mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-22 01:50:50 +00:00
16b97e1c83
Dynamic lights defined in GLDEFS are now rendered in Visual modes (currently only one light per Thing is supported). Several values from (Z)MAPINFO are now used in Visual modes. Added "Reload GLDEFS", "Reload (Z)MAPINFO" and "Reload MODELDEF" menu options (in "Tools" section). MODELDEF parser now checks which model(s) is/are used in first frame. Dynamic lights are now created with more meaningful default parameters. Added errors and warnings indicator to main window.
1522 lines
44 KiB
C#
1522 lines
44 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.Drawing;
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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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using CodeImp.DoomBuilder.Config;
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#endregion
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namespace CodeImp.DoomBuilder.GZDoomEditing
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{
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[EditMode(DisplayName = "GZDoom Visual Mode",
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SwitchAction = "gzdoomvisualmode", // Action name used to switch to this mode
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ButtonImage = "VisualModeZ.png", // Image resource name for the button
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ButtonOrder = 1, // Position of the button (lower is more to the left)
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ButtonGroup = "001_visual")]
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public class BaseVisualMode : VisualMode
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{
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#region ================== Constants
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// Object picking
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private const double PICK_INTERVAL = 80.0d;
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private const float PICK_RANGE = 0.98f;
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// Gravity
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private const float GRAVITY = -0.06f;
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#endregion
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#region ================== Variables
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// Gravity
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private Vector3D gravity;
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private float cameraflooroffset = 41f; // same as in doom
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private float cameraceilingoffset = 10f;
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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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// This keeps extra element info
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private Dictionary<Sector, SectorData> sectordata;
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private Dictionary<Thing , ThingData> thingdata;
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// This is true when a selection was made because the action is performed
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// on an object that was not selected. In this case the previous selection
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// is cleared and the targeted object is temporarely selected to perform
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// the action on. After the action is completed, the object is deselected.
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private bool singleselection;
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// We keep these to determine if we need to make a new undo level
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private bool selectionchanged;
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private int lastundogroup;
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private VisualActionResult actionresult;
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private bool undocreated;
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// List of selected objects when an action is performed
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private List<IVisualEventReceiver> selectedobjects;
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#endregion
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#region ================== Properties
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public override object HighlightedObject
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{
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get
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{
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// Geometry picked?
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if(target.picked is VisualGeometry)
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{
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VisualGeometry pickedgeo = (target.picked as VisualGeometry);
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if(pickedgeo.Sidedef != null)
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return pickedgeo.Sidedef;
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else if(pickedgeo.Sector != null)
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return pickedgeo.Sector;
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else
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return null;
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}
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// Thing picked?
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else if(target.picked is VisualThing)
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{
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VisualThing pickedthing = (target.picked as VisualThing);
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return pickedthing.Thing;
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}
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else
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{
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return null;
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}
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}
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}
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public IRenderer3D Renderer { get { return renderer; } }
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public bool IsSingleSelection { get { return singleselection; } }
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public bool SelectionChanged { get { return selectionchanged; } set { selectionchanged |= value; } }
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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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this.gravity = new Vector3D(0.0f, 0.0f, 0.0f);
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this.selectedobjects = new List<IVisualEventReceiver>();
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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 calculates brightness level
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internal int CalculateBrightness(int level)
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{
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return renderer.CalculateBrightness(level);
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}
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//mxd. This calculates brightness level with doom-style shading
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internal int CalculateBrightness(int level, Sidedef sd) {
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return renderer.CalculateBrightness(level, sd);
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}
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// This adds a selected object
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internal void AddSelectedObject(IVisualEventReceiver obj)
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{
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selectedobjects.Add(obj);
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selectionchanged = true;
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}
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// This removes a selected object
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internal void RemoveSelectedObject(IVisualEventReceiver obj)
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{
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selectedobjects.Remove(obj);
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selectionchanged = true;
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}
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// This is called before an action is performed
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public void PreAction(int multiselectionundogroup)
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{
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actionresult = new VisualActionResult();
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PickTargetUnlocked();
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// If the action is not performed on a selected object, clear the
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// current selection and make a temporary selection for the target.
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if((target.picked != null) && !target.picked.Selected && (BuilderPlug.Me.VisualModeClearSelection || (selectedobjects.Count == 0)))
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{
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// Single object, no selection
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singleselection = true;
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ClearSelection();
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undocreated = false;
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}
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else
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{
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singleselection = false;
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// Check if we should make a new undo level
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// We don't want to do this if this is the same action with the same
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// selection and the action wants to group the undo levels
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if((lastundogroup != multiselectionundogroup) || (lastundogroup == UndoGroup.None) ||
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(multiselectionundogroup == UndoGroup.None) || selectionchanged)
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{
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// We want to create a new undo level, but not just yet
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lastundogroup = multiselectionundogroup;
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undocreated = false;
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}
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else
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{
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// We don't want to make a new undo level (changes will be combined)
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undocreated = true;
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}
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}
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}
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// Called before an action is performed. This does not make an undo level
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private void PreActionNoChange()
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{
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actionresult = new VisualActionResult();
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singleselection = false;
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undocreated = false;
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}
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// This is called after an action is performed
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private void PostAction()
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{
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if(!string.IsNullOrEmpty(actionresult.displaystatus))
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General.Interface.DisplayStatus(StatusType.Action, actionresult.displaystatus);
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// Reset changed flags
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foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
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{
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BaseVisualSector bvs = (vs.Value as BaseVisualSector);
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foreach(VisualFloor vf in bvs.ExtraFloors) vf.Changed = false;
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foreach(VisualCeiling vc in bvs.ExtraCeilings) vc.Changed = false;
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bvs.Floor.Changed = false;
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bvs.Ceiling.Changed = false;
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}
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selectionchanged = false;
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if(singleselection)
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ClearSelection();
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UpdateChangedObjects();
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ShowTargetInfo();
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}
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// This sets the result for an action
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public void SetActionResult(VisualActionResult result)
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{
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actionresult = result;
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}
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// This sets the result for an action
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public void SetActionResult(string displaystatus)
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{
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actionresult = new VisualActionResult();
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actionresult.displaystatus = displaystatus;
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}
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// This creates an undo, when only a single selection is made
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// When a multi-selection is made, the undo is created by the PreAction function
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public int CreateUndo(string description, int group, int grouptag)
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{
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if(!undocreated)
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{
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undocreated = true;
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if(singleselection)
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return General.Map.UndoRedo.CreateUndo(description, this, group, grouptag);
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else
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return General.Map.UndoRedo.CreateUndo(description, this, UndoGroup.None, 0);
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}
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else
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{
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return 0;
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}
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}
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// This creates an undo, when only a single selection is made
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// When a multi-selection is made, the undo is created by the PreAction function
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public int CreateUndo(string description)
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{
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return CreateUndo(description, UndoGroup.None, 0);
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}
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// This makes a list of the selected object
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private void RebuildSelectedObjectsList()
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{
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// Make list of selected objects
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selectedobjects = new List<IVisualEventReceiver>();
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foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
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{
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if(vs.Value != null)
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{
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BaseVisualSector bvs = (BaseVisualSector)vs.Value;
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if((bvs.Floor != null) && bvs.Floor.Selected) selectedobjects.Add(bvs.Floor);
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if((bvs.Ceiling != null) && bvs.Ceiling.Selected) selectedobjects.Add(bvs.Ceiling);
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foreach(Sidedef sd in vs.Key.Sidedefs)
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{
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List<VisualGeometry> sidedefgeos = bvs.GetSidedefGeometry(sd);
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foreach(VisualGeometry sdg in sidedefgeos)
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{
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if(sdg.Selected) selectedobjects.Add((sdg as IVisualEventReceiver));
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}
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}
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}
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}
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foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
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{
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if(vt.Value != null)
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{
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BaseVisualThing bvt = (BaseVisualThing)vt.Value;
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if(bvt.Selected) selectedobjects.Add(bvt);
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}
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}
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}
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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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BaseVisualSector vs = new BaseVisualSector(this, s);
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return vs;
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}
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// This creates a visual thing
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protected override VisualThing CreateVisualThing(Thing t)
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{
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BaseVisualThing vt = new BaseVisualThing(this, t);
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return vt.Setup() ? vt : null;
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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, if not locked
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private void PickTargetUnlocked()
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{
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if(!locktarget) PickTarget();
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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 = General.Map.VisualCamera.Position;
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Vector3D delta = General.Map.VisualCamera.Target - General.Map.VisualCamera.Position;
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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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// Should we update the info on panels?
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bool updateinfo = (newtarget.picked != target.picked);
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// Apply new target
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target = newtarget;
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// Show target info
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if(updateinfo) ShowTargetInfo();
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}
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// This shows the picked target information
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public void ShowTargetInfo()
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{
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// Any result?
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if(target.picked != null)
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{
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// Geometry picked?
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if(target.picked is VisualGeometry)
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{
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VisualGeometry pickedgeo = (target.picked as VisualGeometry);
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// Sidedef?
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if(pickedgeo is BaseVisualGeometrySidedef)
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{
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BaseVisualGeometrySidedef pickedsidedef = (pickedgeo as BaseVisualGeometrySidedef);
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General.Interface.ShowLinedefInfo(pickedsidedef.Sidedef.Line);
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}
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// Sector?
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else if(pickedgeo is BaseVisualGeometrySector)
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{
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BaseVisualGeometrySector pickedsector = (pickedgeo as BaseVisualGeometrySector);
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General.Interface.ShowSectorInfo(pickedsector.Level.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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// Thing picked?
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if(target.picked is VisualThing)
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{
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VisualThing pickedthing = (target.picked as VisualThing);
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General.Interface.ShowThingInfo(pickedthing.Thing);
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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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// This updates the VisualSectors and VisualThings that have their Changed property set
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private void UpdateChangedObjects()
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{
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foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
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{
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if(vs.Value != null)
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{
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BaseVisualSector bvs = (BaseVisualSector)vs.Value;
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if(bvs.Changed) bvs.Rebuild();
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}
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}
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foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
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{
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if(vt.Value != null)
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{
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BaseVisualThing bvt = (BaseVisualThing)vt.Value;
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if(bvt.Changed) bvt.Rebuild();
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}
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}
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}
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#endregion
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#region ================== Extended Methods
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// This requests a sector's extra data
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internal SectorData GetSectorData(Sector s)
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{
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// Make fresh sector data when it doesn't exist yet
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if(!sectordata.ContainsKey(s))
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sectordata[s] = new SectorData(this, s);
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return sectordata[s];
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}
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// This requests a things's extra data
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internal ThingData GetThingData(Thing t)
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{
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// Make fresh sector data when it doesn't exist yet
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if(!thingdata.ContainsKey(t))
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thingdata[t] = new ThingData(this, t);
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return thingdata[t];
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}
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// This rebuilds the sector data
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// This requires that the blockmap is up-to-date!
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internal void RebuildElementData()
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{
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Dictionary<int, List<Sector>> sectortags = new Dictionary<int, List<Sector>>();
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sectordata = new Dictionary<Sector, SectorData>(General.Map.Map.Sectors.Count);
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thingdata = new Dictionary<Thing,ThingData>(General.Map.Map.Things.Count);
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// Find all sector who's tag is not 0 and hash them so that we can find them quicly
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foreach(Sector s in General.Map.Map.Sectors)
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{
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if(s.Tag != 0)
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{
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if(!sectortags.ContainsKey(s.Tag)) sectortags[s.Tag] = new List<Sector>();
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sectortags[s.Tag].Add(s);
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}
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}
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// Find sectors with 3 vertices, because they can be sloped
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foreach(Sector s in General.Map.Map.Sectors)
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{
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// ========== Thing vertex slope ==========
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if(s.Sidedefs.Count == 3)
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{
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List<Thing> slopeceilingthings = new List<Thing>(3);
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List<Thing> slopefloorthings = new List<Thing>(3);
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foreach(Sidedef sd in s.Sidedefs)
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{
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Vertex v;
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if(sd.IsFront)
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v = sd.Line.End;
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else
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v = sd.Line.Start;
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// Check if a thing is at this vertex
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VisualBlockEntry b = blockmap.GetBlock(blockmap.GetBlockCoordinates(v.Position));
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foreach(Thing t in b.Things)
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{
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if((Vector2D)t.Position == v.Position)
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{
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if(t.Type == 1504)
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slopefloorthings.Add(t);
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else if(t.Type == 1505)
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slopeceilingthings.Add(t);
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}
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}
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}
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// Slope any floor vertices?
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if(slopefloorthings.Count > 0)
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{
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SectorData sd = GetSectorData(s);
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sd.AddEffectThingVertexSlope(slopefloorthings, true);
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}
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// Slope any ceiling vertices?
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if(slopeceilingthings.Count > 0)
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{
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SectorData sd = GetSectorData(s);
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sd.AddEffectThingVertexSlope(slopeceilingthings, false);
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}
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}
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}
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// Find interesting linedefs (such as line slopes)
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foreach(Linedef l in General.Map.Map.Linedefs)
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{
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// ========== Plane Align (see http://zdoom.org/wiki/Plane_Align) ==========
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if(l.Action == 181)
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{
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// Slope front
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if(((l.Args[0] == 1) || (l.Args[1] == 1)) && (l.Front != null))
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{
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SectorData sd = GetSectorData(l.Front.Sector);
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sd.AddEffectLineSlope(l);
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}
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// Slope back
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if(((l.Args[0] == 2) || (l.Args[1] == 2)) && (l.Back != null))
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{
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SectorData sd = GetSectorData(l.Back.Sector);
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sd.AddEffectLineSlope(l);
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}
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}
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// ========== Sector 3D floor (see http://zdoom.org/wiki/Sector_Set3dFloor) ==========
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else if((l.Action == 160) && (l.Front != null))
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{
|
|
int sectortag = l.Args[0] + (l.Args[4] << 8);
|
|
if(sectortags.ContainsKey(sectortag))
|
|
{
|
|
List<Sector> sectors = sectortags[sectortag];
|
|
foreach(Sector s in sectors)
|
|
{
|
|
SectorData sd = GetSectorData(s);
|
|
sd.AddEffect3DFloor(l);
|
|
}
|
|
}
|
|
}
|
|
// ========== Transfer Brightness (see http://zdoom.org/wiki/ExtraFloor_LightOnly) =========
|
|
else if((l.Action == 50) && (l.Front != null))
|
|
{
|
|
if(sectortags.ContainsKey(l.Args[0]))
|
|
{
|
|
List<Sector> sectors = sectortags[l.Args[0]];
|
|
foreach(Sector s in sectors)
|
|
{
|
|
SectorData sd = GetSectorData(s);
|
|
sd.AddEffectBrightnessLevel(l);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Find interesting things (such as sector slopes)
|
|
foreach(Thing t in General.Map.Map.Things)
|
|
{
|
|
// ========== Copy slope ==========
|
|
if((t.Type == 9510) || (t.Type == 9511))
|
|
{
|
|
t.DetermineSector(blockmap);
|
|
if(t.Sector != null)
|
|
{
|
|
SectorData sd = GetSectorData(t.Sector);
|
|
sd.AddEffectCopySlope(t);
|
|
}
|
|
}
|
|
// ========== Thing line slope ==========
|
|
else if((t.Type == 9500) || (t.Type == 9501))
|
|
{
|
|
t.DetermineSector(blockmap);
|
|
if(t.Sector != null)
|
|
{
|
|
SectorData sd = GetSectorData(t.Sector);
|
|
sd.AddEffectThingLineSlope(t);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Events
|
|
|
|
// Help!
|
|
public override void OnHelp()
|
|
{
|
|
General.ShowHelp("e_visual.html");
|
|
}
|
|
|
|
// When entering this mode
|
|
public override void OnEngage()
|
|
{
|
|
base.OnEngage();
|
|
|
|
// Read settings
|
|
cameraflooroffset = General.Map.Config.ReadSetting("cameraflooroffset", cameraflooroffset);
|
|
cameraceilingoffset = General.Map.Config.ReadSetting("cameraceilingoffset", cameraceilingoffset);
|
|
|
|
RebuildElementData();
|
|
}
|
|
|
|
// When returning to another mode
|
|
public override void OnDisengage()
|
|
{
|
|
base.OnDisengage();
|
|
General.Map.Map.Update();
|
|
}
|
|
|
|
// Processing
|
|
public override void OnProcess(double deltatime)
|
|
{
|
|
// Process things?
|
|
base.ProcessThings = (BuilderPlug.Me.ShowVisualThings != 0);
|
|
|
|
// Setup the move multiplier depending on gravity
|
|
Vector3D movemultiplier = new Vector3D(1.0f, 1.0f, 1.0f);
|
|
if(BuilderPlug.Me.UseGravity) movemultiplier.z = 0.0f;
|
|
General.Map.VisualCamera.MoveMultiplier = movemultiplier;
|
|
|
|
// Apply gravity?
|
|
if(BuilderPlug.Me.UseGravity && (General.Map.VisualCamera.Sector != null))
|
|
{
|
|
SectorData sd = GetSectorData(General.Map.VisualCamera.Sector);
|
|
if(!sd.Updated) sd.Update();
|
|
|
|
// Camera below floor level?
|
|
Vector3D feetposition = General.Map.VisualCamera.Position;
|
|
SectorLevel floorlevel = sd.GetFloorBelow(feetposition) ?? sd.LightLevels[0];
|
|
float floorheight = floorlevel.plane.GetZ(General.Map.VisualCamera.Position);
|
|
if(General.Map.VisualCamera.Position.z < (floorheight + cameraflooroffset + 0.1f))
|
|
{
|
|
// Stay above floor
|
|
gravity = new Vector3D(0.0f, 0.0f, 0.0f);
|
|
General.Map.VisualCamera.Position = new Vector3D(General.Map.VisualCamera.Position.x,
|
|
General.Map.VisualCamera.Position.y,
|
|
floorheight + cameraflooroffset);
|
|
}
|
|
else
|
|
{
|
|
// Fall down
|
|
gravity.z += (float)(GRAVITY * deltatime);
|
|
if(gravity.z > 3.0f) gravity.z = 3.0f;
|
|
|
|
// Test if we don't go through a floor
|
|
if((General.Map.VisualCamera.Position.z + gravity.z) < (floorheight + cameraflooroffset + 0.1f))
|
|
{
|
|
// Stay above floor
|
|
gravity = new Vector3D(0.0f, 0.0f, 0.0f);
|
|
General.Map.VisualCamera.Position = new Vector3D(General.Map.VisualCamera.Position.x,
|
|
General.Map.VisualCamera.Position.y,
|
|
floorheight + cameraflooroffset);
|
|
}
|
|
else
|
|
{
|
|
// Apply gravity vector
|
|
General.Map.VisualCamera.Position += gravity;
|
|
}
|
|
}
|
|
|
|
// Camera above ceiling?
|
|
feetposition = General.Map.VisualCamera.Position - new Vector3D(0, 0, cameraflooroffset - 7.0f);
|
|
SectorLevel ceillevel = sd.GetCeilingAbove(feetposition) ?? sd.LightLevels[sd.LightLevels.Count - 1];
|
|
float ceilheight = ceillevel.plane.GetZ(General.Map.VisualCamera.Position);
|
|
if(General.Map.VisualCamera.Position.z > (ceilheight - cameraceilingoffset - 0.01f))
|
|
{
|
|
// Stay below ceiling
|
|
General.Map.VisualCamera.Position = new Vector3D(General.Map.VisualCamera.Position.x,
|
|
General.Map.VisualCamera.Position.y,
|
|
ceilheight - cameraceilingoffset);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gravity = new Vector3D(0.0f, 0.0f, 0.0f);
|
|
}
|
|
|
|
// Do processing
|
|
base.OnProcess(deltatime);
|
|
|
|
// Process visible geometry
|
|
foreach(IVisualEventReceiver g in visiblegeometry)
|
|
{
|
|
g.OnProcess(deltatime);
|
|
}
|
|
|
|
// Time to pick a new target?
|
|
if(General.Clock.CurrentTime > (lastpicktime + PICK_INTERVAL))
|
|
{
|
|
PickTargetUnlocked();
|
|
lastpicktime = General.Clock.CurrentTime;
|
|
}
|
|
|
|
// The mouse is always in motion
|
|
MouseEventArgs args = new MouseEventArgs(General.Interface.MouseButtons, 0, 0, 0, 0);
|
|
OnMouseMove(args);
|
|
}
|
|
|
|
// This draws a frame
|
|
public override void OnRedrawDisplay()
|
|
{
|
|
// Start drawing
|
|
if(renderer.Start())
|
|
{
|
|
// Use fog!
|
|
renderer.SetFogMode(true);
|
|
|
|
// Set target for highlighting
|
|
if(BuilderPlug.Me.UseHighlight)
|
|
renderer.SetHighlightedObject(target.picked);
|
|
|
|
// Begin with geometry
|
|
renderer.StartGeometry();
|
|
|
|
// Render all visible sectors
|
|
foreach(VisualGeometry g in visiblegeometry)
|
|
renderer.AddSectorGeometry(g);
|
|
|
|
if(BuilderPlug.Me.ShowVisualThings != 0)
|
|
{
|
|
// Render things in cages?
|
|
renderer.DrawThingCages = ((BuilderPlug.Me.ShowVisualThings & 2) != 0);
|
|
|
|
// Render all visible things
|
|
foreach(VisualThing t in visiblethings)
|
|
renderer.AddThingGeometry(t);
|
|
}
|
|
|
|
// Done rendering geometry
|
|
renderer.FinishGeometry();
|
|
|
|
// Render crosshair
|
|
renderer.RenderCrosshair();
|
|
|
|
// Present!
|
|
renderer.Finish();
|
|
}
|
|
}
|
|
|
|
// After resources were reloaded
|
|
protected override void ResourcesReloaded()
|
|
{
|
|
base.ResourcesReloaded();
|
|
RebuildElementData();
|
|
PickTarget();
|
|
}
|
|
|
|
// This usually happens when geometry is changed by undo, redo, cut or paste actions
|
|
// and uses the marks to check what needs to be reloaded.
|
|
protected override void ResourcesReloadedPartial()
|
|
{
|
|
bool sectorsmarked = false;
|
|
|
|
if(General.Map.UndoRedo.GeometryChanged)
|
|
{
|
|
// Let the core do this (it will just dispose the sectors that were changed)
|
|
base.ResourcesReloadedPartial();
|
|
}
|
|
else
|
|
{
|
|
// Neighbour sectors must be updated as well
|
|
foreach(Sector s in General.Map.Map.Sectors)
|
|
{
|
|
if(s.Marked)
|
|
{
|
|
sectorsmarked = true;
|
|
foreach(Sidedef sd in s.Sidedefs)
|
|
{
|
|
sd.Marked = true;
|
|
if(sd.Other != null) sd.Other.Marked = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Go for all sidedefs to update
|
|
foreach(Sidedef sd in General.Map.Map.Sidedefs)
|
|
{
|
|
if(sd.Marked && VisualSectorExists(sd.Sector))
|
|
{
|
|
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(sd.Sector);
|
|
VisualSidedefParts parts = vs.GetSidedefParts(sd);
|
|
parts.SetupAllParts();
|
|
}
|
|
}
|
|
|
|
// Go for all sectors to update
|
|
foreach(Sector s in General.Map.Map.Sectors)
|
|
{
|
|
if(s.Marked)
|
|
{
|
|
SectorData sd = GetSectorData(s);
|
|
sd.Reset();
|
|
|
|
// UpdateSectorGeometry for associated sectors (sd.UpdateAlso) as well!
|
|
foreach(KeyValuePair<Sector, bool> us in sd.UpdateAlso)
|
|
{
|
|
if(VisualSectorExists(us.Key))
|
|
{
|
|
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(us.Key);
|
|
vs.UpdateSectorGeometry(us.Value);
|
|
}
|
|
}
|
|
|
|
// And update for this sector ofcourse
|
|
if(VisualSectorExists(s))
|
|
{
|
|
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(s);
|
|
vs.UpdateSectorGeometry(false);
|
|
}
|
|
}
|
|
}
|
|
|
|
if(!sectorsmarked)
|
|
{
|
|
// No sectors or geometry changed. So we only have
|
|
// to update things when they have changed.
|
|
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
|
|
if((vt.Value != null) && vt.Key.Marked) (vt.Value as BaseVisualThing).Rebuild();
|
|
}
|
|
else
|
|
{
|
|
// Things depend on the sector they are in and because we can't
|
|
// easily determine which ones changed, we dispose all things
|
|
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
|
|
if(vt.Value != null) vt.Value.Dispose();
|
|
|
|
// Apply new lists
|
|
allthings = new Dictionary<Thing, VisualThing>(allthings.Count);
|
|
}
|
|
|
|
// Clear visibility collections
|
|
visiblesectors.Clear();
|
|
visibleblocks.Clear();
|
|
visiblegeometry.Clear();
|
|
visiblethings.Clear();
|
|
|
|
// Make new blockmap
|
|
if(sectorsmarked || General.Map.UndoRedo.PopulationChanged)
|
|
FillBlockMap();
|
|
|
|
RebuildElementData();
|
|
UpdateChangedObjects();
|
|
|
|
// Visibility culling (this re-creates the needed resources)
|
|
DoCulling();
|
|
}
|
|
|
|
// Determine what we're aiming at now
|
|
PickTarget();
|
|
}
|
|
|
|
// Mouse moves
|
|
public override void OnMouseMove(MouseEventArgs e)
|
|
{
|
|
base.OnMouseMove(e);
|
|
GetTargetEventReceiver(true).OnMouseMove(e);
|
|
}
|
|
|
|
// Undo performed
|
|
public override void OnUndoEnd()
|
|
{
|
|
base.OnUndoEnd();
|
|
RebuildSelectedObjectsList();
|
|
|
|
// We can't group with this undo level anymore
|
|
lastundogroup = UndoGroup.None;
|
|
}
|
|
|
|
// Redo performed
|
|
public override void OnRedoEnd()
|
|
{
|
|
base.OnRedoEnd();
|
|
RebuildSelectedObjectsList();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Action Assist
|
|
|
|
// Because some actions can only be called on a single (the targeted) object because
|
|
// they show a dialog window or something, these functions help applying the result
|
|
// to all compatible selected objects.
|
|
|
|
// Apply texture offsets
|
|
public void ApplyTextureOffsetChange(int dx, int dy)
|
|
{
|
|
Dictionary<Sidedef, int> donesides = new Dictionary<Sidedef, int>(selectedobjects.Count);
|
|
List<IVisualEventReceiver> objs = GetSelectedObjects(false, true, false);
|
|
foreach(IVisualEventReceiver i in objs)
|
|
{
|
|
if(i is BaseVisualGeometrySidedef)
|
|
{
|
|
if(!donesides.ContainsKey((i as BaseVisualGeometrySidedef).Sidedef))
|
|
{
|
|
i.OnChangeTextureOffset(dx, dy);
|
|
donesides.Add((i as BaseVisualGeometrySidedef).Sidedef, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Apply flat offsets
|
|
public void ApplyFlatOffsetChange(int dx, int dy)
|
|
{
|
|
Dictionary<Sector, int> donesectors = new Dictionary<Sector, int>(selectedobjects.Count);
|
|
List<IVisualEventReceiver> objs = GetSelectedObjects(true, false, false);
|
|
foreach(IVisualEventReceiver i in objs)
|
|
{
|
|
if(i is BaseVisualGeometrySector)
|
|
{
|
|
if(!donesectors.ContainsKey((i as BaseVisualGeometrySector).Sector.Sector))
|
|
{
|
|
i.OnChangeTextureOffset(dx, dy);
|
|
donesectors.Add((i as BaseVisualGeometrySector).Sector.Sector, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Apply upper unpegged flag
|
|
public void ApplyUpperUnpegged(bool set)
|
|
{
|
|
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
|
|
foreach(IVisualEventReceiver i in objs)
|
|
{
|
|
i.ApplyUpperUnpegged(set);
|
|
}
|
|
}
|
|
|
|
// Apply lower unpegged flag
|
|
public void ApplyLowerUnpegged(bool set)
|
|
{
|
|
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
|
|
foreach(IVisualEventReceiver i in objs)
|
|
{
|
|
i.ApplyLowerUnpegged(set);
|
|
}
|
|
}
|
|
|
|
// Apply texture change
|
|
public void ApplySelectTexture(string texture, bool flat)
|
|
{
|
|
List<IVisualEventReceiver> objs;
|
|
|
|
if(General.Map.Config.MixTexturesFlats)
|
|
{
|
|
// Apply on all compatible types
|
|
objs = GetSelectedObjects(true, true, false);
|
|
}
|
|
else
|
|
{
|
|
// We don't want to mix textures and flats, so apply only on the appropriate type
|
|
objs = GetSelectedObjects(flat, !flat, false);
|
|
}
|
|
|
|
foreach(IVisualEventReceiver i in objs)
|
|
{
|
|
i.ApplyTexture(texture);
|
|
}
|
|
}
|
|
|
|
// This returns all selected objects
|
|
internal List<IVisualEventReceiver> GetSelectedObjects(bool includesectors, bool includesidedefs, bool includethings)
|
|
{
|
|
List<IVisualEventReceiver> objs = new List<IVisualEventReceiver>();
|
|
foreach(IVisualEventReceiver i in selectedobjects)
|
|
{
|
|
if((i is BaseVisualGeometrySector) && includesectors) objs.Add(i);
|
|
else if((i is BaseVisualGeometrySidedef) && includesidedefs) objs.Add(i);
|
|
else if((i is BaseVisualThing) && includethings) objs.Add(i);
|
|
}
|
|
|
|
// Add highlight?
|
|
if(selectedobjects.Count == 0)
|
|
{
|
|
IVisualEventReceiver i = (target.picked as IVisualEventReceiver);
|
|
if((i is BaseVisualGeometrySector) && includesectors) objs.Add(i);
|
|
else if((i is BaseVisualGeometrySidedef) && includesidedefs) objs.Add(i);
|
|
else if((i is BaseVisualThing) && includethings) objs.Add(i);
|
|
}
|
|
|
|
return objs;
|
|
}
|
|
|
|
// This returns all selected sectors, no doubles
|
|
public List<Sector> GetSelectedSectors()
|
|
{
|
|
Dictionary<Sector, int> added = new Dictionary<Sector, int>();
|
|
List<Sector> sectors = new List<Sector>();
|
|
foreach(IVisualEventReceiver i in selectedobjects)
|
|
{
|
|
if(i is BaseVisualGeometrySector)
|
|
{
|
|
Sector s = (i as BaseVisualGeometrySector).Level.sector;
|
|
if(!added.ContainsKey(s))
|
|
{
|
|
sectors.Add(s);
|
|
added.Add(s, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add highlight?
|
|
if((selectedobjects.Count == 0) && (target.picked is BaseVisualGeometrySector))
|
|
{
|
|
Sector s = (target.picked as BaseVisualGeometrySector).Level.sector;
|
|
if(!added.ContainsKey(s))
|
|
sectors.Add(s);
|
|
}
|
|
|
|
return sectors;
|
|
}
|
|
|
|
// This returns all selected linedefs, no doubles
|
|
public List<Linedef> GetSelectedLinedefs()
|
|
{
|
|
Dictionary<Linedef, int> added = new Dictionary<Linedef, int>();
|
|
List<Linedef> linedefs = new List<Linedef>();
|
|
foreach(IVisualEventReceiver i in selectedobjects)
|
|
{
|
|
if(i is BaseVisualGeometrySidedef)
|
|
{
|
|
Linedef l = (i as BaseVisualGeometrySidedef).Sidedef.Line;
|
|
if(!added.ContainsKey(l))
|
|
{
|
|
linedefs.Add(l);
|
|
added.Add(l, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add highlight?
|
|
if((selectedobjects.Count == 0) && (target.picked is BaseVisualGeometrySidedef))
|
|
{
|
|
Linedef l = (target.picked as BaseVisualGeometrySidedef).Sidedef.Line;
|
|
if(!added.ContainsKey(l))
|
|
linedefs.Add(l);
|
|
}
|
|
|
|
return linedefs;
|
|
}
|
|
|
|
// This returns all selected sidedefs, no doubles
|
|
public List<Sidedef> GetSelectedSidedefs()
|
|
{
|
|
Dictionary<Sidedef, int> added = new Dictionary<Sidedef, int>();
|
|
List<Sidedef> sidedefs = new List<Sidedef>();
|
|
foreach(IVisualEventReceiver i in selectedobjects)
|
|
{
|
|
if(i is BaseVisualGeometrySidedef)
|
|
{
|
|
Sidedef sd = (i as BaseVisualGeometrySidedef).Sidedef;
|
|
if(!added.ContainsKey(sd))
|
|
{
|
|
sidedefs.Add(sd);
|
|
added.Add(sd, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add highlight?
|
|
if((selectedobjects.Count == 0) && (target.picked is BaseVisualGeometrySidedef))
|
|
{
|
|
Sidedef sd = (target.picked as BaseVisualGeometrySidedef).Sidedef;
|
|
if(!added.ContainsKey(sd))
|
|
sidedefs.Add(sd);
|
|
}
|
|
|
|
return sidedefs;
|
|
}
|
|
|
|
// This returns all selected things, no doubles
|
|
public List<Thing> GetSelectedThings()
|
|
{
|
|
Dictionary<Thing, int> added = new Dictionary<Thing, int>();
|
|
List<Thing> things = new List<Thing>();
|
|
foreach(IVisualEventReceiver i in selectedobjects)
|
|
{
|
|
if(i is BaseVisualThing)
|
|
{
|
|
Thing t = (i as BaseVisualThing).Thing;
|
|
if(!added.ContainsKey(t))
|
|
{
|
|
things.Add(t);
|
|
added.Add(t, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add highlight?
|
|
if((selectedobjects.Count == 0) && (target.picked is BaseVisualThing))
|
|
{
|
|
Thing t = (target.picked as BaseVisualThing).Thing;
|
|
if(!added.ContainsKey(t))
|
|
things.Add(t);
|
|
}
|
|
|
|
return things;
|
|
}
|
|
|
|
// This returns the IVisualEventReceiver on which the action must be performed
|
|
private IVisualEventReceiver GetTargetEventReceiver(bool targetonly)
|
|
{
|
|
if(target.picked != null)
|
|
{
|
|
if(singleselection || target.picked.Selected || targetonly)
|
|
{
|
|
return (IVisualEventReceiver)target.picked;
|
|
}
|
|
else if(selectedobjects.Count > 0)
|
|
{
|
|
return selectedobjects[0];
|
|
}
|
|
else
|
|
{
|
|
return (IVisualEventReceiver)target.picked;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return new NullVisualEventReceiver();
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Actions
|
|
|
|
[BeginAction("clearselection", BaseAction = true)]
|
|
public void ClearSelection()
|
|
{
|
|
selectedobjects = new List<IVisualEventReceiver>();
|
|
|
|
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
|
|
{
|
|
if(vs.Value != null)
|
|
{
|
|
BaseVisualSector bvs = (BaseVisualSector)vs.Value;
|
|
if(bvs.Floor != null) bvs.Floor.Selected = false;
|
|
if(bvs.Ceiling != null) bvs.Ceiling.Selected = false;
|
|
foreach(VisualFloor vf in bvs.ExtraFloors) vf.Selected = false;
|
|
foreach(VisualCeiling vc in bvs.ExtraCeilings) vc.Selected = false;
|
|
foreach(Sidedef sd in vs.Key.Sidedefs)
|
|
{
|
|
List<VisualGeometry> sidedefgeos = bvs.GetSidedefGeometry(sd);
|
|
foreach(VisualGeometry sdg in sidedefgeos)
|
|
{
|
|
sdg.Selected = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
|
|
{
|
|
if(vt.Value != null)
|
|
{
|
|
BaseVisualThing bvt = (BaseVisualThing)vt.Value;
|
|
bvt.Selected = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
[BeginAction("visualselect", BaseAction = true)]
|
|
public void BeginSelect()
|
|
{
|
|
PreActionNoChange();
|
|
PickTargetUnlocked();
|
|
GetTargetEventReceiver(true).OnSelectBegin();
|
|
PostAction();
|
|
}
|
|
|
|
[EndAction("visualselect", BaseAction = true)]
|
|
public void EndSelect()
|
|
{
|
|
//PreActionNoChange();
|
|
GetTargetEventReceiver(true).OnSelectEnd();
|
|
Renderer.ShowSelection = true;
|
|
Renderer.ShowHighlight = true;
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("visualedit", BaseAction = true)]
|
|
public void BeginEdit()
|
|
{
|
|
PreAction(UndoGroup.None);
|
|
GetTargetEventReceiver(false).OnEditBegin();
|
|
PostAction();
|
|
}
|
|
|
|
[EndAction("visualedit", BaseAction = true)]
|
|
public void EndEdit()
|
|
{
|
|
PreActionNoChange();
|
|
GetTargetEventReceiver(false).OnEditEnd();
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("raisesector8", Library = "BuilderModes")]
|
|
public void RaiseSector8()
|
|
{
|
|
PreAction(UndoGroup.SectorHeightChange);
|
|
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
|
|
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(8);
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("lowersector8", Library = "BuilderModes")]
|
|
public void LowerSector8()
|
|
{
|
|
PreAction(UndoGroup.SectorHeightChange);
|
|
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
|
|
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(-8);
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("raisesector1", Library = "BuilderModes")]
|
|
public void RaiseSector1()
|
|
{
|
|
PreAction(UndoGroup.SectorHeightChange);
|
|
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
|
|
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(1);
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("lowersector1", Library = "BuilderModes")]
|
|
public void LowerSector1()
|
|
{
|
|
PreAction(UndoGroup.SectorHeightChange);
|
|
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
|
|
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(-1);
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("showvisualthings", Library = "BuilderModes")]
|
|
public void ShowVisualThings()
|
|
{
|
|
BuilderPlug.Me.ShowVisualThings++;
|
|
if(BuilderPlug.Me.ShowVisualThings > 2) BuilderPlug.Me.ShowVisualThings = 0;
|
|
}
|
|
|
|
[BeginAction("raisebrightness8", Library = "BuilderModes")]
|
|
public void RaiseBrightness8()
|
|
{
|
|
PreAction(UndoGroup.SectorBrightnessChange);
|
|
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
|
|
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetBrightness(true);
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("lowerbrightness8", Library = "BuilderModes")]
|
|
public void LowerBrightness8()
|
|
{
|
|
PreAction(UndoGroup.SectorBrightnessChange);
|
|
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
|
|
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetBrightness(false);
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("movetextureleft", Library = "BuilderModes")]
|
|
public void MoveTextureLeft1()
|
|
{
|
|
PreAction(UndoGroup.TextureOffsetChange);
|
|
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
|
|
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureOffset(-1, 0);
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("movetextureright", Library = "BuilderModes")]
|
|
public void MoveTextureRight1()
|
|
{
|
|
PreAction(UndoGroup.TextureOffsetChange);
|
|
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
|
|
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureOffset(1, 0);
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("movetextureup", Library = "BuilderModes")]
|
|
public void MoveTextureUp1()
|
|
{
|
|
PreAction(UndoGroup.TextureOffsetChange);
|
|
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
|
|
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, -1);
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("movetexturedown", Library = "BuilderModes")]
|
|
public void MoveTextureDown1()
|
|
{
|
|
PreAction(UndoGroup.TextureOffsetChange);
|
|
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
|
|
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, 1);
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("movetextureleft8", Library = "BuilderModes")]
|
|
public void MoveTextureLeft8()
|
|
{
|
|
PreAction(UndoGroup.TextureOffsetChange);
|
|
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
|
|
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureOffset(-8, 0);
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("movetextureright8", Library = "BuilderModes")]
|
|
public void MoveTextureRight8()
|
|
{
|
|
PreAction(UndoGroup.TextureOffsetChange);
|
|
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
|
|
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureOffset(8, 0);
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("movetextureup8", Library = "BuilderModes")]
|
|
public void MoveTextureUp8()
|
|
{
|
|
PreAction(UndoGroup.TextureOffsetChange);
|
|
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
|
|
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, -8);
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("movetexturedown8", Library = "BuilderModes")]
|
|
public void MoveTextureDown8()
|
|
{
|
|
PreAction(UndoGroup.TextureOffsetChange);
|
|
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
|
|
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, 8);
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("textureselect", Library = "BuilderModes")]
|
|
public void TextureSelect()
|
|
{
|
|
PreAction(UndoGroup.None);
|
|
renderer.SetCrosshairBusy(true);
|
|
General.Interface.RedrawDisplay();
|
|
GetTargetEventReceiver(false).OnSelectTexture();
|
|
UpdateChangedObjects();
|
|
renderer.SetCrosshairBusy(false);
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("texturecopy", Library = "BuilderModes")]
|
|
public void TextureCopy()
|
|
{
|
|
PreActionNoChange();
|
|
GetTargetEventReceiver(false).OnCopyTexture();
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("texturepaste", Library = "BuilderModes")]
|
|
public void TexturePaste()
|
|
{
|
|
PreAction(UndoGroup.None);
|
|
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
|
|
foreach(IVisualEventReceiver i in objs) i.OnPasteTexture();
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("visualautoalignx", Library = "BuilderModes")]
|
|
public void TextureAutoAlignX()
|
|
{
|
|
PreAction(UndoGroup.None);
|
|
renderer.SetCrosshairBusy(true);
|
|
General.Interface.RedrawDisplay();
|
|
GetTargetEventReceiver(false).OnTextureAlign(true, false);
|
|
UpdateChangedObjects();
|
|
renderer.SetCrosshairBusy(false);
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("visualautoaligny", Library = "BuilderModes")]
|
|
public void TextureAutoAlignY()
|
|
{
|
|
PreAction(UndoGroup.None);
|
|
renderer.SetCrosshairBusy(true);
|
|
General.Interface.RedrawDisplay();
|
|
GetTargetEventReceiver(false).OnTextureAlign(false, true);
|
|
UpdateChangedObjects();
|
|
renderer.SetCrosshairBusy(false);
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("toggleupperunpegged", Library = "BuilderModes")]
|
|
public void ToggleUpperUnpegged()
|
|
{
|
|
PreAction(UndoGroup.None);
|
|
GetTargetEventReceiver(false).OnToggleUpperUnpegged();
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("togglelowerunpegged", Library = "BuilderModes")]
|
|
public void ToggleLowerUnpegged()
|
|
{
|
|
PreAction(UndoGroup.None);
|
|
GetTargetEventReceiver(false).OnToggleLowerUnpegged();
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("togglegravity", Library = "BuilderModes")]
|
|
public void ToggleGravity()
|
|
{
|
|
BuilderPlug.Me.UseGravity = !BuilderPlug.Me.UseGravity;
|
|
string onoff = BuilderPlug.Me.UseGravity ? "ON" : "OFF";
|
|
General.Interface.DisplayStatus(StatusType.Action, "Gravity is now " + onoff + ".");
|
|
}
|
|
|
|
[BeginAction("togglebrightness", Library = "BuilderModes")]
|
|
public void ToggleBrightness()
|
|
{
|
|
renderer.FullBrightness = !renderer.FullBrightness;
|
|
string onoff = renderer.FullBrightness ? "ON" : "OFF";
|
|
General.Interface.DisplayStatus(StatusType.Action, "Full Brightness is now " + onoff + ".");
|
|
}
|
|
|
|
[BeginAction("togglehighlight", Library = "BuilderModes")]
|
|
public void ToggleHighlight()
|
|
{
|
|
BuilderPlug.Me.UseHighlight = !BuilderPlug.Me.UseHighlight;
|
|
string onoff = BuilderPlug.Me.UseHighlight ? "ON" : "OFF";
|
|
General.Interface.DisplayStatus(StatusType.Action, "Highlight is now " + onoff + ".");
|
|
}
|
|
|
|
[BeginAction("resettexture", Library = "BuilderModes")]
|
|
public void ResetTexture()
|
|
{
|
|
PreAction(UndoGroup.None);
|
|
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
|
|
foreach(IVisualEventReceiver i in objs) i.OnResetTextureOffset();
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("floodfilltextures", Library = "BuilderModes")]
|
|
public void FloodfillTextures()
|
|
{
|
|
PreAction(UndoGroup.None);
|
|
GetTargetEventReceiver(false).OnTextureFloodfill();
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("texturecopyoffsets", Library = "BuilderModes")]
|
|
public void TextureCopyOffsets()
|
|
{
|
|
PreActionNoChange();
|
|
GetTargetEventReceiver(false).OnCopyTextureOffsets();
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("texturepasteoffsets", Library = "BuilderModes")]
|
|
public void TexturePasteOffsets()
|
|
{
|
|
PreAction(UndoGroup.None);
|
|
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
|
|
foreach(IVisualEventReceiver i in objs) i.OnPasteTextureOffsets();
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("copyproperties", Library = "BuilderModes")]
|
|
public void CopyProperties()
|
|
{
|
|
PreActionNoChange();
|
|
GetTargetEventReceiver(false).OnCopyProperties();
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("pasteproperties", Library = "BuilderModes")]
|
|
public void PasteProperties()
|
|
{
|
|
PreAction(UndoGroup.None);
|
|
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
|
|
foreach(IVisualEventReceiver i in objs) i.OnPasteProperties();
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("insertitem", BaseAction = true)]
|
|
public void Insert()
|
|
{
|
|
PreAction(UndoGroup.None);
|
|
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
|
|
foreach(IVisualEventReceiver i in objs) i.OnInsert();
|
|
PostAction();
|
|
}
|
|
|
|
[BeginAction("deleteitem", BaseAction = true)]
|
|
public void Delete()
|
|
{
|
|
PreAction(UndoGroup.None);
|
|
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
|
|
foreach(IVisualEventReceiver i in objs) i.OnDelete();
|
|
PostAction();
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|