mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-28 06:32:25 +00:00
225 lines
5.3 KiB
C#
225 lines
5.3 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;
|
|
using System.Collections.Generic;
|
|
using System.Globalization;
|
|
using System.Text;
|
|
using System.Windows.Forms;
|
|
using System.IO;
|
|
using System.Reflection;
|
|
using CodeImp.DoomBuilder.Interface;
|
|
using CodeImp.DoomBuilder.IO;
|
|
using CodeImp.DoomBuilder.Map;
|
|
using CodeImp.DoomBuilder.Rendering;
|
|
using CodeImp.DoomBuilder.Geometry;
|
|
using CodeImp.DoomBuilder.Editing;
|
|
|
|
#endregion
|
|
|
|
namespace CodeImp.DoomBuilder.BuilderModes.Editing
|
|
{
|
|
[EditMode(SwitchAction = "visualmode", // Action name used to switch to this mode
|
|
ButtonDesc = "Visual Mode", // Description on the button in toolbar/menu
|
|
ButtonImage = "VisualMode.png", // Image resource name for the button
|
|
ButtonOrder = 0)] // Position of the button (lower is more to the left)
|
|
|
|
public class BaseVisualMode : VisualMode
|
|
{
|
|
#region ================== Constants
|
|
|
|
#endregion
|
|
|
|
#region ================== Variables
|
|
|
|
// All constructed visual sectors
|
|
private Dictionary<Sector, BaseVisualSector> allsectors;
|
|
|
|
// List of visible sectors
|
|
private Dictionary<Sector, BaseVisualSector> visiblesectors;
|
|
|
|
#endregion
|
|
|
|
#region ================== Properties
|
|
|
|
#endregion
|
|
|
|
#region ================== Constructor / Disposer
|
|
|
|
// Constructor
|
|
public BaseVisualMode()
|
|
{
|
|
// Initialize
|
|
allsectors = new Dictionary<Sector, BaseVisualSector>(General.Map.Map.Sectors.Count);
|
|
visiblesectors = new Dictionary<Sector, BaseVisualSector>();
|
|
|
|
// We have no destructor
|
|
GC.SuppressFinalize(this);
|
|
}
|
|
|
|
// Diposer
|
|
public override void Dispose()
|
|
{
|
|
// Not already disposed?
|
|
if(!isdisposed)
|
|
{
|
|
// Clean up
|
|
foreach(KeyValuePair<Sector, BaseVisualSector> s in allsectors) s.Value.Dispose();
|
|
visiblesectors = null;
|
|
allsectors = null;
|
|
|
|
// Done
|
|
base.Dispose();
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Private Tools
|
|
|
|
// This finds the nearest sector to the camera
|
|
private Sector FindStartSector(Vector2D campos)
|
|
{
|
|
float side;
|
|
Linedef l;
|
|
|
|
// Get nearest linedef
|
|
l = General.Map.Map.NearestLinedef(campos);
|
|
if(l != null)
|
|
{
|
|
// Check if we are on front or back side
|
|
side = l.SideOfLine(campos);
|
|
if(side > 0)
|
|
{
|
|
// Is there a sidedef here?
|
|
if(l.Back != null)
|
|
return l.Back.Sector;
|
|
else if(l.Front != null)
|
|
return l.Front.Sector;
|
|
else
|
|
return null;
|
|
}
|
|
else
|
|
{
|
|
// Is there a sidedef here?
|
|
if(l.Front != null)
|
|
return l.Front.Sector;
|
|
else if(l.Back != null)
|
|
return l.Back.Sector;
|
|
else
|
|
return null;
|
|
}
|
|
}
|
|
else
|
|
return null;
|
|
}
|
|
|
|
// This recursively finds and adds visible sectors
|
|
private void ProcessVisibleSectors(Sector start, Vector2D campos)
|
|
{
|
|
BaseVisualSector vs;
|
|
Sector os;
|
|
|
|
// Find the basesector and make it if needed
|
|
if(allsectors.ContainsKey(start))
|
|
{
|
|
// Take existing visualsector
|
|
vs = allsectors[start];
|
|
}
|
|
else
|
|
{
|
|
// Make new visualsector
|
|
vs = new BaseVisualSector(start);
|
|
allsectors.Add(start, vs);
|
|
}
|
|
|
|
// Add sector to visibility list
|
|
visiblesectors.Add(start, vs);
|
|
|
|
// Go for all sidedefs in the sector
|
|
foreach(Sidedef sd in start.Sidedefs)
|
|
{
|
|
// Doublesided and not referring to same sector?
|
|
if((sd.Other != null) && (sd.Other.Sector != sd.Sector))
|
|
{
|
|
// Get the other sector
|
|
os = sd.Other.Sector;
|
|
|
|
// Sector not yet added?
|
|
if(!visiblesectors.ContainsKey(os))
|
|
{
|
|
// TODO: Visiblity checking!
|
|
{
|
|
// Process this sector as well
|
|
ProcessVisibleSectors(os, campos);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
// This draws a frame
|
|
public override void RedrawDisplay()
|
|
{
|
|
// Start drawing
|
|
if(renderer.Start())
|
|
{
|
|
// Begin with geometry
|
|
renderer.StartGeometry();
|
|
|
|
// Render all visible sectors
|
|
foreach(KeyValuePair<Sector, BaseVisualSector> vs in visiblesectors)
|
|
renderer.RenderGeometry(vs.Value);
|
|
|
|
// Done rendering geometry
|
|
renderer.FinishGeometry();
|
|
|
|
// Present!
|
|
renderer.Finish();
|
|
}
|
|
|
|
// Call base
|
|
base.RedrawDisplay();
|
|
}
|
|
|
|
// This processes a frame
|
|
public override void Process()
|
|
{
|
|
Vector2D campos;
|
|
|
|
// Process base class first
|
|
base.Process();
|
|
|
|
// Get the 2D camera position
|
|
campos = new Vector2D(base.CameraPosition.x, base.CameraPosition.y);
|
|
|
|
// Make new visibility list
|
|
visiblesectors = new Dictionary<Sector, BaseVisualSector>(General.Map.Map.Sectors.Count);
|
|
|
|
// Process all visible sectors starting with the nearest
|
|
ProcessVisibleSectors(FindStartSector(campos), campos);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|