver(false).OnTextureAlign(true, false);
|
||
UpdateChangedObjects();
|
||
renderer.SetCrosshairBusy(false);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("visualautoaligny")]
|
||
public void TextureAutoAlignY()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
renderer.SetCrosshairBusy(true);
|
||
General.Interface.RedrawDisplay();
|
||
GetTargetEventReceiver(false).OnTextureAlign(false, true);
|
||
UpdateChangedObjects();
|
||
renderer.SetCrosshairBusy(false);
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("visualautoaligntoselection")]
|
||
public void TextureAlignToSelected() {
|
||
PreAction(UndoGroup.None);
|
||
renderer.SetCrosshairBusy(true);
|
||
General.Interface.RedrawDisplay();
|
||
|
||
autoAlignTexturesToSelected(true, true);
|
||
|
||
UpdateChangedObjects();
|
||
renderer.SetCrosshairBusy(false);
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("visualautoaligntoselectionx")]
|
||
public void TextureAlignToSelectedX() {
|
||
PreAction(UndoGroup.None);
|
||
renderer.SetCrosshairBusy(true);
|
||
General.Interface.RedrawDisplay();
|
||
|
||
autoAlignTexturesToSelected(true, false);
|
||
|
||
UpdateChangedObjects();
|
||
renderer.SetCrosshairBusy(false);
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("visualautoaligntoselectiony")]
|
||
public void TextureAlignToSelectedY() {
|
||
PreAction(UndoGroup.None);
|
||
renderer.SetCrosshairBusy(true);
|
||
General.Interface.RedrawDisplay();
|
||
|
||
autoAlignTexturesToSelected(false, true);
|
||
|
||
UpdateChangedObjects();
|
||
renderer.SetCrosshairBusy(false);
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
private void autoAlignTexturesToSelected(bool alignX, bool alignY) {
|
||
string rest = string.Empty;
|
||
if(alignX && alignY) rest = "(X and Y)";
|
||
else if(alignX) rest = "(X)";
|
||
else rest = "(Y)";
|
||
|
||
CreateUndo("Auto-align textures to selected sidedefs " + rest);
|
||
SetActionResult("Auto-aligned textures to selected sidedefs " + rest + ".");
|
||
|
||
// Clear all marks, this will align everything it can
|
||
General.Map.Map.ClearMarkedSidedefs(false);
|
||
|
||
//get selection
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(false, true, false, false);
|
||
|
||
//align
|
||
foreach(IVisualEventReceiver i in objs) {
|
||
BaseVisualGeometrySidedef side = i as BaseVisualGeometrySidedef;
|
||
|
||
// Make sure the texture is loaded (we need the texture size)
|
||
if(!side.Texture.IsImageLoaded) side.Texture.LoadImage();
|
||
|
||
//Align textures
|
||
AutoAlignTextures(side, side.Texture, alignX, alignY, false, false);
|
||
|
||
// Get the changed sidedefs
|
||
List<Sidedef> changes = General.Map.Map.GetMarkedSidedefs(true);
|
||
|
||
foreach(Sidedef sd in changes) {
|
||
// Update the parts for this sidedef!
|
||
if(VisualSectorExists(sd.Sector)) {
|
||
BaseVisualSector vs = (GetVisualSector(sd.Sector) as BaseVisualSector);
|
||
VisualSidedefParts parts = vs.GetSidedefParts(sd);
|
||
parts.SetupAllParts();
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("visualfittextures")]
|
||
public void TextureFit() {
|
||
PreAction(UndoGroup.None);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(false, true, false, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnTextureFit(true, true);
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("visualfittexturesx")]
|
||
public void TextureFitX() {
|
||
PreAction(UndoGroup.None);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(false, true, false, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnTextureFit(true, false);
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("visualfittexturesy")]
|
||
public void TextureFitY() {
|
||
PreAction(UndoGroup.None);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(false, true, false, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnTextureFit(false, true);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("toggleupperunpegged")]
|
||
public void ToggleUpperUnpegged()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
GetTargetEventReceiver(false).OnToggleUpperUnpegged();
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("togglelowerunpegged")]
|
||
public void ToggleLowerUnpegged()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
GetTargetEventReceiver(false).OnToggleLowerUnpegged();
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("togglegravity")]
|
||
public void ToggleGravity()
|
||
{
|
||
BuilderPlug.Me.UseGravity = !BuilderPlug.Me.UseGravity;
|
||
string onoff = BuilderPlug.Me.UseGravity ? "ON" : "OFF";
|
||
General.Interface.DisplayStatus(StatusType.Action, "Gravity is now " + onoff + ".");
|
||
}
|
||
|
||
[BeginAction("togglebrightness")]
|
||
public void ToggleBrightness()
|
||
{
|
||
renderer.FullBrightness = !renderer.FullBrightness;
|
||
string onoff = renderer.FullBrightness ? "ON" : "OFF";
|
||
General.Interface.DisplayStatus(StatusType.Action, "Full Brightness is now " + onoff + ".");
|
||
}
|
||
|
||
[BeginAction("togglehighlight")]
|
||
public void ToggleHighlight()
|
||
{
|
||
BuilderPlug.Me.UseHighlight = !BuilderPlug.Me.UseHighlight;
|
||
string onoff = BuilderPlug.Me.UseHighlight ? "ON" : "OFF";
|
||
General.Interface.DisplayStatus(StatusType.Action, "Highlight is now " + onoff + ".");
|
||
}
|
||
|
||
[BeginAction("resettexture")]
|
||
public void ResetTexture()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnResetTextureOffset();
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("resettextureudmf")]
|
||
public void ResetLocalOffsets() {
|
||
PreAction(UndoGroup.None);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnResetLocalTextureOffset();
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("floodfilltextures")]
|
||
public void FloodfillTextures()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
GetTargetEventReceiver(false).OnTextureFloodfill();
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("texturecopyoffsets")]
|
||
public void TextureCopyOffsets()
|
||
{
|
||
PreActionNoChange();
|
||
GetTargetEventReceiver(true).OnCopyTextureOffsets(); //mxd
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("texturepasteoffsets")]
|
||
public void TexturePasteOffsets()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnPasteTextureOffsets();
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("copyproperties")]
|
||
public void CopyProperties()
|
||
{
|
||
PreActionNoChange();
|
||
GetTargetEventReceiver(true).OnCopyProperties(); //mxd
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("pasteproperties")]
|
||
public void PasteProperties()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, true);
|
||
foreach(IVisualEventReceiver i in objs) i.OnPasteProperties();
|
||
PostAction();
|
||
}
|
||
|
||
//mxd. now we can insert things in Visual modes
|
||
[BeginAction("insertitem", BaseAction = true)]
|
||
public void InsertThing()
|
||
{
|
||
Vector2D hitpos = GetHitPosition();
|
||
|
||
if (!hitpos.IsFinite()) {
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Cannot insert thing here!");
|
||
return;
|
||
}
|
||
|
||
ClearSelection();
|
||
PreActionNoChange();
|
||
General.Map.UndoRedo.ClearAllRedos();
|
||
General.Map.UndoRedo.CreateUndo("Insert thing");
|
||
|
||
Thing t = CreateThing(new Vector2D(hitpos.x, hitpos.y));
|
||
|
||
if (t == null) {
|
||
General.Map.UndoRedo.WithdrawUndo();
|
||
return;
|
||
}
|
||
|
||
// Edit the thing?
|
||
if (BuilderPlug.Me.EditNewThing)
|
||
General.Interface.ShowEditThings(new List<Thing> { t });
|
||
|
||
//add thing to blockmap
|
||
blockmap.AddThing(t);
|
||
|
||
General.Interface.DisplayStatus(StatusType.Action, "Inserted a new thing.");
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("deleteitem", BaseAction = true)]
|
||
public void Delete()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, true);
|
||
foreach(IVisualEventReceiver i in objs) i.OnDelete();
|
||
PostAction();
|
||
|
||
ClearSelection();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("copyselection", BaseAction = true)]
|
||
public void CopySelection() {
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(false, false, true, false);
|
||
if (objs.Count == 0) return;
|
||
|
||
copyBuffer.Clear();
|
||
foreach (IVisualEventReceiver i in objs) {
|
||
VisualThing vt = i as VisualThing;
|
||
if (vt != null) copyBuffer.Add(new ThingCopyData(vt.Thing));
|
||
}
|
||
General.Interface.DisplayStatus(StatusType.Info, "Copied " + copyBuffer.Count + " Things");
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("cutselection", BaseAction = true)]
|
||
public void CutSelection() {
|
||
CopySelection();
|
||
|
||
//Create undo
|
||
string rest = copyBuffer.Count + " thing" + (copyBuffer.Count > 1 ? "s." : ".");
|
||
CreateUndo("Cut " + rest);
|
||
General.Interface.DisplayStatus(StatusType.Info, "Cut " + rest);
|
||
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(false, false, true, false);
|
||
foreach (IVisualEventReceiver i in objs) {
|
||
BaseVisualThing thing = i as BaseVisualThing;
|
||
thing.Thing.Fields.BeforeFieldsChange();
|
||
thing.Thing.Dispose();
|
||
thing.Dispose();
|
||
}
|
||
|
||
General.Map.IsChanged = true;
|
||
General.Map.ThingsFilter.Update();
|
||
}
|
||
|
||
//mxd. We'll just use currently selected objects
|
||
[BeginAction("pasteselection", BaseAction = true)]
|
||
public void PasteSelection() {
|
||
if(copyBuffer.Count == 0){
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Nothing to paste, cut or copy some Things first!");
|
||
return;
|
||
}
|
||
|
||
Vector2D hitpos = GetHitPosition();
|
||
|
||
if (!hitpos.IsFinite()) {
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Cannot paste here!");
|
||
return;
|
||
}
|
||
|
||
string rest = copyBuffer.Count + " thing" + (copyBuffer.Count > 1 ? "s." : ".");
|
||
General.Map.UndoRedo.CreateUndo("Paste " + rest);
|
||
General.Interface.DisplayStatus(StatusType.Info, "Pasted " + rest);
|
||
|
||
PreActionNoChange();
|
||
ClearSelection();
|
||
|
||
//get translated positions
|
||
Vector3D[] coords = new Vector3D[copyBuffer.Count];
|
||
for (int i = 0; i < copyBuffer.Count; i++ )
|
||
coords[i] = copyBuffer[i].Position;
|
||
|
||
Vector3D[] translatedCoords = translateCoordinates(coords, hitpos, true);
|
||
|
||
//create things from copyBuffer
|
||
for (int i = 0; i < copyBuffer.Count; i++) {
|
||
Thing t = CreateThing(new Vector2D());
|
||
if (t != null) {
|
||
copyBuffer[i].ApplyTo(t);
|
||
t.Move(translatedCoords[i]);
|
||
//add thing to blockmap
|
||
blockmap.AddThing(t);
|
||
}
|
||
}
|
||
PostAction();
|
||
}
|
||
|
||
//mxd. rotate clockwise
|
||
[BeginAction("rotatethingscw")]
|
||
public void RotateCW() {
|
||
rotateThingsAndTextures(5);
|
||
}
|
||
|
||
//mxd. rotate counterclockwise
|
||
[BeginAction("rotatethingsccw")]
|
||
public void RotateCCW() {
|
||
rotateThingsAndTextures(-5);
|
||
}
|
||
|
||
//mxd
|
||
private void rotateThingsAndTextures(int increment) {
|
||
PreAction(UndoGroup.ThingRotate);
|
||
|
||
List<IVisualEventReceiver> selection = GetSelectedObjects(true, false, true, false);
|
||
if(selection.Count == 0) return;
|
||
|
||
foreach(IVisualEventReceiver obj in selection) {
|
||
if(obj is BaseVisualThing) {
|
||
BaseVisualThing t = obj as BaseVisualThing;
|
||
t.Rotate(General.ClampAngle(t.Thing.AngleDoom + increment));
|
||
}else if(obj is VisualFloor) {
|
||
VisualFloor vf = obj as VisualFloor;
|
||
vf.OnChangeTextureRotation(General.ClampAngle(vf.GetControlSector().Fields.GetValue("rotationfloor", 0.0f) + increment));
|
||
} else if(obj is VisualCeiling) {
|
||
VisualCeiling vc = obj as VisualCeiling;
|
||
vc.OnChangeTextureRotation(General.ClampAngle(vc.GetControlSector().Fields.GetValue("rotationceiling", 0.0f) + increment));
|
||
}
|
||
}
|
||
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("togglegzdoomrenderingeffects")]
|
||
public void ToggleGZDoomRenderingEffects() {
|
||
gzdoomRenderingEffects = !gzdoomRenderingEffects;
|
||
RebuildElementData();
|
||
UpdateChangedObjects();
|
||
General.Interface.DisplayStatus(StatusType.Info, "(G)ZDoom rendering effects are " + (gzdoomRenderingEffects ? "ENABLED" : "DISABLED"));
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("thingaligntowall")]
|
||
public void AlignThingsToWall() {
|
||
List<VisualThing> visualThings = GetSelectedVisualThings(true);
|
||
|
||
if(visualThings.Count == 0) {
|
||
General.Interface.DisplayStatus(StatusType.Warning, "This action requires selected Things!");
|
||
return;
|
||
}
|
||
|
||
List<Thing> things = new List<Thing>();
|
||
|
||
foreach(VisualThing vt in visualThings)
|
||
things.Add(vt.Thing);
|
||
|
||
// Make undo
|
||
if(things.Count > 1) {
|
||
General.Map.UndoRedo.CreateUndo("Align " + things.Count + " things");
|
||
General.Interface.DisplayStatus(StatusType.Action, "Aligned " + things.Count + " things.");
|
||
} else {
|
||
General.Map.UndoRedo.CreateUndo("Align thing");
|
||
General.Interface.DisplayStatus(StatusType.Action, "Aligned a thing.");
|
||
}
|
||
|
||
//align things
|
||
int thingsCount = General.Map.Map.Things.Count;
|
||
|
||
foreach(Thing t in things) {
|
||
List<Linedef> excludedLines = new List<Linedef>();
|
||
bool aligned = false;
|
||
|
||
do {
|
||
Linedef l = General.Map.Map.NearestLinedef(t.Position, excludedLines);
|
||
aligned = Tools.TryAlignThingToLine(t, l);
|
||
|
||
if(!aligned) {
|
||
excludedLines.Add(l);
|
||
|
||
if(excludedLines.Count == thingsCount) {
|
||
ThingTypeInfo tti = General.Map.Data.GetThingInfo(t.Type);
|
||
General.ErrorLogger.Add(ErrorType.Warning, "Unable to align Thing <20>" + t.Index + " (" + tti.Title + ") to any linedef in a map!");
|
||
aligned = true;
|
||
}
|
||
}
|
||
} while(!aligned);
|
||
}
|
||
|
||
//apply changes to Visual Things
|
||
for(int i = 0; i < visualThings.Count; i++) {
|
||
BaseVisualThing t = visualThings[i] as BaseVisualThing;
|
||
t.Changed = true;
|
||
|
||
// Update what must be updated
|
||
ThingData td = GetThingData(t.Thing);
|
||
foreach(KeyValuePair<Sector, bool> s in td.UpdateAlso) {
|
||
if(VisualSectorExists(s.Key)) {
|
||
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(s.Key);
|
||
vs.UpdateSectorGeometry(s.Value);
|
||
}
|
||
}
|
||
}
|
||
|
||
UpdateChangedObjects();
|
||
ShowTargetInfo();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("lookthroughthing")]
|
||
public void LookThroughThing() {
|
||
List<VisualThing> visualThings = GetSelectedVisualThings(true);
|
||
|
||
if(visualThings.Count != 1) {
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Look Through Selection action requires 1 selected Thing!");
|
||
return;
|
||
}
|
||
|
||
//set position and angles
|
||
Thing t = visualThings[0].Thing;
|
||
if((t.Type == 9072 || t.Type == 9073) && t.Args[3] > 0) { //AimingCamera or MovingCamera with target?
|
||
//position
|
||
if(t.Type == 9072 && (t.Args[0] > 0 || t.Args[1] > 0)) { //positon MovingCamera at targeted interpolation point
|
||
int ipTag = t.Args[0] + (t.Args[1] << 8);
|
||
|
||
Thing ip = null;
|
||
|
||
//find interpolation point
|
||
foreach(Thing tgt in General.Map.Map.Things) {
|
||
if(tgt.Tag == ipTag && tgt.Type == 9070) {
|
||
ip = tgt;
|
||
break;
|
||
}
|
||
}
|
||
|
||
if(ip != null) {
|
||
VisualThing vTarget = !VisualThingExists(ip) ? CreateVisualThing(ip) : GetVisualThing(ip);
|
||
Vector3D targetPos = new Vector3D();
|
||
if(vTarget == null) {
|
||
targetPos = ip.Position;
|
||
if(ip.Sector != null) targetPos.z += ip.Sector.FloorHeight;
|
||
} else {
|
||
targetPos = vTarget.CenterV3D;
|
||
}
|
||
|
||
General.Map.VisualCamera.Position = targetPos; //position at interpolation point
|
||
} else {
|
||
General.Map.VisualCamera.Position = visualThings[0].CenterV3D; //position at camera
|
||
}
|
||
|
||
}else{
|
||
General.Map.VisualCamera.Position = visualThings[0].CenterV3D; //position at camera
|
||
}
|
||
|
||
//angle
|
||
Thing target = null;
|
||
|
||
foreach(Thing tgt in General.Map.Map.Things) {
|
||
if(tgt.Tag == t.Args[3]) {
|
||
target = tgt;
|
||
break;
|
||
}
|
||
}
|
||
|
||
if (target == null) {
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Camera target with Tag " + t.Args[3] + " does not exist!");
|
||
General.Map.VisualCamera.AngleXY = t.Angle - Angle2D.PI;
|
||
General.Map.VisualCamera.AngleZ = Angle2D.PI;
|
||
} else {
|
||
VisualThing vTarget = !VisualThingExists(target) ? CreateVisualThing(target) : GetVisualThing(target);
|
||
Vector3D targetPos = new Vector3D();
|
||
if(vTarget == null) {
|
||
targetPos = target.Position;
|
||
if(target.Sector != null) targetPos.z += target.Sector.FloorHeight;
|
||
} else {
|
||
targetPos = vTarget.CenterV3D;
|
||
}
|
||
|
||
bool pitch = (t.Args[2] & 4) != 0;
|
||
Vector3D delta = General.Map.VisualCamera.Position - targetPos;
|
||
General.Map.VisualCamera.AngleXY = delta.GetAngleXY();
|
||
General.Map.VisualCamera.AngleZ = pitch ? -delta.GetAngleZ() : Angle2D.PI;
|
||
}
|
||
} else if((t.Type == 9025 || t.Type == 9073 || t.Type == 9070) && t.Args[0] != 0) { //InterpolationPoint, SecurityCamera or AimingCamera with pitch?
|
||
General.Map.VisualCamera.Position = visualThings[0].CenterV3D; //position at camera
|
||
General.Map.VisualCamera.AngleXY = t.Angle - Angle2D.PI;
|
||
General.Map.VisualCamera.AngleZ = Angle2D.PI + Angle2D.DegToRad(t.Args[0]);
|
||
} else { //nope, just a generic thing
|
||
General.Map.VisualCamera.Position = visualThings[0].CenterV3D; //position at thing
|
||
General.Map.VisualCamera.AngleXY = t.Angle - Angle2D.PI;
|
||
General.Map.VisualCamera.AngleZ = Angle2D.PI;
|
||
}
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("toggleslope")]
|
||
public void ToggleSlope() {
|
||
List<VisualGeometry> selection = GetSelectedSurfaces();
|
||
|
||
if(selection.Count == 0) {
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Toggle Slope action requires selected surfaces!");
|
||
return;
|
||
}
|
||
|
||
bool update = false;
|
||
List<BaseVisualSector> toUpdate = new List<BaseVisualSector>();
|
||
General.Map.UndoRedo.CreateUndo("Toggle Slope");
|
||
|
||
//check selection
|
||
foreach(VisualGeometry vg in selection) {
|
||
update = false;
|
||
|
||
//assign/remove action
|
||
if(vg.GeometryType == VisualGeometryType.WALL_LOWER) {
|
||
if(vg.Sidedef.Line.Action == 0 || (vg.Sidedef.Line.Action == 181 && vg.Sidedef.Line.Args[0] == 0)) {
|
||
//check if the sector already has floor slopes
|
||
foreach(Sidedef side in vg.Sidedef.Sector.Sidedefs) {
|
||
if(side == vg.Sidedef || side.Line.Action != 181) continue;
|
||
|
||
int arg = (side == side.Line.Front ? 1 : 2);
|
||
|
||
if(side.Line.Args[0] == arg) {
|
||
//if only floor is affected, remove action
|
||
if(side.Line.Args[1] == 0)
|
||
side.Line.Action = 0;
|
||
else //clear floor alignment
|
||
side.Line.Args[0] = 0;
|
||
}
|
||
}
|
||
|
||
//set action
|
||
vg.Sidedef.Line.Action = 181;
|
||
vg.Sidedef.Line.Args[0] = (vg.Sidedef == vg.Sidedef.Line.Front ? 1 : 2);
|
||
update = true;
|
||
}
|
||
} else if(vg.GeometryType == VisualGeometryType.WALL_UPPER) {
|
||
if(vg.Sidedef.Line.Action == 0 || (vg.Sidedef.Line.Action == 181 && vg.Sidedef.Line.Args[1] == 0)) {
|
||
//check if the sector already has ceiling slopes
|
||
foreach(Sidedef side in vg.Sidedef.Sector.Sidedefs) {
|
||
if(side == vg.Sidedef || side.Line.Action != 181) continue;
|
||
|
||
int arg = (side == side.Line.Front ? 1 : 2);
|
||
|
||
if(side.Line.Args[1] == arg) {
|
||
//if only ceiling is affected, remove action
|
||
if(side.Line.Args[0] == 0)
|
||
side.Line.Action = 0;
|
||
else //clear ceiling alignment
|
||
side.Line.Args[1] = 0;
|
||
}
|
||
}
|
||
|
||
//set action
|
||
vg.Sidedef.Line.Action = 181;
|
||
vg.Sidedef.Line.Args[1] = (vg.Sidedef == vg.Sidedef.Line.Front ? 1 : 2);
|
||
update = true;
|
||
}
|
||
} else if(vg.GeometryType == VisualGeometryType.CEILING) {
|
||
//check if the sector has ceiling slopes
|
||
foreach(Sidedef side in vg.Sector.Sector.Sidedefs) {
|
||
if(side.Line.Action != 181) continue;
|
||
|
||
int arg = (side == side.Line.Front ? 1 : 2);
|
||
|
||
if(side.Line.Args[1] == arg) {
|
||
//if only ceiling is affected, remove action
|
||
if(side.Line.Args[0] == 0)
|
||
side.Line.Action = 0;
|
||
else //clear ceiling alignment
|
||
side.Line.Args[1] = 0;
|
||
|
||
update = true;
|
||
}
|
||
}
|
||
} else if(vg.GeometryType == VisualGeometryType.FLOOR) {
|
||
//check if the sector has floor slopes
|
||
foreach(Sidedef side in vg.Sector.Sector.Sidedefs) {
|
||
if(side.Line.Action != 181) continue;
|
||
|
||
int arg = (side == side.Line.Front ? 1 : 2);
|
||
|
||
if(side.Line.Args[0] == arg) {
|
||
//if only floor is affected, remove action
|
||
if(side.Line.Args[1] == 0)
|
||
side.Line.Action = 0;
|
||
else //clear floor alignment
|
||
side.Line.Args[0] = 0;
|
||
|
||
update = true;
|
||
}
|
||
}
|
||
}
|
||
|
||
//add to update list
|
||
if(update) toUpdate.Add(vg.Sector as BaseVisualSector);
|
||
}
|
||
|
||
//update changed geometry
|
||
if(toUpdate.Count > 0) {
|
||
RebuildElementData();
|
||
|
||
foreach(BaseVisualSector vs in toUpdate)
|
||
vs.UpdateSectorGeometry(true);
|
||
|
||
UpdateChangedObjects();
|
||
ClearSelection();
|
||
ShowTargetInfo();
|
||
}
|
||
|
||
General.Interface.DisplayStatus(StatusType.Action, "Toggled Slope for " + toUpdate.Count + (toUpdate.Count == 1 ? " surface." : " surfaces."));
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region ================== Texture Alignment
|
||
|
||
//mxd. If checkSelectedSidedefParts is set to true, only selected linedef parts will be aligned (when a sidedef has both top and bottom parts, but only bottom is selected, top texture won't be aligned)
|
||
internal void AutoAlignTextures(BaseVisualGeometrySidedef start, ImageData texture, bool alignx, bool aligny, bool resetsidemarks, bool checkSelectedSidedefParts) {
|
||
if(General.Map.UDMF)
|
||
autoAlignTexturesUDMF(start, texture, alignx, aligny, resetsidemarks, checkSelectedSidedefParts);
|
||
else
|
||
autoAlignTextures(start, texture, alignx, aligny, resetsidemarks);
|
||
}
|
||
|
||
//mxd. Moved here from Tools
|
||
// This performs texture alignment along all walls that match with the same texture
|
||
// NOTE: This method uses the sidedefs marking to indicate which sides have been aligned
|
||
// When resetsidemarks is set to true, all sidedefs will first be marked false (not aligned).
|
||
// Setting resetsidemarks to false is usefull to align only within a specific selection
|
||
// (set the marked property to true for the sidedefs outside the selection)
|
||
private void autoAlignTextures(BaseVisualGeometrySidedef start, ImageData texture, bool alignx, bool aligny, bool resetsidemarks) {
|
||
Stack<SidedefAlignJob> todo = new Stack<SidedefAlignJob>(50);
|
||
float scalex = (General.Map.Config.ScaledTextureOffsets && !texture.WorldPanning) ? texture.Scale.x : 1.0f;
|
||
float scaley = (General.Map.Config.ScaledTextureOffsets && !texture.WorldPanning) ? texture.Scale.y : 1.0f;
|
||
|
||
// Mark all sidedefs false (they will be marked true when the texture is aligned).
|
||
if(resetsidemarks) General.Map.Map.ClearMarkedSidedefs(false);
|
||
|
||
// Begin with first sidedef
|
||
SidedefAlignJob first = new SidedefAlignJob();
|
||
first.sidedef = start.Sidedef;
|
||
first.offsetx = start.Sidedef.OffsetX;
|
||
int ystartalign = start.Sidedef.OffsetY; //mxd
|
||
|
||
//mxd
|
||
if(start.GeometryType == VisualGeometryType.WALL_MIDDLE_3D) {
|
||
first.controlSide = start.GetControlLinedef().Front;
|
||
first.offsetx += first.controlSide.OffsetX;
|
||
ystartalign += first.controlSide.OffsetY;
|
||
} else {
|
||
first.controlSide = start.Sidedef;
|
||
}
|
||
|
||
first.forward = true;
|
||
todo.Push(first);
|
||
|
||
// Continue until nothing more to align
|
||
while(todo.Count > 0) {
|
||
// Get the align job to do
|
||
SidedefAlignJob j = todo.Pop();
|
||
|
||
if(j.forward) {
|
||
Vertex v;
|
||
int forwardoffset;
|
||
int backwardoffset;
|
||
|
||
// Apply alignment
|
||
if(alignx)
|
||
j.controlSide.OffsetX = (int)j.offsetx;
|
||
if(aligny)
|
||
j.sidedef.OffsetY = (int)Math.Round((first.controlSide.Sector.CeilHeight - j.controlSide.Sector.CeilHeight) / scaley) + ystartalign;
|
||
forwardoffset = (int)j.offsetx + (int)Math.Round(j.sidedef.Line.Length / scalex);
|
||
backwardoffset = (int)j.offsetx;
|
||
|
||
j.sidedef.Marked = true;
|
||
|
||
// Wrap the value within the width of the texture (to prevent ridiculous values)
|
||
// NOTE: We don't use ScaledWidth here because the texture offset is in pixels, not mappixels
|
||
if(texture.IsImageLoaded) {
|
||
if(alignx) j.sidedef.OffsetX %= texture.Width;
|
||
if(aligny) j.sidedef.OffsetY %= texture.Height;
|
||
}
|
||
|
||
// Add sidedefs forward (connected to the right vertex)
|
||
v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
|
||
AddSidedefsForAlignment(todo, v, true, forwardoffset, 1.0f, texture.LongName, false);
|
||
|
||
// Add sidedefs backward (connected to the left vertex)
|
||
v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
|
||
AddSidedefsForAlignment(todo, v, false, backwardoffset, 1.0f, texture.LongName, false);
|
||
} else {
|
||
Vertex v;
|
||
int forwardoffset;
|
||
int backwardoffset;
|
||
|
||
// Apply alignment
|
||
if(alignx)
|
||
j.controlSide.OffsetX = (int)j.offsetx - (int)Math.Round(j.sidedef.Line.Length / scalex);
|
||
if(aligny)
|
||
j.sidedef.OffsetY = (int)Math.Round((first.controlSide.Sector.CeilHeight - j.controlSide.Sector.CeilHeight) / scaley) + ystartalign;
|
||
forwardoffset = (int)j.offsetx;
|
||
backwardoffset = (int)j.offsetx - (int)Math.Round(j.sidedef.Line.Length / scalex);
|
||
|
||
j.sidedef.Marked = true;
|
||
|
||
// Wrap the value within the width of the texture (to prevent ridiculous values)
|
||
// NOTE: We don't use ScaledWidth here because the texture offset is in pixels, not mappixels
|
||
if(texture.IsImageLoaded) {
|
||
if(alignx) j.sidedef.OffsetX %= texture.Width;
|
||
if(aligny) j.sidedef.OffsetY %= texture.Height;
|
||
}
|
||
|
||
// Add sidedefs backward (connected to the left vertex)
|
||
v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
|
||
AddSidedefsForAlignment(todo, v, false, backwardoffset, 1.0f, texture.LongName, false);
|
||
|
||
// Add sidedefs forward (connected to the right vertex)
|
||
v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
|
||
AddSidedefsForAlignment(todo, v, true, forwardoffset, 1.0f, texture.LongName, false);
|
||
}
|
||
}
|
||
}
|
||
|
||
//mxd. Moved here from GZDoomEditing plugin
|
||
// This performs UDMF texture alignment along all walls that match with the same texture
|
||
// NOTE: This method uses the sidedefs marking to indicate which sides have been aligned
|
||
// When resetsidemarks is set to true, all sidedefs will first be marked false (not aligned).
|
||
// Setting resetsidemarks to false is usefull to align only within a specific selection
|
||
// (set the marked property to true for the sidedefs outside the selection)
|
||
private void autoAlignTexturesUDMF(BaseVisualGeometrySidedef start, ImageData texture, bool alignx, bool aligny, bool resetsidemarks, bool checkSelectedSidedefParts) {
|
||
// Mark all sidedefs false (they will be marked true when the texture is aligned)
|
||
if(resetsidemarks) General.Map.Map.ClearMarkedSidedefs(false);
|
||
if(!texture.IsImageLoaded) return;
|
||
|
||
Stack<SidedefAlignJob> todo = new Stack<SidedefAlignJob>(50);
|
||
float scalex = (General.Map.Config.ScaledTextureOffsets && !texture.WorldPanning) ? texture.Scale.x : 1.0f;
|
||
float scaley = (General.Map.Config.ScaledTextureOffsets && !texture.WorldPanning) ? texture.Scale.y : 1.0f;
|
||
|
||
Sidedef startControlSide = (start.GeometryType == VisualGeometryType.WALL_MIDDLE_3D ? start.GetControlLinedef().Front : start.Sidedef);
|
||
|
||
//mxd
|
||
List<BaseVisualGeometrySidedef> selectedVisualSides = new List<BaseVisualGeometrySidedef>();
|
||
if(checkSelectedSidedefParts && !singleselection) {
|
||
foreach(IVisualEventReceiver i in selectedobjects) {
|
||
if(i is BaseVisualGeometrySidedef) {
|
||
BaseVisualGeometrySidedef sd = i as BaseVisualGeometrySidedef;
|
||
if(!selectedVisualSides.Contains(sd)) selectedVisualSides.Add(sd);
|
||
}
|
||
}
|
||
}
|
||
|
||
SidedefAlignJob first = new SidedefAlignJob();
|
||
|
||
//mxd. scaleY
|
||
switch(start.GeometryType) {
|
||
case VisualGeometryType.WALL_UPPER:
|
||
first.scaleY = start.Sidedef.Fields.GetValue("scaley_top", 1.0f);
|
||
break;
|
||
case VisualGeometryType.WALL_MIDDLE:
|
||
case VisualGeometryType.WALL_MIDDLE_3D:
|
||
first.scaleY = startControlSide.Fields.GetValue("scaley_mid", 1.0f);
|
||
break;
|
||
case VisualGeometryType.WALL_LOWER:
|
||
first.scaleY = start.Sidedef.Fields.GetValue("scaley_bottom", 1.0f);
|
||
break;
|
||
}
|
||
|
||
// Determine the Y alignment
|
||
float ystartalign = start.Sidedef.OffsetY;
|
||
switch(start.GeometryType) {
|
||
case VisualGeometryType.WALL_UPPER:
|
||
ystartalign += GetTopOffsetY(start.Sidedef, start.Sidedef.Fields.GetValue("offsety_top", 0.0f), first.scaleY, false);//mxd
|
||
break;
|
||
case VisualGeometryType.WALL_MIDDLE:
|
||
ystartalign += GetMiddleOffsetY(start.Sidedef, start.Sidedef.Fields.GetValue("offsety_mid", 0.0f), first.scaleY, false);//mxd
|
||
break;
|
||
case VisualGeometryType.WALL_MIDDLE_3D: //mxd. 3d-floors are not affected by Lower/Upper unpegged flags
|
||
ystartalign += startControlSide.OffsetY - (start.Sidedef.Sector.CeilHeight - startControlSide.Sector.CeilHeight);
|
||
ystartalign += start.Sidedef.Fields.GetValue("offsety_mid", 0.0f);
|
||
ystartalign += startControlSide.Fields.GetValue("offsety_mid", 0.0f);
|
||
break;
|
||
case VisualGeometryType.WALL_LOWER:
|
||
ystartalign += GetBottomOffsetY(start.Sidedef, start.Sidedef.Fields.GetValue("offsety_bottom", 0.0f), first.scaleY, false);//mxd
|
||
break;
|
||
}
|
||
|
||
// Begin with first sidedef
|
||
first.sidedef = start.Sidedef;
|
||
first.offsetx = start.Sidedef.OffsetX;
|
||
switch(start.GeometryType) {
|
||
case VisualGeometryType.WALL_UPPER:
|
||
first.offsetx += start.Sidedef.Fields.GetValue("offsetx_top", 0.0f);
|
||
break;
|
||
case VisualGeometryType.WALL_MIDDLE:
|
||
first.offsetx += start.Sidedef.Fields.GetValue("offsetx_mid", 0.0f);
|
||
break;
|
||
case VisualGeometryType.WALL_MIDDLE_3D: //mxd. Yup, 4 sets of texture offsets are used
|
||
first.offsetx += start.Sidedef.Fields.GetValue("offsetx_mid", 0.0f);
|
||
first.offsetx += startControlSide.OffsetX;
|
||
first.offsetx += startControlSide.Fields.GetValue("offsetx_mid", 0.0f);
|
||
break;
|
||
case VisualGeometryType.WALL_LOWER:
|
||
first.offsetx += start.Sidedef.Fields.GetValue("offsetx_bottom", 0.0f);
|
||
break;
|
||
}
|
||
first.forward = true;
|
||
first.controlSide = startControlSide; //mxd
|
||
todo.Push(first);
|
||
|
||
// Continue until nothing more to align
|
||
while(todo.Count > 0) {
|
||
Vertex v;
|
||
float forwardoffset;
|
||
float backwardoffset;
|
||
float offsetscalex = 1.0f;
|
||
|
||
// Get the align job to do
|
||
SidedefAlignJob j = todo.Pop();
|
||
|
||
bool matchtop = (!j.sidedef.Marked && (j.sidedef.LongHighTexture == texture.LongName) && j.sidedef.HighRequired());
|
||
bool matchbottom = (!j.sidedef.Marked && (j.sidedef.LongLowTexture == texture.LongName) && j.sidedef.LowRequired());
|
||
bool matchmid = ((j.controlSide.LongMiddleTexture == texture.LongName) && (j.controlSide.MiddleRequired() || ((j.controlSide.MiddleTexture.Length > 0) && (j.controlSide.MiddleTexture != "-")))); //mxd
|
||
|
||
//mxd. If there's a selection, check if matched part is actually selected
|
||
if(checkSelectedSidedefParts && !singleselection) {
|
||
if(matchtop) matchtop = sidePartIsSelected(selectedVisualSides, j.sidedef, VisualGeometryType.WALL_UPPER);
|
||
if(matchbottom) matchbottom = sidePartIsSelected(selectedVisualSides, j.sidedef, VisualGeometryType.WALL_LOWER);
|
||
if(matchmid) matchmid = sidePartIsSelected(selectedVisualSides, j.sidedef, VisualGeometryType.WALL_MIDDLE) ||
|
||
sidePartIsSelected(selectedVisualSides, j.sidedef, VisualGeometryType.WALL_MIDDLE_3D);
|
||
}
|
||
|
||
if(!matchbottom && !matchtop && !matchmid) continue; //mxd
|
||
|
||
if(matchtop)
|
||
offsetscalex = j.sidedef.Fields.GetValue("scalex_top", 1.0f);
|
||
else if(matchbottom)
|
||
offsetscalex = j.sidedef.Fields.GetValue("scalex_bottom", 1.0f);
|
||
else if(matchmid)
|
||
offsetscalex = j.controlSide.Fields.GetValue("scalex_mid", 1.0f);
|
||
|
||
j.sidedef.Fields.BeforeFieldsChange();
|
||
j.controlSide.Fields.BeforeFieldsChange(); //mxd
|
||
|
||
//mxd. Apply scaleY
|
||
if(matchtop) UDMFTools.SetFloat(j.sidedef.Fields, "scaley_top", j.scaleY, 1.0f);
|
||
if(matchmid) UDMFTools.SetFloat(j.controlSide.Fields, "scaley_mid", j.scaleY, 1.0f);
|
||
if(matchbottom) UDMFTools.SetFloat(j.sidedef.Fields, "scaley_bottom", j.scaleY, 1.0f);
|
||
|
||
if(j.forward) {
|
||
// Apply alignment
|
||
if(alignx) {
|
||
float offset = j.offsetx;
|
||
offset -= j.sidedef.OffsetX;
|
||
|
||
if(matchtop)
|
||
j.sidedef.Fields["offsetx_top"] = new UniValue(UniversalType.Float, offset % texture.Width);
|
||
if(matchbottom)
|
||
j.sidedef.Fields["offsetx_bottom"] = new UniValue(UniversalType.Float, offset % texture.Width);
|
||
if(matchmid) {
|
||
if(j.sidedef.Index != j.controlSide.Index) { //mxd. if it's a part of 3d-floor
|
||
offset -= j.controlSide.OffsetX;
|
||
offset -= j.controlSide.Fields.GetValue("offsetx_mid", 0.0f);
|
||
}
|
||
|
||
j.sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, offset % texture.Width);
|
||
}
|
||
}
|
||
|
||
if(aligny) {
|
||
float offset = ((start.Sidedef.Sector.CeilHeight - j.controlSide.Sector.CeilHeight) / scaley) * j.scaleY + ystartalign; //mxd
|
||
offset -= j.sidedef.OffsetY; //mxd
|
||
offset = (float)Math.Round(offset); //mxd
|
||
|
||
if(matchtop)
|
||
j.sidedef.Fields["offsety_top"] = new UniValue(UniversalType.Float, GetTopOffsetY(j.sidedef, offset, j.scaleY, true) % texture.Height); //mxd
|
||
if(matchbottom)
|
||
j.sidedef.Fields["offsety_bottom"] = new UniValue(UniversalType.Float, GetBottomOffsetY(j.sidedef, offset, j.scaleY, true) % texture.Height); //mxd
|
||
if(matchmid) {
|
||
//mxd. Side is part of a 3D floor?
|
||
if(j.sidedef.Index != j.controlSide.Index) {
|
||
offset -= j.controlSide.OffsetY;
|
||
offset -= j.controlSide.Fields.GetValue("offsety_mid", 0.0f);
|
||
j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, offset % texture.Height);
|
||
} else {
|
||
offset = GetMiddleOffsetY(j.sidedef, offset, j.scaleY, true);
|
||
|
||
//mxd. Clamp offset if this part is middle single or wrapped middle double
|
||
if(j.sidedef.Other == null || j.sidedef.IsFlagSet("wrapmidtex") || j.sidedef.Line.IsFlagSet("wrapmidtex")) {
|
||
offset %= texture.Height;
|
||
}
|
||
|
||
j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, offset);//mxd
|
||
}
|
||
}
|
||
}
|
||
|
||
forwardoffset = j.offsetx + (int)Math.Round(j.sidedef.Line.Length / scalex * offsetscalex);
|
||
backwardoffset = j.offsetx;
|
||
|
||
// Done this sidedef
|
||
j.sidedef.Marked = true;
|
||
j.controlSide.Marked = true;
|
||
|
||
// Add sidedefs backward (connected to the left vertex)
|
||
v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
|
||
AddSidedefsForAlignment(todo, v, false, backwardoffset, j.scaleY, texture.LongName, true);
|
||
|
||
// Add sidedefs forward (connected to the right vertex)
|
||
v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
|
||
AddSidedefsForAlignment(todo, v, true, forwardoffset, j.scaleY, texture.LongName, true);
|
||
} else {
|
||
// Apply alignment
|
||
if(alignx) {
|
||
float offset = j.offsetx - (int)Math.Round(j.sidedef.Line.Length / scalex * offsetscalex);
|
||
offset -= j.sidedef.OffsetX;
|
||
|
||
if(matchtop)
|
||
j.sidedef.Fields["offsetx_top"] = new UniValue(UniversalType.Float, offset % texture.Width);
|
||
if(matchbottom)
|
||
j.sidedef.Fields["offsetx_bottom"] = new UniValue(UniversalType.Float, offset % texture.Width);
|
||
if(matchmid) {
|
||
if(j.sidedef.Index != j.controlSide.Index) { //mxd
|
||
offset -= j.controlSide.OffsetX;
|
||
offset -= j.controlSide.Fields.GetValue("offsetx_mid", 0.0f);
|
||
}
|
||
|
||
j.sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, offset % texture.Width);
|
||
}
|
||
}
|
||
if(aligny) {
|
||
float offset = ((start.Sidedef.Sector.CeilHeight - j.controlSide.Sector.CeilHeight) / scaley) * j.scaleY + ystartalign; //mxd
|
||
offset -= j.sidedef.OffsetY; //mxd
|
||
offset = (float)Math.Round(offset); //mxd
|
||
|
||
if(matchtop)
|
||
j.sidedef.Fields["offsety_top"] = new UniValue(UniversalType.Float, GetTopOffsetY(j.sidedef, offset, j.scaleY, true) % (float)texture.Height); //mxd
|
||
if(matchbottom)
|
||
j.sidedef.Fields["offsety_bottom"] = new UniValue(UniversalType.Float, GetBottomOffsetY(j.sidedef, offset, j.scaleY, true) % (float)texture.Height); //mxd
|
||
if(matchmid) {
|
||
//mxd. Side is part of a 3D floor?
|
||
if(j.sidedef.Index != j.controlSide.Index) {
|
||
offset -= j.controlSide.OffsetY;
|
||
offset -= j.controlSide.Fields.GetValue("offsety_mid", 0.0f);
|
||
j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, offset % texture.Height); //mxd
|
||
} else {
|
||
j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, GetMiddleOffsetY(j.sidedef, offset, j.scaleY, true) % (float)texture.Height); //mxd
|
||
}
|
||
}
|
||
}
|
||
forwardoffset = j.offsetx;
|
||
backwardoffset = j.offsetx - (int)Math.Round(j.sidedef.Line.Length / scalex * offsetscalex);
|
||
|
||
// Done this sidedef
|
||
j.sidedef.Marked = true;
|
||
j.controlSide.Marked = true;
|
||
|
||
// Add sidedefs forward (connected to the right vertex)
|
||
v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
|
||
AddSidedefsForAlignment(todo, v, true, forwardoffset, j.scaleY, texture.LongName, true);
|
||
|
||
// Add sidedefs backward (connected to the left vertex)
|
||
v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
|
||
AddSidedefsForAlignment(todo, v, false, backwardoffset, j.scaleY, texture.LongName, true);
|
||
}
|
||
}
|
||
}
|
||
|
||
// This adds the matching, unmarked sidedefs from a vertex for texture alignment
|
||
private void AddSidedefsForAlignment(Stack<SidedefAlignJob> stack, Vertex v, bool forward, float offsetx, float scaleY, long texturelongname, bool udmf) {
|
||
foreach(Linedef ld in v.Linedefs) {
|
||
Sidedef side1 = forward ? ld.Front : ld.Back;
|
||
Sidedef side2 = forward ? ld.Back : ld.Front;
|
||
|
||
if((ld.Start == v) && (side1 != null) && !side1.Marked) {
|
||
List<Sidedef> controlSides = getControlSides(side1, udmf);//mxd
|
||
|
||
foreach(Sidedef s in controlSides) {
|
||
if(Tools.SidedefTextureMatch(s, texturelongname)) {
|
||
SidedefAlignJob nj = new SidedefAlignJob();
|
||
nj.forward = forward;
|
||
nj.offsetx = offsetx;
|
||
nj.scaleY = scaleY; //mxd
|
||
nj.sidedef = side1;
|
||
nj.controlSide = s; //mxd
|
||
stack.Push(nj);
|
||
}
|
||
}
|
||
} else if((ld.End == v) && (side2 != null) && !side2.Marked) {
|
||
List<Sidedef> controlSides = getControlSides(side2, udmf);//mxd
|
||
|
||
foreach(Sidedef s in controlSides) {
|
||
if(Tools.SidedefTextureMatch(s, texturelongname)) {
|
||
SidedefAlignJob nj = new SidedefAlignJob();
|
||
nj.forward = forward;
|
||
nj.offsetx = offsetx;
|
||
nj.scaleY = scaleY; //mxd
|
||
nj.sidedef = side2;
|
||
nj.controlSide = s; //mxd
|
||
stack.Push(nj);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//mxd
|
||
private bool sidePartIsSelected(List<BaseVisualGeometrySidedef> selection, Sidedef side, VisualGeometryType geoType) {
|
||
foreach(BaseVisualGeometrySidedef vs in selection)
|
||
if(vs.GeometryType == geoType && vs.Sidedef.Index == side.Index) return true;
|
||
return false;
|
||
}
|
||
|
||
//mxd. This converts offsetY from/to "normalized" offset for given upper wall
|
||
internal float GetTopOffsetY(Sidedef side, float offset, float scaleY, bool fromNormalized) {
|
||
if(side.Line.IsFlagSet(General.Map.Config.UpperUnpeggedFlag) || side.Other == null || side.Other.Sector == null)
|
||
return offset;
|
||
|
||
//if we don't have UpperUnpegged flag, normalize offset
|
||
float surfaceHeight = (side.Sector.CeilHeight - side.Other.Sector.CeilHeight) * scaleY;
|
||
|
||
if(fromNormalized) return (float)Math.Round(offset + surfaceHeight);
|
||
return (float)Math.Round(offset - surfaceHeight);
|
||
}
|
||
|
||
//mxd. This converts offsetY from/to "normalized" offset for given middle wall
|
||
internal float GetMiddleOffsetY(Sidedef side, float offset, float scaleY, bool fromNormalized) {
|
||
if(!side.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag) || side.Sector == null)
|
||
return offset;
|
||
|
||
//if we have LowerUnpegged flag, normalize offset
|
||
float surfaceHeight = (side.Sector.CeilHeight - side.Sector.FloorHeight) * scaleY;
|
||
|
||
if(fromNormalized) return (float)Math.Round(offset + surfaceHeight);
|
||
return (float)Math.Round(offset - surfaceHeight);
|
||
}
|
||
|
||
//mxd. This converts offsetY from/to "normalized" offset for given lower wall
|
||
internal float GetBottomOffsetY(Sidedef side, float offset, float scaleY, bool fromNormalized) {
|
||
if(side.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag) || side.Other == null || side.Other.Sector == null)
|
||
return offset;
|
||
|
||
//normalize offset
|
||
float surfaceHeight = (side.Sector.CeilHeight - side.Other.Sector.FloorHeight) * scaleY;
|
||
|
||
if(fromNormalized) return (float)Math.Round(offset + surfaceHeight);
|
||
return (float)Math.Round(offset - surfaceHeight);
|
||
}
|
||
|
||
//mxd
|
||
private List<Sidedef> getControlSides(Sidedef side, bool udmf) {
|
||
if(side.Other == null) return new List<Sidedef>() { side };
|
||
if(side.Other.Sector.Tag == 0) return new List<Sidedef>() { side };
|
||
|
||
SectorData data = GetSectorData(side.Other.Sector);
|
||
if(data.ExtraFloors.Count == 0) return new List<Sidedef>() { side };
|
||
|
||
List<Sidedef> sides = new List<Sidedef>();
|
||
foreach(Effect3DFloor ef in data.ExtraFloors)
|
||
sides.Add(ef.Linedef.Front);
|
||
|
||
if(udmf)
|
||
sides.Add(side); //UDMF map format
|
||
else
|
||
sides.Insert(0, side); //Doom/Hexen map format: if a sidedef has lower/upper parts, they take predecence in alignment
|
||
|
||
return sides;
|
||
}
|
||
|
||
#endregion
|
||
}
|
||
}
|