mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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3daf9307e9
- added hourglass crosshair in visual mode for time consuming actions
290 lines
6.7 KiB
C#
290 lines
6.7 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 CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.VisualModes;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[EditMode(DisplayName = "Visual Mode",
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SwitchAction = "visualmode", // Action name used to switch to this mode
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ButtonImage = "VisualMode.png", // Image resource name for the button
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ButtonOrder = 0, // Position of the button (lower is more to the left)
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UseByDefault = true)]
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public class BaseVisualMode : VisualMode
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{
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#region ================== Constants
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// Object picking interval
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private const double PICK_INTERVAL = 100.0d;
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private const float PICK_RANGE = 0.98f;
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#endregion
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#region ================== Variables
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// Object picking
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private VisualPickResult target;
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private double lastpicktime;
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private bool locktarget;
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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 BaseVisualMode()
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{
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// Initialize
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// We have no destructor
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GC.SuppressFinalize(this);
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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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// Done
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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 creates a visual sector
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protected override VisualSector CreateVisualSector(Sector s)
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{
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return new BaseVisualSector(s);
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}
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// This locks the target so that it isn't changed until unlocked
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public void LockTarget()
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{
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locktarget = true;
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}
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// This unlocks the target so that is changes to the aimed geometry again
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public void UnlockTarget()
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{
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locktarget = false;
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}
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// This picks a new target
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private void PickTarget()
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{
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// Find the object we are aiming at
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Vector3D start = CameraPosition;
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Vector3D delta = CameraTarget - CameraPosition;
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delta = delta.GetFixedLength(General.Settings.ViewDistance * PICK_RANGE);
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VisualPickResult newtarget = PickObject(start, start + delta);
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// Object changed?
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if(newtarget.geometry != target.geometry)
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{
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// Any result?
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if(newtarget.geometry != null)
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{
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if(newtarget.geometry.Sidedef != null)
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{
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if((target.geometry != null) && (target.geometry.Sidedef == null)) General.Interface.HideInfo();
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General.Interface.ShowLinedefInfo(newtarget.geometry.Sidedef.Line);
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}
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else if(newtarget.geometry.Sidedef == null)
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{
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if((target.geometry == null) || (target.geometry.Sidedef != null)) General.Interface.HideInfo();
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General.Interface.ShowSectorInfo(newtarget.geometry.Sector.Sector);
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}
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else
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{
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General.Interface.HideInfo();
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}
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}
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else
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{
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General.Interface.HideInfo();
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}
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}
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// Apply new target
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target = newtarget;
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}
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// This changes the target's height
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private void ChangeTargetHeight(int amount)
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{
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if(target.geometry is BaseVisualGeometrySector)
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{
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BaseVisualGeometrySector vgs = (target.geometry as BaseVisualGeometrySector);
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vgs.ChangeHeight(amount);
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// Rebuild sector
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(vgs.Sector as BaseVisualSector).Rebuild();
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// Also rebuild surrounding sectors, because outside sidedefs may need to be adjusted
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foreach(Sidedef sd in vgs.Sector.Sector.Sidedefs)
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{
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if((sd.Other != null) && VisualSectorExists(sd.Other.Sector))
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{
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BaseVisualSector bvs = (BaseVisualSector)GetVisualSector(sd.Other.Sector);
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bvs.Rebuild();
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}
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}
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}
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}
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#endregion
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#region ================== Events
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// Processing
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public override void OnProcess(double deltatime)
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{
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// Do processing
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base.OnProcess(deltatime);
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// Time to pick a new target?
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if(General.Clock.CurrentTime > (lastpicktime + PICK_INTERVAL))
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{
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if(!locktarget) PickTarget();
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lastpicktime = General.Clock.CurrentTime;
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}
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}
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// This draws a frame
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public override void OnRedrawDisplay()
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{
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// Start drawing
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if(renderer.Start())
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{
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// Use fog!
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renderer.SetFogMode(true);
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// Begin with geometry
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renderer.StartGeometry();
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// This adds all visible geometry for rendering
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AddGeometry();
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// Done rendering geometry
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renderer.FinishGeometry();
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// Render crosshair
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renderer.RenderCrosshair();
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// Present!
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renderer.Finish();
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}
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}
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// After undo
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public override void OnUndoEnd()
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{
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base.OnUndoEnd();
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PickTarget();
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}
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// After redo
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public override void OnRedoEnd()
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{
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base.OnRedoEnd();
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PickTarget();
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}
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#endregion
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#region ================== Actions
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[BeginAction("visualselect", BaseAction = true)]
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public void BeginSelect()
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{
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if(target.geometry != null) (target.geometry as BaseVisualGeometry).OnSelectBegin();
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}
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[EndAction("visualselect", BaseAction = true)]
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public void EndSelect()
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{
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if(target.geometry != null) (target.geometry as BaseVisualGeometry).OnSelectEnd();
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}
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[BeginAction("visualedit", BaseAction = true)]
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public void BeginEdit()
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{
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if(target.geometry != null) (target.geometry as BaseVisualGeometry).OnEditBegin();
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}
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[EndAction("visualedit", BaseAction = true)]
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public void EndEdit()
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{
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if(target.geometry != null) (target.geometry as BaseVisualGeometry).OnEditEnd();
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}
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[BeginAction("raisesector8")]
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public void RaiseSector8()
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{
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ChangeTargetHeight(8);
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}
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[BeginAction("lowersector8")]
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public void LowerSector8()
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{
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ChangeTargetHeight(-8);
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}
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[BeginAction("raisesector1")]
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public void RaiseSector1()
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{
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ChangeTargetHeight(1);
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}
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[BeginAction("lowersector1")]
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public void LowerSector1()
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{
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ChangeTargetHeight(-1);
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}
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#endregion
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}
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}
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