mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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931 lines
24 KiB
C#
931 lines
24 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.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.IO;
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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 System.Drawing;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.BuilderModes.Interface;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[EditMode(DisplayName = "Sectors Mode",
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SwitchAction = "sectorsmode", // Action name used to switch to this mode
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ButtonImage = "SectorsMode.png", // Image resource name for the button
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ButtonOrder = int.MinValue + 200, // Position of the button (lower is more to the left)
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ButtonGroup = "000_editing",
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UseByDefault = true)]
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public class SectorsMode : BaseClassicMode
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Highlighted item
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protected Sector highlighted;
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private Association highlightasso = new Association();
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// Interface
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protected bool editpressed;
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// The methods GetSelected* and MarkSelected* on the MapSet do not
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// retain the order in which items were selected.
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// This list keeps in order while sectors are selected/deselected.
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protected List<Sector> orderedselection;
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public SectorsMode()
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{
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// Make ordered selection list
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orderedselection = new List<Sector>();
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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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orderedselection = null;
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// Dispose base
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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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// Support function for joining and merging sectors
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private void JoinMergeSectors(bool removelines)
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{
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// Remove lines in betwen joining sectors?
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if(removelines)
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{
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// Go for all selected linedefs
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ICollection<Linedef> selectedlines = General.Map.Map.GetSelectedLinedefs(true);
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foreach(Linedef ld in selectedlines)
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{
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// Front and back side?
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if((ld.Front != null) && (ld.Back != null))
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{
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// Both a selected sector, but not the same?
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if(ld.Front.Sector.Selected && ld.Back.Sector.Selected &&
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(ld.Front.Sector != ld.Back.Sector))
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{
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// Remove this line
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ld.Dispose();
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}
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}
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}
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}
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// Find the first sector that is not disposed
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Sector first = null;
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foreach(Sector s in orderedselection)
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if(!s.IsDisposed) { first = s; break; }
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// Join all selected sectors with the first
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for(int i = 0; i < orderedselection.Count; i++)
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if((orderedselection[i] != first) && !orderedselection[i].IsDisposed)
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orderedselection[i].Join(first);
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// Clear selection
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General.Map.Map.ClearAllSelected();
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orderedselection.Clear();
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}
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// This highlights a new item
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protected void Highlight(Sector s)
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{
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bool completeredraw = false;
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// Often we can get away by simply undrawing the previous
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// highlight and drawing the new highlight. But if associations
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// are or were drawn we need to redraw the entire display.
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// Previous association highlights something?
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if((highlighted != null) && (highlighted.Tag > 0)) completeredraw = true;
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// Set highlight association
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if(s != null)
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highlightasso.Set(s.Tag, UniversalType.SectorTag);
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else
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highlightasso.Set(0, 0);
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// New association highlights something?
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if((s != null) && (s.Tag > 0)) completeredraw = true;
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// If we're changing associations, then we
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// need to redraw the entire display
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if(completeredraw)
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{
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// Set new highlight and redraw completely
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highlighted = s;
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General.Interface.RedrawDisplay();
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}
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else
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{
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// Update display
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if(renderer.StartPlotter(false))
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{
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// Undraw previous highlight
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if((highlighted != null) && !highlighted.IsDisposed)
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renderer.PlotSector(highlighted);
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/*
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// Undraw highlighted things
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if(highlighted != null)
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foreach(Thing t in highlighted.Things)
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renderer.RenderThing(t, renderer.DetermineThingColor(t));
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*/
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// Set new highlight
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highlighted = s;
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// Render highlighted item
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if((highlighted != null) && !highlighted.IsDisposed)
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renderer.PlotSector(highlighted, General.Colors.Highlight);
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/*
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// Render highlighted things
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if(highlighted != null)
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foreach(Thing t in highlighted.Things)
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renderer.RenderThing(t, General.Colors.Highlight);
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*/
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// Done
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renderer.Finish();
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renderer.Present();
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}
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}
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// Show highlight info
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if((highlighted != null) && !highlighted.IsDisposed)
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General.Interface.ShowSectorInfo(highlighted);
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else
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General.Interface.HideInfo();
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}
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// This selectes or deselects a sector
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protected void SelectSector(Sector s, bool selectstate)
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{
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bool selectionchanged = false;
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if(!s.IsDisposed)
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{
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// Select the sector?
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if(selectstate && !s.Selected)
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{
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orderedselection.Add(s);
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s.Selected = true;
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selectionchanged = true;
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}
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// Deselect the sector?
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else if(!selectstate && s.Selected)
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{
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orderedselection.Remove(s);
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s.Selected = false;
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selectionchanged = true;
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}
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// Selection changed?
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if(selectionchanged)
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{
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// Make update lines selection
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foreach(Sidedef sd in s.Sidedefs)
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{
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bool front, back;
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if(sd.Line.Front != null) front = sd.Line.Front.Sector.Selected; else front = false;
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if(sd.Line.Back != null) back = sd.Line.Back.Sector.Selected; else back = false;
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sd.Line.Selected = front | back;
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}
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}
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}
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else
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{
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// Remove from list
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orderedselection.Remove(s);
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}
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}
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#endregion
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#region ================== Events
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// Cancel mode
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public override void OnCancel()
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{
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base.OnCancel();
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// Return to this mode
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General.Editing.ChangeMode(new SectorsMode());
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}
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// Mode engages
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public override void OnEngage()
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{
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base.OnEngage();
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renderer.SetPresentation(Presentation.Standard);
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// Convert geometry selection to sectors only
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General.Map.Map.ClearAllMarks(false);
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General.Map.Map.MarkSelectedVertices(true, true);
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ICollection<Linedef> lines = General.Map.Map.LinedefsFromMarkedVertices(false, true, false);
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foreach(Linedef l in lines) l.Selected = true;
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General.Map.Map.ClearMarkedSectors(true);
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foreach(Linedef l in General.Map.Map.Linedefs)
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{
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if(!l.Selected)
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{
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if(l.Front != null) l.Front.Sector.Marked = false;
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if(l.Back != null) l.Back.Sector.Marked = false;
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}
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}
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General.Map.Map.ClearAllSelected();
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foreach(Sector s in General.Map.Map.Sectors)
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{
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if(s.Marked)
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{
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s.Selected = true;
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foreach(Sidedef sd in s.Sidedefs) sd.Line.Selected = true;
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}
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}
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// Fill the list with selected sectors (these are not in order, but we have no other choice)
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ICollection<Sector> selectedsectors = General.Map.Map.GetSelectedSectors(true);
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foreach(Sector s in selectedsectors) orderedselection.Add(s);
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}
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// Mode disengages
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public override void OnDisengage()
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{
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base.OnDisengage();
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// Going to EditSelectionMode?
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if(General.Editing.NewMode is EditSelectionMode)
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{
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// No selection made? But we have a highlight!
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if((General.Map.Map.GetSelectedSectors(true).Count == 0) && (highlighted != null))
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{
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// Make the highlight the selection
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SelectSector(highlighted, true);
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}
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}
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// Hide highlight info
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General.Interface.HideInfo();
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}
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// This redraws the display
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public override void OnRedrawDisplay()
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{
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renderer.RedrawSurface();
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// Render lines and vertices
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if(renderer.StartPlotter(true))
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{
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renderer.PlotLinedefSet(General.Map.Map.Linedefs);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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renderer.PlotSector(highlighted, General.Colors.Highlight);
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BuilderPlug.Me.PlotReverseAssociations(renderer, highlightasso);
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}
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renderer.Finish();
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}
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// Render things
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if(renderer.StartThings(true))
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{
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renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA);
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renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, 1.0f);
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renderer.Finish();
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}
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// Render selection
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if(renderer.StartOverlay(true))
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{
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if((highlighted != null) && !highlighted.IsDisposed) BuilderPlug.Me.RenderReverseAssociations(renderer, highlightasso);
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if(selecting) RenderMultiSelection();
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renderer.Finish();
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}
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renderer.Present();
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}
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// Selection
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protected override void OnSelectBegin()
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{
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// Item highlighted?
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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// Flip selection
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SelectSector(highlighted, !highlighted.Selected);
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// Update display
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if(renderer.StartPlotter(false))
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{
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// Redraw highlight to show selection
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renderer.PlotSector(highlighted);
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renderer.Finish();
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renderer.Present();
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}
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}
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else
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{
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// Start making a selection
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StartMultiSelection();
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}
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base.OnSelectBegin();
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}
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// End selection
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protected override void OnSelectEnd()
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{
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// Not stopping from multiselection?
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if(!selecting)
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{
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// Item highlighted?
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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// Update display
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if(renderer.StartPlotter(false))
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{
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// Render highlighted item
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renderer.PlotSector(highlighted, General.Colors.Highlight);
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renderer.Finish();
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renderer.Present();
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}
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}
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}
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base.OnSelectEnd();
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}
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// Start editing
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protected override void OnEditBegin()
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{
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// Item highlighted?
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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// Edit pressed in this mode
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editpressed = true;
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// Highlighted item not selected?
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if(!highlighted.Selected)
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{
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// Make this the only selection
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General.Map.Map.ClearSelectedSectors();
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General.Map.Map.ClearSelectedLinedefs();
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SelectSector(highlighted, true);
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General.Interface.RedrawDisplay();
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}
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// Update display
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if(renderer.StartPlotter(false))
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{
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// Redraw highlight to show selection
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renderer.PlotSector(highlighted);
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renderer.Finish();
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renderer.Present();
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}
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}
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else
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{
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// Start drawing mode
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DrawGeometryMode drawmode = new DrawGeometryMode();
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bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
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bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
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DrawnVertex v = DrawGeometryMode.GetCurrentPosition(mousemappos, snaptonearest, snaptogrid, renderer, new List<DrawnVertex>());
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drawmode.DrawPointAt(v);
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General.Editing.ChangeMode(drawmode);
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}
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base.OnEditBegin();
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}
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// Done editing
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protected override void OnEditEnd()
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{
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// Edit pressed in this mode?
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if(editpressed)
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{
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// Anything selected?
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ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
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if(selected.Count > 0)
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{
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if(General.Interface.IsActiveWindow)
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{
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// Show sector edit dialog
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General.Interface.ShowEditSectors(selected);
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General.Map.Map.Update();
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// When a single sector was selected, deselect it now
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if(selected.Count == 1)
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{
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orderedselection.Clear();
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General.Map.Map.ClearSelectedSectors();
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General.Map.Map.ClearSelectedLinedefs();
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}
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// Update entire display
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General.Interface.RedrawDisplay();
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}
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}
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}
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editpressed = false;
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base.OnEditEnd();
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}
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// Mouse moves
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public override void OnMouseMove(MouseEventArgs e)
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{
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base.OnMouseMove(e);
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// Not holding any buttons?
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if(e.Button == MouseButtons.None)
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{
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// Find the nearest linedef within highlight range
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Linedef l = General.Map.Map.NearestLinedef(mousemappos);
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if(l != null)
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{
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// Check on which side of the linedef the mouse is
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float side = l.SideOfLine(mousemappos);
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if(side > 0)
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{
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// Is there a sidedef here?
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if(l.Back != null)
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{
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// Highlight if not the same
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if(l.Back.Sector != highlighted) Highlight(l.Back.Sector);
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}
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else
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{
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// Highlight nothing
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if(highlighted != null) Highlight(null);
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}
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}
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else
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{
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// Is there a sidedef here?
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if(l.Front != null)
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{
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// Highlight if not the same
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if(l.Front.Sector != highlighted) Highlight(l.Front.Sector);
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}
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else
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{
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// Highlight nothing
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if(highlighted != null) Highlight(null);
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}
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}
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}
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else
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{
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// Highlight nothing
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if(highlighted != null) Highlight(null);
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}
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}
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}
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// Mouse leaves
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public override void OnMouseLeave(EventArgs e)
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{
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base.OnMouseLeave(e);
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// Highlight nothing
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Highlight(null);
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}
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// Mouse wants to drag
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protected override void OnDragStart(MouseEventArgs e)
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{
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base.OnDragStart(e);
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// Edit button used?
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if(General.Actions.CheckActionActive(null, "classicedit"))
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{
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// Anything highlighted?
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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// Highlighted item not selected?
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if(!highlighted.Selected)
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{
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// Select only this sector for dragging
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General.Map.Map.ClearSelectedSectors();
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SelectSector(highlighted, true);
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}
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// Start dragging the selection
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General.Editing.ChangeMode(new DragSectorsMode(mousedownmappos));
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}
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}
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}
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// This is called wheh selection ends
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protected override void OnEndMultiSelection()
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{
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// Go for all lines
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foreach(Linedef l in General.Map.Map.Linedefs)
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{
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l.Selected = ((l.Start.Position.x >= selectionrect.Left) &&
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(l.Start.Position.y >= selectionrect.Top) &&
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(l.Start.Position.x <= selectionrect.Right) &&
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(l.Start.Position.y <= selectionrect.Bottom) &&
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(l.End.Position.x >= selectionrect.Left) &&
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(l.End.Position.y >= selectionrect.Top) &&
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(l.End.Position.x <= selectionrect.Right) &&
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(l.End.Position.y <= selectionrect.Bottom));
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}
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// Go for all sectors
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foreach(Sector s in General.Map.Map.Sectors)
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{
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// Go for all sidedefs
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bool allselected = true;
|
|
foreach(Sidedef sd in s.Sidedefs)
|
|
{
|
|
if(!sd.Line.Selected)
|
|
{
|
|
allselected = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Sector completely selected?
|
|
SelectSector(s, allselected);
|
|
}
|
|
|
|
// Make sure all linedefs reflect selected sectors
|
|
foreach(Sidedef sd in General.Map.Map.Sidedefs)
|
|
if(!sd.Sector.Selected && ((sd.Other == null) || !sd.Other.Sector.Selected))
|
|
sd.Line.Selected = false;
|
|
|
|
// Fill the list with selected sectors (these are not in order, but we have no other choice)
|
|
orderedselection.Clear();
|
|
ICollection<Sector> selectedsectors = General.Map.Map.GetSelectedSectors(true);
|
|
foreach(Sector s in selectedsectors) orderedselection.Add(s);
|
|
|
|
base.OnEndMultiSelection();
|
|
if(renderer.StartOverlay(true)) renderer.Finish();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
// This is called when the selection is updated
|
|
protected override void OnUpdateMultiSelection()
|
|
{
|
|
base.OnUpdateMultiSelection();
|
|
|
|
// Render selection
|
|
if(renderer.StartOverlay(true))
|
|
{
|
|
RenderMultiSelection();
|
|
renderer.Finish();
|
|
renderer.Present();
|
|
}
|
|
}
|
|
|
|
// When copying
|
|
public override bool OnCopyBegin()
|
|
{
|
|
// No selection made? But we have a highlight!
|
|
if((General.Map.Map.GetSelectedSectors(true).Count == 0) && (highlighted != null))
|
|
{
|
|
// Make the highlight the selection
|
|
SelectSector(highlighted, true);
|
|
}
|
|
|
|
return base.OnCopyBegin();
|
|
}
|
|
|
|
// When pasting
|
|
public override bool OnPasteBegin()
|
|
{
|
|
// No selection made? But we have a highlight!
|
|
if((General.Map.Map.GetSelectedSectors(true).Count == 0) && (highlighted != null))
|
|
{
|
|
// Make the highlight the selection
|
|
SelectSector(highlighted, true);
|
|
}
|
|
|
|
return base.OnPasteBegin();
|
|
}
|
|
|
|
// When undo is used
|
|
public override bool OnUndoBegin()
|
|
{
|
|
// Clear ordered selection
|
|
orderedselection.Clear();
|
|
|
|
return base.OnUndoBegin();
|
|
}
|
|
|
|
// When redo is used
|
|
public override bool OnRedoBegin()
|
|
{
|
|
// Clear ordered selection
|
|
orderedselection.Clear();
|
|
|
|
return base.OnRedoBegin();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Actions
|
|
|
|
// This creates a new vertex at the mouse position
|
|
[BeginAction("insertitem", BaseAction = true)]
|
|
public virtual void InsertVertexAction() { VerticesMode.InsertVertex(mousemappos, renderer.Scale); }
|
|
|
|
[BeginAction("makedoor")]
|
|
public void MakeDoor()
|
|
{
|
|
// Highlighted item not selected?
|
|
if(!highlighted.Selected)
|
|
{
|
|
if(highlighted != null)
|
|
{
|
|
// Make this the only selection
|
|
General.Map.Map.ClearSelectedSectors();
|
|
General.Map.Map.ClearSelectedLinedefs();
|
|
SelectSector(highlighted, true);
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
|
|
// Anything selected?
|
|
if(orderedselection.Count > 0)
|
|
{
|
|
string doortex = "";
|
|
string floortex = null;
|
|
string ceiltex = null;
|
|
|
|
// Find ceiling and floor textures
|
|
foreach(Sector s in orderedselection)
|
|
{
|
|
if(floortex == null) floortex = s.FloorTexture; else if(floortex != s.FloorTexture) floortex = "";
|
|
if(ceiltex == null) ceiltex = s.CeilTexture; else if(ceiltex != s.CeilTexture) ceiltex = "";
|
|
}
|
|
|
|
// Show the dialog
|
|
MakeDoorForm form = new MakeDoorForm();
|
|
if(form.Show(General.Interface, doortex, ceiltex, floortex) == DialogResult.OK)
|
|
{
|
|
doortex = form.DoorTexture;
|
|
ceiltex = form.CeilingTexture;
|
|
floortex = form.FloorTexture;
|
|
|
|
// Create undo
|
|
General.Map.UndoRedo.CreateUndo("Make door (" + doortex + ")");
|
|
|
|
// Go for all selected sectors
|
|
foreach(Sector s in orderedselection)
|
|
{
|
|
// Lower the ceiling down to the floor
|
|
s.CeilHeight = s.FloorHeight;
|
|
|
|
// Make a unique tag (not sure if we need it yet, depends on the args)
|
|
int tag = General.Map.Map.GetNewTag();
|
|
|
|
// Go for all it's sidedefs
|
|
foreach(Sidedef sd in s.Sidedefs)
|
|
{
|
|
// Singlesided?
|
|
if(sd.Other == null)
|
|
{
|
|
// Make this a doortrak
|
|
sd.SetTextureHigh("-");
|
|
sd.SetTextureMid(General.Map.Config.MakeDoorTrack);
|
|
sd.SetTextureLow("-");
|
|
|
|
// Set upper/lower unpegged flags
|
|
sd.Line.Flags[General.Map.Config.UpperUnpeggedFlag] = false;
|
|
sd.Line.Flags[General.Map.Config.LowerUnpeggedFlag] = true;
|
|
}
|
|
else
|
|
{
|
|
// Set textures
|
|
if(floortex.Length > 0) s.SetFloorTexture(floortex);
|
|
if(ceiltex.Length > 0) s.SetCeilTexture(ceiltex);
|
|
if(doortex.Length > 0) sd.Other.SetTextureHigh(doortex);
|
|
|
|
// Set upper/lower unpegged flags
|
|
sd.Line.Flags[General.Map.Config.UpperUnpeggedFlag] = false;
|
|
sd.Line.Flags[General.Map.Config.LowerUnpeggedFlag] = false;
|
|
|
|
// Get door linedef type from config
|
|
sd.Line.Action = General.Map.Config.MakeDoorAction;
|
|
|
|
// Set the linedef args
|
|
for(int i = 0; i < Linedef.NUM_ARGS; i++)
|
|
{
|
|
// A -1 arg indicates that the arg must be set to the new sector tag
|
|
// and only in this case we set the tag on the sector, because only
|
|
// then we know for sure that we need a tag.
|
|
if(General.Map.Config.MakeDoorArgs[i] == -1)
|
|
{
|
|
sd.Line.Args[i] = tag;
|
|
s.Tag = tag;
|
|
}
|
|
else
|
|
{
|
|
sd.Line.Args[i] = General.Map.Config.MakeDoorArgs[i];
|
|
}
|
|
}
|
|
|
|
// Make sure the line is facing outwards
|
|
if(sd.IsFront)
|
|
{
|
|
sd.Line.FlipVertices();
|
|
sd.Line.FlipSidedefs();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// When a single sector was selected, deselect it now
|
|
if(orderedselection.Count == 1)
|
|
{
|
|
orderedselection.Clear();
|
|
General.Map.Map.ClearSelectedSectors();
|
|
General.Map.Map.ClearSelectedLinedefs();
|
|
}
|
|
}
|
|
|
|
// Done
|
|
form.Dispose();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
|
|
[BeginAction("deleteitem", BaseAction = true)]
|
|
public void DeleteItem()
|
|
{
|
|
// Make list of selected sectors
|
|
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
|
|
if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed) selected.Add(highlighted);
|
|
|
|
// Anything to do?
|
|
if(selected.Count > 0)
|
|
{
|
|
// Make undo
|
|
if(selected.Count > 1)
|
|
General.Map.UndoRedo.CreateUndo("Delete " + selected.Count + " sectors");
|
|
else
|
|
General.Map.UndoRedo.CreateUndo("Delete sector");
|
|
|
|
// Dispose selected sectors
|
|
foreach(Sector s in selected)
|
|
{
|
|
// Get all the linedefs
|
|
General.Map.Map.ClearMarkedLinedefs(false);
|
|
foreach(Sidedef sd in s.Sidedefs) sd.Line.Marked = true;
|
|
List<Linedef> lines = General.Map.Map.GetMarkedLinedefs(true);
|
|
|
|
// Dispose the sector
|
|
s.Dispose();
|
|
|
|
// Check all the lines
|
|
for(int i = lines.Count - 1; i >= 0; i--)
|
|
{
|
|
// If the line has become orphaned, remove it
|
|
if((lines[i].Front == null) && (lines[i].Back == null))
|
|
{
|
|
// Remove line
|
|
lines[i].Dispose();
|
|
}
|
|
else
|
|
{
|
|
// If the line only has a back side left, flip the line and sides
|
|
if((lines[i].Front == null) && (lines[i].Back != null))
|
|
{
|
|
lines[i].FlipVertices();
|
|
lines[i].FlipSidedefs();
|
|
}
|
|
|
|
// Update sided flags
|
|
lines[i].ApplySidedFlags();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Update cache values
|
|
General.Map.IsChanged = true;
|
|
General.Map.Map.Update();
|
|
|
|
// Redraw screen
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
|
|
// This joins sectors together and keeps all lines
|
|
[BeginAction("joinsectors")]
|
|
public void JoinSectors()
|
|
{
|
|
// Worth our money?
|
|
int count = General.Map.Map.GetSelectedSectors(true).Count;
|
|
if(count > 1)
|
|
{
|
|
// Make undo
|
|
General.Map.UndoRedo.CreateUndo("Join " + count + " sectors");
|
|
|
|
// Merge
|
|
JoinMergeSectors(false);
|
|
|
|
// Deselect
|
|
General.Map.Map.ClearSelectedSectors();
|
|
General.Map.Map.ClearSelectedLinedefs();
|
|
General.Map.IsChanged = true;
|
|
|
|
// Redraw display
|
|
General.Map.Map.Update();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
|
|
// This joins sectors together and removes the lines in between
|
|
[BeginAction("mergesectors")]
|
|
public void MergeSectors()
|
|
{
|
|
// Worth our money?
|
|
int count = General.Map.Map.GetSelectedSectors(true).Count;
|
|
if(count > 1)
|
|
{
|
|
// Make undo
|
|
General.Map.UndoRedo.CreateUndo("Merge " + count + " sectors");
|
|
|
|
// Merge
|
|
JoinMergeSectors(true);
|
|
|
|
// Deselect
|
|
General.Map.Map.ClearSelectedSectors();
|
|
General.Map.Map.ClearSelectedLinedefs();
|
|
General.Map.IsChanged = true;
|
|
|
|
// Redraw display
|
|
General.Map.Map.Update();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
|
|
// This clears the selection
|
|
[BeginAction("clearselection", BaseAction = true)]
|
|
public void ClearSelection()
|
|
{
|
|
// Clear selection
|
|
General.Map.Map.ClearAllSelected();
|
|
orderedselection.Clear();
|
|
|
|
// Redraw
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|