UltimateZoneBuilder/Source/BuilderModes/SectorsMode/DragSectorsMode.cs
codeimp 406f828473 - added things dragging mode
- removed allow3dchange from undo snapshots (I expect 3D mode to handle all changes)
- removed unused parameters from drag modes constructors
2008-04-07 14:33:41 +00:00

170 lines
4.5 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 System.Drawing;
using CodeImp.DoomBuilder.Editing;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes.Editing
{
// 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]
public sealed class DragSectorsMode : DragGeometryMode
{
#region ================== Constants
#endregion
#region ================== Variables
private ICollection<Linedef> selectedlines;
private ICollection<Linedef> unselectedlines;
private ICollection<Sector> selectedsectors;
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
// Constructor to start dragging immediately
public DragSectorsMode(EditMode basemode, Vector2D dragstartmappos)
{
// Get the nearest vertex for snapping
Vertex nearest = MapSet.NearestVertex(General.Map.Map.GetVerticesFromLinesSelection(true), dragstartmappos);
// Get selected lines
selectedlines = General.Map.Map.GetLinedefsSelection(true);
unselectedlines = General.Map.Map.GetLinedefsSelection(false);
selectedsectors = General.Map.Map.GetSectorsSelection(true);
// Initialize
base.StartDrag(basemode, nearest, dragstartmappos,
General.Map.Map.GetVerticesFromLinesSelection(true),
General.Map.Map.GetVerticesFromLinesSelectionEx(false));
// 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 Engage()
{
base.Engage();
}
// Disenagaging
public override void Disengage()
{
base.Disengage();
// 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 unsafe override void RedrawDisplay()
{
bool viewchanged = CheckViewChanged();
// Start rendering
if(renderer.Start(true, viewchanged))
{
// Uncomment this to see triangulation
/*
foreach(Sector s in General.Map.Map.Sectors)
{
for(int i = 0; i < s.Triangles.Count; i += 3)
{
renderer.RenderLine(s.Triangles[i + 0], s.Triangles[i + 1], General.Colors.Selection);
renderer.RenderLine(s.Triangles[i + 1], s.Triangles[i + 2], General.Colors.Selection);
renderer.RenderLine(s.Triangles[i + 2], s.Triangles[i + 0], General.Colors.Selection);
}
}
*/
// Redraw things when view changed
if(viewchanged)
{
renderer.SetThingsRenderOrder(false);
renderer.RenderThingSet(General.Map.Map.Things);
}
// Render lines and vertices
renderer.RenderLinedefSet(unselectedlines);
renderer.RenderLinedefSet(selectedlines);
renderer.RenderVerticesSet(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.RenderVertex(dragitem, ColorCollection.HIGHLIGHT);
// Done
renderer.Finish();
}
}
#endregion
}
}