UltimateZoneBuilder/Source/Plugins/BuilderModes/ErrorChecks/ResultSectorInvalid.cs
MaxED 2598389d6b Sector Info panel now shows how many sidedefs highlighted sector has.
Snap Map Elements to Grid mode now works much faster and shows a message when completed.
Forced default textures are now only used in drawing modes.
Exception Dialog: long error descriptions were breaking window layout.
Map will no longer be shown in Open Map form if unrelated data is encountered inside of map namespace.
2013-09-09 14:03:02 +00:00

99 lines
2.9 KiB
C#

#region ================== Namespaces
using System.Collections.Generic;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
public class ResultSectorInvalid : ErrorResult
{
#region ================== Variables
private readonly Sector sector;
#endregion
#region ================== Properties
public override int Buttons { get { return 1; } }
public override string Button1Text { get { return "Dissolve"; } }
#endregion
#region ================== Constructor / Destructor
// Constructor
public ResultSectorInvalid(Sector s)
{
// Initialize
this.sector = s;
this.viewobjects.Add(s);
this.description = "This sector has invalid geometry (it has less than 3 sidedefs or it's area is 0). This could cause problems with clipping and rendering in the game.";
}
#endregion
#region ================== Methods
// This must return the string that is displayed in the listbox
public override string ToString() {
if (sector.Sidedefs != null && sector.Sidedefs.Count > 2)
return "Area of sector " + sector.Index + " is 0";
return "Sector " + sector.Index + " has " + (sector.Sidedefs == null ? "no" : sector.Sidedefs.Count.ToString()) + " sidedefs";
}
// Rendering
public override void PlotSelection(IRenderer2D renderer)
{
renderer.PlotSector(sector, General.Colors.Selection);
}
// Fix by merging with surrounding geometry/removing
public override bool Button1Click(bool batchMode) {
if(!batchMode) General.Map.UndoRedo.CreateUndo("Invalid sector correction");
//collect the lines
List<Linedef> lines = new List<Linedef>();
foreach (Sidedef side in sector.Sidedefs) {
if (!lines.Contains(side.Line) && !side.Line.IsDisposed)
lines.Add(side.Line);
}
//get rid of lines with zero length
foreach (Linedef line in lines)
if (line.Length == 0) line.Dispose();
if (lines.Count == 0) {
sector.Dispose();
} else if(lines.Count < 3) { //merge with surrounding geometry
bool merged = false;
foreach(Sidedef side in sector.Sidedefs) {
if(side.Other != null && side.Other.Sector != null) {
sector.Join(side.Other.Sector);
merged = true;
break;
}
}
//oh well, I don't know what else I can do here...
if(!merged) sector.Dispose();
} else { //redraw the lines
foreach(Linedef line in lines) {
if(line.IsDisposed) continue;
DrawnVertex start = new DrawnVertex { pos = line.Start.Position, stitch = true, stitchline = true };
DrawnVertex end = new DrawnVertex { pos = line.End.Position, stitch = true, stitchline = true };
Tools.DrawLines(new List<DrawnVertex> { start, end }, false, false);
}
}
General.Map.Map.Update();
return true;
}
#endregion
}
}