mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
2f77560b55
Changed, Sound Environments mode: previously selected sound environment is now automatically selected when inserting a new sound environment item. Also it's now impossible to accept the form without selecting a sound environment. Changed, Sound Propagation mode: single-sided lines with sound zone boundary flag are now highlightable and clickable.
437 lines
13 KiB
C#
437 lines
13 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden, 2014 Boris Iwanski
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* Copyright (c) 2014 Boris Iwanski
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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.Generic;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.Actions;
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#endregion
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namespace CodeImp.DoomBuilder.SoundPropagationMode
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{
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[EditMode(DisplayName = "Sound Propagation Mode",
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SwitchAction = "soundpropagationmode", // Action name used to switch to this mode
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ButtonImage = "SoundPropagationIcon.png", // Image resource name for the button
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ButtonOrder = int.MinValue + 501, // Position of the button (lower is more to the left)
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ButtonGroup = "000_editing",
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UseByDefault = true,
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SafeStartMode = false,
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Volatile = false)]
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public class SoundPropagationMode : ClassicMode
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{
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#region ================== Variables
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// Highlighted item
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private Sector highlighted;
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private Linedef highlightedline; //mxd
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private FlatVertex[] overlayGeometry;
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private List<Thing> huntingThings;
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private List<SoundPropagationDomain> propagationdomains;
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private Dictionary<Sector, SoundPropagationDomain> sector2domain;
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#endregion
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#region ================== Properties
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public override object HighlightedObject { get { return highlighted; } }
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internal static string BlockSoundFlag { get { return (General.Map.UDMF ? "blocksound" : "64"); } } //mxd
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#endregion
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#region ================== Constructor / Disposer
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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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// 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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private void UpdateData()
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{
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BuilderPlug.Me.DataIsDirty = false;
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List<FlatVertex> vertsList = new List<FlatVertex>();
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// Go for all selected sectors
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foreach (Sector s in General.Map.Map.Sectors) vertsList.AddRange(s.FlatVertices);
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overlayGeometry = vertsList.ToArray();
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for (int i = 0; i < overlayGeometry.Length; i++)
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overlayGeometry[i].c = BuilderPlug.Me.NoSoundColor.WithAlpha(128).ToInt();
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}
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// This highlights a new item
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private void Highlight(Sector s)
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{
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// Set new highlight
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highlighted = s;
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UpdateSoundPropagation();
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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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General.Interface.RedrawDisplay();
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}
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//mxd
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private void ResetSoundPropagation()
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{
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sector2domain.Clear();
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propagationdomains.Clear();
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BuilderPlug.Me.BlockingLinedefs.Clear();
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UpdateSoundPropagation();
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}
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private void UpdateSoundPropagation()
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{
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huntingThings.Clear();
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BuilderPlug.Me.BlockingLinedefs.Clear();
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foreach (Linedef ld in General.Map.Map.Linedefs)
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if (ld.IsFlagSet(BlockSoundFlag))
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BuilderPlug.Me.BlockingLinedefs.Add(ld);
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if (highlighted == null || highlighted.IsDisposed) return;
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if (!sector2domain.ContainsKey(highlighted))
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{
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SoundPropagationDomain spd = new SoundPropagationDomain(highlighted);
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foreach (Sector s in spd.Sectors) sector2domain[s] = spd;
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propagationdomains.Add(spd);
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}
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foreach (Sector adjacent in sector2domain[highlighted].AdjacentSectors)
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{
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if(!sector2domain.ContainsKey(adjacent))
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{
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SoundPropagationDomain aspd = new SoundPropagationDomain(adjacent);
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foreach (Sector s in aspd.Sectors) sector2domain[s] = aspd;
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}
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}
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//mxd. Create the list of sectors, which will be affected by noise made in highlighted sector
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SoundPropagationDomain curdomain = sector2domain[highlighted];
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Dictionary<int, Sector> noisysectors = new Dictionary<int, Sector>(curdomain.Sectors.Count);
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foreach(Sector s in curdomain.Sectors)
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{
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noisysectors.Add(s.Index, s);
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}
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foreach (Sector s in curdomain.AdjacentSectors)
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{
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SoundPropagationDomain aspd = sector2domain[s];
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foreach (Sector adjs in aspd.Sectors)
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{
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if(!noisysectors.ContainsKey(adjs.Index)) noisysectors.Add(adjs.Index, adjs);
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}
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}
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// Update the list of things that will actually go for the player when hearing a noise
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foreach (Thing thing in General.Map.Map.Things)
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{
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if(!General.Map.ThingsFilter.VisibleThings.Contains(thing)) continue;
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if(thing.IsFlagSet(General.Map.UDMF ? "ambush" : "8")) continue;
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if(thing.Sector == null) thing.DetermineSector();
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if(thing.Sector != null && noisysectors.ContainsKey(thing.Sector.Index)) huntingThings.Add(thing);
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}
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}
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#endregion
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#region ================== Events
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public override void OnHelp()
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{
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General.ShowHelp("gzdb/features/classic_modes/mode_soundpropagation.html");
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}
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// Cancel mode
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public override void OnCancel()
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{
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// Cancel base class
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base.OnCancel();
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// Return to previous mode
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General.Editing.ChangeMode(new SoundPropagationMode());
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}
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// Mode engages
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public override void OnEngage()
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{
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base.OnEngage();
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huntingThings = new List<Thing>();
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propagationdomains = new List<SoundPropagationDomain>();
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sector2domain = new Dictionary<Sector, SoundPropagationDomain>();
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BuilderPlug.Me.BlockingLinedefs = new List<Linedef>();
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UpdateData();
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General.Interface.AddButton(BuilderPlug.Me.MenusForm.ColorConfiguration);
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CustomPresentation presentation = new CustomPresentation();
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presentation.AddLayer(new PresentLayer(RendererLayer.Background, BlendingMode.Mask, General.Settings.BackgroundAlpha));
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presentation.AddLayer(new PresentLayer(RendererLayer.Grid, BlendingMode.Mask));
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presentation.AddLayer(new PresentLayer(RendererLayer.Overlay, BlendingMode.Alpha, 1.0f, true));
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presentation.AddLayer(new PresentLayer(RendererLayer.Things, BlendingMode.Alpha, 1.0f));
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presentation.AddLayer(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 1.0f, true));
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renderer.SetPresentation(presentation);
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// Convert geometry selection to sectors only
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General.Map.Map.ConvertSelection(SelectionType.Sectors);
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UpdateSoundPropagation();
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General.Interface.RedrawDisplay();
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}
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// Mode disengages
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public override void OnDisengage()
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{
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base.OnDisengage();
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General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.ColorConfiguration);
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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 override void OnRedrawDisplay()
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{
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List<SoundPropagationDomain> renderedspds = new List<SoundPropagationDomain>();
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if (BuilderPlug.Me.DataIsDirty) UpdateData();
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// Render lines and vertices
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if(renderer.StartPlotter(true))
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{
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// Plot lines by hand, so that no coloring (line specials, 3D floors etc.) distracts from
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// the sound propagation. Also don't draw the line's normal. They are not needed here anyway
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// and can make it harder to see the sound environment propagation
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foreach (Linedef ld in General.Map.Map.Linedefs)
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{
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PixelColor c;
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if(ld.IsFlagSet(General.Map.Config.ImpassableFlag))
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c = General.Colors.Linedefs;
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else
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c = General.Colors.Linedefs.WithAlpha(General.Settings.DoubleSidedAlphaByte);
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renderer.PlotLine(ld.Start.Position, ld.End.Position, c);
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}
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// Since there will usually be way less blocking linedefs than total linedefs, it's presumably
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// faster to draw them on their own instead of checking if each linedef is in BlockingLinedefs
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foreach (Linedef ld in BuilderPlug.Me.BlockingLinedefs)
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{
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renderer.PlotLine(ld.Start.Position, ld.End.Position, BuilderPlug.Me.BlockSoundColor);
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}
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//mxd. Render highlighted line
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if(highlightedline != null)
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{
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renderer.PlotLine(highlightedline.Start.Position, highlightedline.End.Position, General.Colors.Highlight);
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}
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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renderer.Finish();
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}
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// Render things
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if(renderer.StartThings(true))
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{
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renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_BACK_ALPHA);
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renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, Presentation.THINGS_HIDDEN_ALPHA);
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foreach (Thing thing in huntingThings)
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{
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renderer.RenderThing(thing, General.Colors.Selection, 1.0f);
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}
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renderer.Finish();
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}
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if (renderer.StartOverlay(true))
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{
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renderer.RenderGeometry(overlayGeometry, General.Map.Data.WhiteTexture, true);
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if (highlighted != null && !highlighted.IsDisposed)
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{
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SoundPropagationDomain spd = sector2domain[highlighted];
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renderer.RenderGeometry(spd.Level1Geometry, General.Map.Data.WhiteTexture, true);
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foreach (Sector s in spd.AdjacentSectors)
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{
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SoundPropagationDomain aspd = sector2domain[s];
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if (!renderedspds.Contains(aspd))
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{
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renderer.RenderGeometry(aspd.Level2Geometry, General.Map.Data.WhiteTexture, true);
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renderedspds.Add(aspd);
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}
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}
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RenderColoredSector(highlighted, BuilderPlug.Me.HighlightColor.WithAlpha(128));
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}
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renderer.Finish();
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}
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renderer.Present();
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}
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private void RenderColoredSector(Sector sector, PixelColor color)
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{
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RenderColoredSector(sector.FlatVertices, color);
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}
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private void RenderColoredSector(FlatVertex[] flatvertices, PixelColor color)
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{
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FlatVertex[] fv = new FlatVertex[flatvertices.Length];
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flatvertices.CopyTo(fv, 0);
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for (int i = 0; i < fv.Length; i++) fv[i].c = color.ToInt();
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renderer.RenderGeometry(fv, General.Map.Data.WhiteTexture, true);
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}
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//mxd. If a linedef is highlighted, toggle the sound blocking flag
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protected override void OnSelectEnd()
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{
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if(highlightedline == null) return;
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// Make undo
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General.Map.UndoRedo.CreateUndo("Toggle Linedef Sound Blocking");
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// Toggle flag
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highlightedline.SetFlag(BlockSoundFlag, !highlightedline.IsFlagSet(BlockSoundFlag));
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// Update
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ResetSoundPropagation();
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General.Interface.RedrawDisplay();
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}
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// Mouse moves
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public override void OnMouseMove(MouseEventArgs e)
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{
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base.OnMouseMove(e);
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// Not holding any buttons?
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if (e.Button == MouseButtons.None)
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{
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General.Interface.SetCursor(Cursors.Default);
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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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if (l != null)
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{
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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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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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Highlight(null);
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}
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}
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}
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else
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{
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// Highlight nothing
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Highlight(null);
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}
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//mxd. Find the nearest linedef within default highlight range
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l = General.Map.Map.NearestLinedefRange(mousemappos, 20 / renderer.Scale);
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//mxd. We are not interested in single-sided lines (unless they have "blocksound" flag set)...
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if(l != null && (l.Front == null || l.Back == null) && !l.IsFlagSet(BlockSoundFlag)) l = null;
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//mxd. Set as highlighted
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if(highlightedline != l)
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{
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highlightedline = l;
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General.Interface.RedrawDisplay();
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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 OnMouseLeave(EventArgs e)
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{
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base.OnMouseLeave(e);
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// Highlight nothing
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Highlight(null);
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}
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#endregion
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#region ================== Actions
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[BeginAction("soundpropagationcolorconfiguration")]
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public void ConfigureColors()
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{
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ColorConfiguration cc = new ColorConfiguration();
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if(cc.ShowDialog((Form)General.Interface) == DialogResult.OK)
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{
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General.Interface.RedrawDisplay();
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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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