mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-28 14:42:16 +00:00
406f828473
- removed allow3dchange from undo snapshots (I expect 3D mode to handle all changes) - removed unused parameters from drag modes constructors
378 lines
8.9 KiB
C#
378 lines
8.9 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.Interface;
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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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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes.Editing
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{
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[EditMode(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 + 2)] // 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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private Sector highlighted;
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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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}
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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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// 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 selectes or deselects a sector
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protected void SelectSector(Sector s, bool selectstate)
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{
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// Flip selection
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s.Selected = selectstate;
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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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// Cancel mode
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public override void Cancel()
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{
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base.Cancel();
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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 Engage()
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{
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base.Engage();
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}
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// Mode disengages
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public override void Disengage()
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{
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base.Disengage();
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// Check which mode we are switching to
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if(General.Map.NewMode is VerticesMode)
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{
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// Convert selection to vertices
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// Clear selected sectors
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General.Map.Map.ClearSelectedSectors();
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}
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else if(General.Map.NewMode is LinedefsMode)
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{
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// Convert selection to linedefs
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// Clear selected sectors
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General.Map.Map.ClearSelectedSectors();
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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 unsafe override void RedrawDisplay()
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{
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// Start with a clear display
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if(renderer.Start(true, true))
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{
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// Render things
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renderer.SetThingsRenderOrder(false);
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renderer.RenderThingSet(General.Map.Map.Things);
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// Render lines and vertices
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renderer.RenderLinedefSet(General.Map.Map.Linedefs);
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renderer.RenderVerticesSet(General.Map.Map.Vertices);
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// Render highlighted item
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if((highlighted != null) && !highlighted.IsDisposed)
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renderer.RenderSector(highlighted, General.Colors.Highlight);
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// Done
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renderer.Finish();
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}
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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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// Update display
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if(renderer.Start(false, 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.RenderSector(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.RenderSector(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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}
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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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// Mouse moves
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public override void MouseMove(MouseEventArgs e)
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{
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base.MouseMove(e);
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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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// 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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// Mouse leaves
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public override void MouseLeave(EventArgs e)
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{
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base.MouseLeave(e);
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// Highlight nothing
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Highlight(null);
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}
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// Mouse button pressed
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public override void MouseDown(MouseEventArgs e)
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{
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base.MouseDown(e);
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// Select button?
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if(e.Button == EditMode.SELECT_BUTTON)
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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.Start(false, false))
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{
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// Redraw highlight to show selection
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renderer.RenderSector(highlighted);
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renderer.Finish();
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}
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}
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}
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// Edit button?
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else if(e.Button == EditMode.EDIT_BUTTON)
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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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// 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.Start(false, false))
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{
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// Redraw highlight to show selection
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renderer.RenderSector(highlighted);
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renderer.Finish();
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}
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}
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}
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}
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// Mouse released
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public override void MouseUp(MouseEventArgs e)
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{
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ICollection<Sector> selected;
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base.MouseUp(e);
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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.Start(false, false))
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{
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// Render highlighted item
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renderer.RenderSector(highlighted, General.Colors.Highlight);
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renderer.Finish();
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}
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// Edit button?
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if(e.Button == EditMode.EDIT_BUTTON)
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{
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// Anything selected?
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selected = General.Map.Map.GetSectorsSelection(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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}
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}
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// Mouse wants to drag
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protected override void DragStart(MouseEventArgs e)
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{
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base.DragStart(e);
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// Which button is used?
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if(e.Button == EditMode.SELECT_BUTTON)
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{
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// Make selection
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}
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else if(e.Button == EditMode.EDIT_BUTTON)
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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(new SectorsMode(), mousedownmappos));
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}
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}
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}
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#endregion
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}
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}
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