mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-28 06:32:25 +00:00
0c77136c30
- fixes flashing of editing mode name and button when editing mode refuses to engage - a highlight also works now for classic modes to go to EditSelectionMode
755 lines
19 KiB
C#
755 lines
19 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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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[EditMode(DisplayName = "Sectors",
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SwitchAction = "sectorsmode", // Action name used to switch to this mode
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ButtonDesc = "Sectors Mode", // Description on the button in toolbar/menu
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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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public class SectorsMode : ClassicMode
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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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// 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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// 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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// This clears the selection
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[BeginAction("clearselection", BaseAction = true)]
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public void ClearSelection()
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{
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// Clear selection
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General.Map.Map.ClearAllSelected();
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// Redraw
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General.Interface.RedrawDisplay();
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}
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// When undo is used
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[EndAction("undo", BaseAction = true)]
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public void Undo()
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{
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// Clear ordered selection
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orderedselection.Clear();
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}
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// When redo is used
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[EndAction("redo", BaseAction = true)]
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public void Redo()
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{
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// Clear ordered selection
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orderedselection.Clear();
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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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// 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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// 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.Map.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();
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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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}
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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.Map.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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// 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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// 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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// Selection
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protected override void OnSelect()
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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.OnSelect();
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}
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// End selection
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protected override void OnEndSelect()
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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.OnEndSelect();
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}
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// Start editing
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protected override void OnEdit()
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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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drawmode.DrawPointAt(mousemappos, true);
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General.Map.ChangeMode(drawmode);
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}
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base.OnEdit();
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}
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// Done editing
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protected override void OnEndEdit()
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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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// Show sector edit dialog
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General.Interface.ShowEditSectors(selected);
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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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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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editpressed = false;
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base.OnEndEdit();
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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.Interface.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.Map.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;
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foreach(Sidedef sd in s.Sidedefs)
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{
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if(!sd.Line.Selected)
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{
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allselected = false;
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break;
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}
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}
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// Sector completely selected?
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s.Selected = allselected;
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}
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// Make sure all linedefs reflect selected sectors
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foreach(Sector s in General.Map.Map.Sectors)
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SelectSector(s, s.Selected);
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base.OnEndMultiSelection();
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if(renderer.StartOverlay(true)) renderer.Finish();
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General.Interface.RedrawDisplay();
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}
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// This is called when the selection is updated
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protected override void OnUpdateMultiSelection()
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{
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base.OnUpdateMultiSelection();
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// Render selection
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if(renderer.StartOverlay(true))
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{
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RenderMultiSelection();
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renderer.Finish();
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renderer.Present();
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}
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}
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#endregion
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#region ================== Actions
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// This creates a new vertex at the mouse position
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[BeginAction("insertitem", BaseAction = true)]
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public virtual void InsertVertex()
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{
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// Mouse in window?
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if(mouseinside)
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{
|
|
// Create vertex at mouse position
|
|
Vertex v = General.Map.Map.CreateVertex(mousemappos);
|
|
|
|
// Snap to grid enabled?
|
|
if(General.Interface.SnapToGrid)
|
|
{
|
|
// Snap to grid
|
|
v.SnapToGrid();
|
|
}
|
|
else
|
|
{
|
|
// Snap to map format accuracy
|
|
v.SnapToAccuracy();
|
|
}
|
|
|
|
// Redraw screen
|
|
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", UndoGroup.None, 0);
|
|
else
|
|
General.Map.UndoRedo.CreateUndo("Delete sector", UndoGroup.None, 0);
|
|
|
|
// 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
|
|
{
|
|
// 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", UndoGroup.None, 0);
|
|
|
|
// Merge
|
|
JoinMergeSectors(false);
|
|
|
|
// Deselect
|
|
General.Map.Map.ClearSelectedSectors();
|
|
General.Map.Map.ClearSelectedLinedefs();
|
|
General.Map.IsChanged = true;
|
|
|
|
// Redraw display
|
|
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", UndoGroup.None, 0);
|
|
|
|
// Merge
|
|
JoinMergeSectors(true);
|
|
|
|
// Deselect
|
|
General.Map.Map.ClearSelectedSectors();
|
|
General.Map.Map.ClearSelectedLinedefs();
|
|
General.Map.IsChanged = true;
|
|
|
|
// Redraw display
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
|
|
// Support function for joining and merging sectors
|
|
private void JoinMergeSectors(bool removelines)
|
|
{
|
|
// Remove lines in betwen joining sectors?
|
|
if(removelines)
|
|
{
|
|
// Go for all selected linedefs
|
|
ICollection<Linedef> selectedlines = General.Map.Map.GetSelectedLinedefs(true);
|
|
foreach(Linedef ld in selectedlines)
|
|
{
|
|
// Front and back side?
|
|
if((ld.Front != null) && (ld.Back != null))
|
|
{
|
|
// Both a selected sector, but not the same?
|
|
if(ld.Front.Sector.Selected && ld.Back.Sector.Selected &&
|
|
(ld.Front.Sector != ld.Back.Sector))
|
|
{
|
|
// Remove this line
|
|
ld.Dispose();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Join all selected sectors with the first
|
|
for(int i = 1; i < orderedselection.Count; i++)
|
|
orderedselection[i].Join(orderedselection[0]);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|