UltimateZoneBuilder/Source/BuilderModes/SectorsMode/SectorsMode.cs
codeimp 535ecc54a2 - added overlay rendertarget
- renamed some rendering methods
- added rectangle rendering method for overlay
2008-04-12 16:07:10 +00:00

388 lines
9.1 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Interface;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using System.Drawing;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes.Editing
{
[EditMode(SwitchAction = "sectorsmode", // Action name used to switch to this mode
ButtonDesc = "Sectors Mode", // Description on the button in toolbar/menu
ButtonImage = "SectorsMode.png", // Image resource name for the button
ButtonOrder = int.MinValue + 2)] // Position of the button (lower is more to the left)
public class SectorsMode : ClassicMode
{
#region ================== Constants
#endregion
#region ================== Variables
// Highlighted item
private Sector highlighted;
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
// Constructor
public SectorsMode()
{
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Methods
// This selectes or deselects a sector
protected void SelectSector(Sector s, bool selectstate)
{
// Flip selection
s.Selected = selectstate;
// Make update lines selection
foreach(Sidedef sd in s.Sidedefs)
{
bool front, back;
if(sd.Line.Front != null) front = sd.Line.Front.Sector.Selected; else front = false;
if(sd.Line.Back != null) back = sd.Line.Back.Sector.Selected; else back = false;
sd.Line.Selected = front | back;
}
}
// Cancel mode
public override void Cancel()
{
base.Cancel();
// Return to this mode
General.Map.ChangeMode(new SectorsMode());
}
// Mode engages
public override void Engage()
{
base.Engage();
}
// Mode disengages
public override void Disengage()
{
base.Disengage();
// Check which mode we are switching to
if(General.Map.NewMode is VerticesMode)
{
// Convert selection to vertices
// Clear selected sectors
General.Map.Map.ClearSelectedSectors();
}
else if(General.Map.NewMode is LinedefsMode)
{
// Convert selection to linedefs
// Clear selected sectors
General.Map.Map.ClearSelectedSectors();
}
// Hide highlight info
General.Interface.HideInfo();
}
// This redraws the display
public unsafe override void RedrawDisplay()
{
// Render lines and vertices
if(renderer.StartPlotter(true))
{
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
renderer.PlotVerticesSet(General.Map.Map.Vertices);
if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotSector(highlighted, General.Colors.Highlight);
renderer.Finish();
}
// Render things
if(renderer.StartThings(true))
{
renderer.SetThingsRenderOrder(false);
renderer.RenderThingSet(General.Map.Map.Things);
renderer.Finish();
}
renderer.Present();
}
// This highlights a new item
protected void Highlight(Sector s)
{
// Update display
if(renderer.StartPlotter(false))
{
// Undraw previous highlight
if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotSector(highlighted);
/*
// Undraw highlighted things
if(highlighted != null)
foreach(Thing t in highlighted.Things)
renderer.RenderThing(t, renderer.DetermineThingColor(t));
*/
// Set new highlight
highlighted = s;
// Render highlighted item
if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotSector(highlighted, General.Colors.Highlight);
/*
// Render highlighted things
if(highlighted != null)
foreach(Thing t in highlighted.Things)
renderer.RenderThing(t, General.Colors.Highlight);
*/
// Done
renderer.Finish();
renderer.Present();
}
// Show highlight info
if((highlighted != null) && !highlighted.IsDisposed)
General.Interface.ShowSectorInfo(highlighted);
else
General.Interface.HideInfo();
}
// Mouse moves
public override void MouseMove(MouseEventArgs e)
{
base.MouseMove(e);
// Not holding any buttons?
if(e.Button == MouseButtons.None)
{
// Find the nearest linedef within highlight range
Linedef l = General.Map.Map.NearestLinedef(mousemappos);
// Check on which side of the linedef the mouse is
float side = l.SideOfLine(mousemappos);
if(side > 0)
{
// Is there a sidedef here?
if(l.Back != null)
{
// Highlight if not the same
if(l.Back.Sector != highlighted) Highlight(l.Back.Sector);
}
else
{
// Highlight nothing
if(highlighted != null) Highlight(null);
}
}
else
{
// Is there a sidedef here?
if(l.Front != null)
{
// Highlight if not the same
if(l.Front.Sector != highlighted) Highlight(l.Front.Sector);
}
else
{
// Highlight nothing
if(highlighted != null) Highlight(null);
}
}
}
}
// Mouse leaves
public override void MouseLeave(EventArgs e)
{
base.MouseLeave(e);
// Highlight nothing
Highlight(null);
}
// Mouse button pressed
public override void MouseDown(MouseEventArgs e)
{
base.MouseDown(e);
// Select button?
if(e.Button == EditMode.SELECT_BUTTON)
{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Flip selection
SelectSector(highlighted, !highlighted.Selected);
// Update display
if(renderer.StartPlotter(false))
{
// Redraw highlight to show selection
renderer.PlotSector(highlighted);
renderer.Finish();
renderer.Present();
}
}
}
// Edit button?
else if(e.Button == EditMode.EDIT_BUTTON)
{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Highlighted item not selected?
if(!highlighted.Selected)
{
// Make this the only selection
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
SelectSector(highlighted, true);
General.Interface.RedrawDisplay();
}
// Update display
if(renderer.StartPlotter(false))
{
// Redraw highlight to show selection
renderer.PlotSector(highlighted);
renderer.Finish();
renderer.Present();
}
}
}
}
// Mouse released
public override void MouseUp(MouseEventArgs e)
{
ICollection<Sector> selected;
base.MouseUp(e);
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Update display
if(renderer.StartPlotter(false))
{
// Render highlighted item
renderer.PlotSector(highlighted, General.Colors.Highlight);
renderer.Finish();
renderer.Present();
}
// Edit button?
if(e.Button == EditMode.EDIT_BUTTON)
{
// Anything selected?
selected = General.Map.Map.GetSectorsSelection(true);
if(selected.Count > 0)
{
// Show sector edit dialog
General.Interface.ShowEditSectors(selected);
// When a single sector was selected, deselect it now
if(selected.Count == 1)
{
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
}
// Update entire display
General.Interface.RedrawDisplay();
}
}
}
}
// Mouse wants to drag
protected override void DragStart(MouseEventArgs e)
{
base.DragStart(e);
// Which button is used?
if(e.Button == EditMode.SELECT_BUTTON)
{
// Make selection
}
else if(e.Button == EditMode.EDIT_BUTTON)
{
// Anything highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Highlighted item not selected?
if(!highlighted.Selected)
{
// Select only this sector for dragging
General.Map.Map.ClearSelectedSectors();
SelectSector(highlighted, true);
}
// Start dragging the selection
General.Map.ChangeMode(new DragSectorsMode(new SectorsMode(), mousedownmappos));
}
}
}
#endregion
}
}