UltimateZoneBuilder/Source/Plugins/BuilderModes/ClassicModes/DragSectorsMode.cs
MaxED 17ac1c6db5 Sectors/Linedefs modes: removed "Select Things in Selected Sectors" action.
Sectors mode: removed "Move Things in Selected Sectors" toolbar button.
Sectors mode: added "Synchronized Things Editing" menu item, action and toolbar button. When enabled, things dragging will be synchronized to sector dragging. Regular, Paint and Rectangular selection will also select things (holding Alt while selecting inverts this behavior). Deleting sectors will also delete selected things.
Linedefs mode: added "Synchronized Things Editing" menu item, action and toolbar button. When enabled, selected things will be dragged when dragging linedefs. Rectangular selection will also select things (holding Alt while selecting inverts this behavior).
Changed: selection info now always displays info about all types of map elements.
Fixed: .dbs containing only current map settings was created when trying to save unchanged map. 
Fixed, Visual mode, "Copy Texture" action: when "Use long texture names" option is disabled, texture name as stored in Sidedef should be used, not the 8-char texture name.
Updated documentation.
2015-11-03 08:54:56 +00:00

193 lines
4.9 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections.Generic;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
// No action or button for this mode, it is automatic.
// The EditMode attribute does not have to be specified unless the
// mode must be activated by class name rather than direct instance.
// In that case, just specifying the attribute like this is enough:
// [EditMode]
[EditMode(DisplayName = "Sectors",
AllowCopyPaste = false,
Volatile = true)]
public sealed class DragSectorsMode : DragGeometryMode
{
#region ================== Constants
#endregion
#region ================== Variables
private ICollection<Linedef> selectedlines;
private ICollection<Sector> selectedsectors;
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
// Constructor to start dragging immediately
public DragSectorsMode(Vector2D dragstartmappos)
{
// Mark what we are dragging
General.Map.Map.ClearAllMarks(false);
General.Map.Map.MarkSelectedLinedefs(true, true);
ICollection<Vertex> verts = General.Map.Map.GetVerticesFromLinesMarks(true);
foreach(Vertex v in verts) v.Marked = true;
// Get selected lines
selectedlines = General.Map.Map.GetSelectedLinedefs(true);
selectedsectors = General.Map.Map.GetSelectedSectors(true);
// Initialize
base.StartDrag(dragstartmappos);
undodescription = (selectedsectors.Count == 1 ? "Drag sector" : "Drag " + selectedsectors.Count + " sectors"); //mxd
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Done
base.Dispose();
}
}
#endregion
#region ================== Methods
// Mode engages
public override void OnEngage()
{
base.OnEngage();
renderer.SetPresentation(Presentation.Standard);
}
// Disenagaging
public override void OnDisengage()
{
// Select vertices from lines selection
General.Map.Map.ClearSelectedVertices();
ICollection<Vertex> verts = General.Map.Map.GetVerticesFromLinesMarks(true);
foreach(Vertex v in verts) v.Selected = true;
// Perform normal disengage
base.OnDisengage();
// Clear vertex selection
General.Map.Map.ClearSelectedVertices();
// When not cancelled
if(!cancelled)
{
// If only a single sector was selected, deselect it now
if(selectedsectors.Count == 1)
{
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
}
}
}
// This redraws the display
public override void OnRedrawDisplay()
{
renderer.RedrawSurface();
UpdateRedraw();
// Redraw things when view changed
if(CheckViewChanged())
{
if(renderer.StartThings(true))
{
renderer.RenderThingSet(General.Map.Map.Things, Presentation.THINGS_ALPHA);
renderer.Finish();
}
}
renderer.Present();
}
// This redraws only the required things
protected override void UpdateRedraw()
{
// Start rendering
if(renderer.StartPlotter(true))
{
// Render lines and vertices
renderer.PlotLinedefSet(snaptolines);
renderer.PlotLinedefSet(unstablelines);
renderer.PlotLinedefSet(selectedlines);
renderer.PlotVerticesSet(General.Map.Map.Vertices);
// Draw the dragged item highlighted
// This is important to know, because this item is used
// for snapping to the grid and snapping to nearest items
renderer.PlotVertex(dragitem, ColorCollection.HIGHLIGHT);
// Done
renderer.Finish();
}
//mxd. Render things
if(renderer.StartThings(true))
{
renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA);
renderer.RenderThingSet(unselectedthings, Presentation.THINGS_ALPHA);
renderer.RenderThingSet(selectedthings, Presentation.THINGS_ALPHA);
renderer.Finish();
}
// Redraw overlay
if(renderer.StartOverlay(true))
{
foreach(LineLengthLabel l in labels)
{
renderer.RenderText(l.TextLabel);
}
renderer.Finish();
}
}
#endregion
}
}