UltimateZoneBuilder/Source/Plugins/BuilderEffects/Interface/JitterSectorsForm.cs
MaxED 15b2adfe30 Texture Browser Form: swapped foreground and background colors of texture size labels.
Fixed, Texture Browser Form: well, I broke "Tab" key functionality again (in previous commit)...
Maintenance: changed curly braces style to match DB2 one (hopefully not breaking anything in the process...).
Maintenance: changed private method names casing to match DB2 one.
2014-12-03 23:15:26 +00:00

980 lines
28 KiB
C#

#region ================== Namespaces
using System;
using System.Collections.Generic;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.VisualModes;
using CodeImp.DoomBuilder.Windows;
#endregion
namespace CodeImp.DoomBuilder.BuilderEffects
{
public partial class JitterSectorsForm : DelayedForm
{
#region ================== Variables
private readonly string editingModeName;
private readonly List<VisualSector> visualSectors;
private readonly List<VisualVertexPair> visualVerts;
private readonly TranslationOffsetVertexData[] vertexData;
private readonly List<SectorData> sectorData;
private readonly List<SidedefData> sidedefData;
private readonly int MaxSafeDistance;
private readonly int MaxSafeHeightDistance;
//settings
private static bool keepExistingSideTextures = true;
private static bool useFloorVertexHeights;
private static bool useCeilingVertexHeights;
private static int storedceiloffsetmode;
private static int storedflooroffsetmode;
#endregion
#region ================== Structs
private struct TranslationOffsetVertexData
{
public Vertex Vertex;
public Vector2D InitialPosition;
public int SafeDistance;
public float JitterAngle;
}
private struct HeightOffsetVertexData
{
public Vertex Vertex;
public float InitialFloorHeight;
public float InitialCeilingHeight;
public float ZFloor;
public float ZCeiling;
public float JitterFloorHeight;
public float JitterCeilingHeight;
}
private struct SectorData
{
public Sector Sector;
public HeightOffsetVertexData[] Verts;
public int InitialCeilingHeight;
public int InitialFloorHeight;
public int SafeDistance;
public float JitterFloorHeight;
public float JitterCeilingHeight;
public bool Triangular;
}
private struct SidedefData
{
public Sidedef Side;
public string HighTexture;
public string OtherLowTexture;
public string OtherHighTexture;
public string LowTexture;
public bool PegTop;
public bool PegBottom;
public bool UpdateTextureOnOtherSide;
}
#endregion
#region ================== Constructor / Setup
public JitterSectorsForm(string editingModeName)
{
this.editingModeName = editingModeName;
InitializeComponent();
//get selection
List<Vertex> verts = new List<Vertex>();
List<Sector> sectors = new List<Sector>();
if(editingModeName == "BaseVisualMode")
{
VisualMode vm = (VisualMode)General.Editing.Mode;
List<VisualGeometry> visualGeometry = vm.GetSelectedSurfaces();
visualSectors = new List<VisualSector>();
//get selected visual and regular sectors
foreach(VisualGeometry vg in visualGeometry)
{
if(vg.GeometryType != VisualGeometryType.CEILING && vg.GeometryType != VisualGeometryType.FLOOR)
continue;
if(vg.Sector != null && vg.Sector.Sector != null)
{
foreach(Sidedef sd in vg.Sector.Sector.Sidedefs)
{
if(!verts.Contains(sd.Line.Start))
verts.Add(sd.Line.Start);
if(!verts.Contains(sd.Line.End))
verts.Add(sd.Line.End);
}
sectors.Add(vg.Sector.Sector);
visualSectors.Add(vg.Sector);
}
}
//also get visual sectors around selected ones (because they also may be affected)
List<Vertex> affectedVerts = new List<Vertex>();
foreach(Sector s in sectors)
{
foreach(Sidedef sd in s.Sidedefs)
{
if(!affectedVerts.Contains(sd.Line.Start))
affectedVerts.Add(sd.Line.Start);
if(!affectedVerts.Contains(sd.Line.End))
affectedVerts.Add(sd.Line.End);
}
}
List<Sector> affectedSectors = new List<Sector>();
foreach(Vertex v in affectedVerts)
{
foreach(Linedef l in v.Linedefs)
{
if(l.Front != null && !sectors.Contains(l.Front.Sector)
&& !affectedSectors.Contains(l.Front.Sector)
&& vm.VisualSectorExists(l.Front.Sector))
{
visualSectors.Add(vm.GetVisualSector(l.Front.Sector));
affectedSectors.Add(l.Front.Sector);
}
if(l.Back != null && !sectors.Contains(l.Back.Sector)
&& !affectedSectors.Contains(l.Back.Sector)
&& vm.VisualSectorExists(l.Back.Sector))
{
visualSectors.Add(vm.GetVisualSector(l.Back.Sector));
affectedSectors.Add(l.Back.Sector);
}
}
}
visualVerts = new List<VisualVertexPair>();
foreach (Vertex vert in affectedVerts)
{
if(vm.VisualVertices.ContainsKey(vert)) visualVerts.Add(vm.VisualVertices[vert]);
}
}
else if(editingModeName == "SectorsMode")
{
ICollection<Sector> list = General.Map.Map.GetSelectedSectors(true);
foreach(Sector s in list)
{
foreach(Sidedef sd in s.Sidedefs)
{
if(!verts.Contains(sd.Line.Start))
verts.Add(sd.Line.Start);
if(!verts.Contains(sd.Line.End))
verts.Add(sd.Line.End);
}
sectors.Add(s);
}
}
if(verts.Count == 0 || sectors.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "Unable to get sectors from selection!");
return;
}
//create undo
General.Map.UndoRedo.ClearAllRedos();
General.Map.UndoRedo.CreateUndo("Randomize " + sectors.Count + (sectors.Count > 1 ? " sectors" : " sector"));
//update window header
this.Text = "Randomize " + sectors.Count + (sectors.Count > 1 ? " sectors" : " sector");
//store intial properties
//process verts...
Dictionary<Vertex, TranslationOffsetVertexData> data = new Dictionary<Vertex, TranslationOffsetVertexData>();
foreach(Vertex v in verts)
{
TranslationOffsetVertexData vd = new TranslationOffsetVertexData();
vd.Vertex = v;
vd.InitialPosition = v.Position;
data.Add(v, vd);
}
foreach(Vertex v in verts)
{
if(v.Linedefs == null) continue;
//get nearest linedef
Linedef closestLine = null;
float distance = float.MaxValue;
// Go for all linedefs in selection
foreach(Linedef l in General.Map.Map.Linedefs)
{
if(v.Linedefs.Contains(l)) continue;
// Calculate distance and check if closer than previous find
float d = l.SafeDistanceToSq(v.Position, true);
if(d < distance)
{
// This one is closer
closestLine = l;
distance = d;
}
}
if(closestLine == null) continue;
float closestLineDistance = Vector2D.Distance(v.Position, closestLine.NearestOnLine(v.Position));
//check SafeDistance of closest line
if(data.ContainsKey(closestLine.Start)
&& data[closestLine.Start].SafeDistance > closestLineDistance)
{
TranslationOffsetVertexData vd = data[closestLine.Start];
vd.SafeDistance = (int)Math.Floor(closestLineDistance);
data[closestLine.Start] = vd;
}
if(data.ContainsKey(closestLine.End)
&& data[closestLine.End].SafeDistance > closestLineDistance)
{
TranslationOffsetVertexData vd = data[closestLine.End];
vd.SafeDistance = (int)Math.Floor(closestLineDistance);
data[closestLine.End] = vd;
}
//save SafeDistance
int dist = (int)Math.Floor(closestLineDistance);
if(data[v].SafeDistance == 0 || data[v].SafeDistance > dist)
{
TranslationOffsetVertexData vd = data[v];
vd.SafeDistance = dist;
data[v] = vd;
}
}
//store properties
vertexData = new TranslationOffsetVertexData[data.Values.Count];
data.Values.CopyTo(vertexData, 0);
for(int i = 0; i < data.Count; i++)
{
if(vertexData[i].SafeDistance > 0)
vertexData[i].SafeDistance /= 2;
if(MaxSafeDistance < vertexData[i].SafeDistance)
MaxSafeDistance = vertexData[i].SafeDistance;
}
//process sectors and linedes
sectorData = new List<SectorData>();
sidedefData = new List<SidedefData>();
foreach(Sector s in sectors)
{
SectorData sd = new SectorData();
sd.Sector = s;
sd.InitialCeilingHeight = s.CeilHeight;
sd.InitialFloorHeight = s.FloorHeight;
sd.Triangular = General.Map.UDMF && s.Sidedefs.Count == 3;
if (sd.Triangular)
{
Vertex[] sectorverts = GetSectorVerts(s);
sd.Verts = new HeightOffsetVertexData[sectorverts.Length];
for(int i = 0; i < sectorverts.Length; i++)
{
HeightOffsetVertexData vd = new HeightOffsetVertexData();
vd.Vertex = sectorverts[i];
vd.ZFloor = sectorverts[i].ZFloor;
vd.ZCeiling = sectorverts[i].ZCeiling;
vd.InitialFloorHeight = float.IsNaN(vd.ZFloor) ? GetHighestFloor(sectorverts[i]) : sectorverts[i].ZFloor;
vd.InitialCeilingHeight = float.IsNaN(vd.ZCeiling) ? GetLowestCeiling(sectorverts[i]) : sectorverts[i].ZCeiling;
sd.Verts[i] = vd;
}
}
sd.SafeDistance = (s.CeilHeight - s.FloorHeight) / 2;
if(sd.SafeDistance > MaxSafeHeightDistance) MaxSafeHeightDistance = sd.SafeDistance;
sectorData.Add(sd);
foreach(Sidedef side in s.Sidedefs)
{
//store initial sidedef properties
SidedefData sdd = new SidedefData();
sdd.Side = side;
sdd.LowTexture = side.LowTexture;
sdd.HighTexture = side.HighTexture;
sdd.PegBottom = side.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag);
sdd.PegTop = side.Line.IsFlagSet(General.Map.Config.UpperUnpeggedFlag);
if(side.Other != null && !sectors.Contains(side.Other.Sector))
{
sdd.UpdateTextureOnOtherSide = true;
sdd.OtherHighTexture = side.Other.HighTexture;
sdd.OtherLowTexture = side.Other.LowTexture;
}
sidedefData.Add(sdd);
}
}
positionJitterAmmount.Maximum = MaxSafeDistance;
floorHeightAmmount.Maximum = MaxSafeHeightDistance;
ceilingHeightAmmount.Maximum = MaxSafeHeightDistance;
//set editing settings
cbKeepExistingTextures.Checked = keepExistingSideTextures;
ceiloffsetmode.SelectedIndex = storedceiloffsetmode;
flooroffsetmode.SelectedIndex = storedflooroffsetmode;
//vertex heights can not be set in non-UDMF maps
if (General.Map.UDMF)
{
cbUseFloorVertexHeights.Checked = useFloorVertexHeights;
cbUseCeilingVertexHeights.Checked = useCeilingVertexHeights;
}
else
{
useFloorVertexHeights = false;
cbUseFloorVertexHeights.Checked = false;
cbUseFloorVertexHeights.Enabled = false;
useCeilingVertexHeights = false;
cbUseCeilingVertexHeights.Checked = false;
cbUseCeilingVertexHeights.Enabled = false;
}
//texture pickers
textureLower.Initialize();
textureUpper.Initialize();
//We can't use floor/ceiling textures when MixTexturesFlats is disabled
if (General.Map.Config.MixTexturesFlats)
{
textureLower.TextureName = General.Settings.DefaultFloorTexture;
textureUpper.TextureName = General.Settings.DefaultCeilingTexture;
}
else
{
textureLower.TextureName = General.Settings.DefaultTexture;
textureUpper.TextureName = General.Settings.DefaultTexture;
cbUpperTexStyle.Items[1] = "Use default texture";
cbLowerTexStyle.Items[1] = "Use default texture";
}
cbUpperTexStyle.SelectedIndex = 0;
cbLowerTexStyle.SelectedIndex = 0;
UpdateTextureSelectors(); //update interface
//create random values
UpdateAngles();
UpdateFloorHeights();
UpdateCeilingHeights();
}
#endregion
#region ================== Methods
private static float GetLowestCeiling(Vertex v)
{
if (v.Linedefs.Count == 0) return float.NaN;
List<Sector> sectors = GetSectors(v);
if (sectors.Count == 0) return float.NaN;
float target = sectors[0].CeilHeight;
for(int i = 1; i < sectors.Count; i++)
{
if(target > sectors[i].CeilHeight && sectors[i].Sidedefs.Count == 3)
target = sectors[i].CeilHeight;
}
return target;
}
private static float GetHighestFloor(Vertex v)
{
if(v.Linedefs.Count == 0) return float.NaN;
List<Sector> sectors = GetSectors(v);
if(sectors.Count == 0) return float.NaN;
float target = sectors[0].FloorHeight;
for(int i = 1; i < sectors.Count; i++)
{
if(target < sectors[i].FloorHeight && sectors[i].Sidedefs.Count == 3)
target = sectors[i].FloorHeight;
}
return target;
}
private static List<Sector> GetSectors(Vertex v)
{
List<Sector> result = new List<Sector>();
foreach (Linedef l in v.Linedefs)
{
if(l.Front != null && l.Front.Sector != null && !result.Contains(l.Front.Sector))
result.Add(l.Front.Sector);
if(l.Back != null && l.Back.Sector != null && !result.Contains(l.Back.Sector))
result.Add(l.Back.Sector);
}
return result;
}
private static Vertex[] GetSectorVerts(Sector s)
{
List<Vertex> result = new List<Vertex>();
foreach (Sidedef side in s.Sidedefs)
{
if(side.Line == null) continue;
if(!result.Contains(side.Line.Start)) result.Add(side.Line.Start);
if(!result.Contains(side.Line.End)) result.Add(side.Line.End);
}
return result.ToArray();
}
#endregion
#region ================== Utility
private void ApplyTranslationJitter(int ammount)
{
int curAmmount;
for(int i = 0; i < vertexData.Length; i++)
{
curAmmount = ammount > vertexData[i].SafeDistance ? vertexData[i].SafeDistance : ammount;
vertexData[i].Vertex.Move(new Vector2D(vertexData[i].InitialPosition.x + (int)(Math.Sin(vertexData[i].JitterAngle) * curAmmount), vertexData[i].InitialPosition.y + (int)(Math.Cos(vertexData[i].JitterAngle) * curAmmount)));
}
//update view
if(editingModeName == "BaseVisualMode")
{
General.Map.Map.Update();
General.Map.IsChanged = true;
UpdateVisualGeometry();
}
else
{
General.Interface.RedrawDisplay();
}
}
private void ApplyCeilingHeightJitter(int ammount)
{
int curAmmount;
for(int i = 0; i < sectorData.Count; i++)
{
curAmmount = ammount > sectorData[i].SafeDistance ? sectorData[i].SafeDistance : ammount;
if (sectorData[i].Triangular && cbUseCeilingVertexHeights.Checked)
{
foreach(HeightOffsetVertexData vd in sectorData[i].Verts)
{
vd.Vertex.ZCeiling = vd.InitialCeilingHeight - (float)Math.Floor(curAmmount
* ModifyByOffsetMode(vd.JitterCeilingHeight, ceiloffsetmode.SelectedIndex));
}
}
else
{
sectorData[i].Sector.CeilHeight = sectorData[i].InitialCeilingHeight - (int)Math.Floor(curAmmount
* ModifyByOffsetMode(sectorData[i].JitterCeilingHeight, ceiloffsetmode.SelectedIndex));
}
}
//update view
if(editingModeName == "BaseVisualMode")
{
General.Map.Map.Update();
General.Map.IsChanged = true;
UpdateVisualGeometry();
}
UpdateUpperTextures(cbUpperTexStyle.SelectedIndex, false);
}
private void ApplyFloorHeightJitter(int ammount)
{
int curAmmount;
for(int i = 0; i < sectorData.Count; i++)
{
curAmmount = ammount > sectorData[i].SafeDistance ? sectorData[i].SafeDistance : ammount;
if (sectorData[i].Triangular && cbUseFloorVertexHeights.Checked)
{
foreach(HeightOffsetVertexData vd in sectorData[i].Verts)
{
vd.Vertex.ZFloor = vd.InitialFloorHeight + (float)Math.Floor(curAmmount
* ModifyByOffsetMode(vd.JitterFloorHeight, flooroffsetmode.SelectedIndex));
}
}
else
{
sectorData[i].Sector.FloorHeight = sectorData[i].InitialFloorHeight + (int)Math.Floor(curAmmount
* ModifyByOffsetMode(sectorData[i].JitterFloorHeight, flooroffsetmode.SelectedIndex));
}
}
//update view
if(editingModeName == "BaseVisualMode")
{
General.Map.Map.Update();
General.Map.IsChanged = true;
UpdateVisualGeometry();
}
UpdateLowerTextures(cbLowerTexStyle.SelectedIndex, false);
}
private static float ModifyByOffsetMode(float value, int mode)
{
switch (mode)
{
case 0: //Raise and lower
return value;
case 1: //Raise only
return Math.Abs(value);
case 2: //Lower only
return -Math.Abs(value);
default:
throw new NotImplementedException("JitterSectorsForm.ModifyByOffsetMode: got unknown mode (" + mode + ")");
}
}
private void UpdateVisualGeometry()
{
foreach(VisualSector vs in visualSectors) vs.UpdateSectorGeometry(true);
foreach(VisualSector vs in visualSectors) vs.UpdateSectorData();
foreach(VisualSector vs in visualSectors) vs.UpdateSectorData();
foreach (VisualVertexPair pair in visualVerts)
{
pair.Changed = true;
pair.Update();
}
}
private void UpdateTextureSelectors()
{
cbLowerTexStyle.Enabled = floorHeightAmmount.Value > 0;
cbUpperTexStyle.Enabled = ceilingHeightAmmount.Value > 0;
gbLowerTexture.Enabled = floorHeightAmmount.Value > 0 && cbLowerTexStyle.SelectedIndex > 0;
gbUpperTexture.Enabled = ceilingHeightAmmount.Value > 0 && cbUpperTexStyle.SelectedIndex > 0;
textureLower.Enabled = floorHeightAmmount.Value > 0 && cbLowerTexStyle.SelectedIndex == 2;
textureUpper.Enabled = ceilingHeightAmmount.Value > 0 && cbUpperTexStyle.SelectedIndex == 2;
}
private void UpdateUpperTextures(int index, bool updateGeometry)
{
if(index == -1) return;
if(index == 0) //revert
{
foreach(SidedefData sd in sidedefData)
SetUpperTexture(sd, sd.HighTexture);
}
else if(index == 1) //use ceiling or default texture
{
if(General.Map.Config.MixTexturesFlats)
{
foreach(SidedefData sd in sidedefData)
{
if(sd.Side.Sector != null)
{
if (sd.UpdateTextureOnOtherSide && sd.Side.Other.Sector != null) SetUpperTexture(sd, sd.Side.Sector.CeilTexture, sd.Side.Other.Sector.CeilTexture);
else SetUpperTexture(sd, sd.Side.Sector.CeilTexture);
}
}
}
else
{
foreach(SidedefData sd in sidedefData) SetUpperTexture(sd, General.Settings.DefaultTexture);
}
}
else if(index == 2) //use given texture
{
foreach(SidedefData sd in sidedefData)
SetUpperTexture(sd, textureUpper.TextureName);
}
General.Map.Data.UpdateUsedTextures();
if(updateGeometry && editingModeName == "BaseVisualMode") UpdateVisualGeometry();
}
private void UpdateLowerTextures(int index, bool updateGeometry)
{
if(index == -1) return;
if(index == 0) //revert
{
foreach(SidedefData sd in sidedefData)
SetLowerTexture(sd, sd.LowTexture);
}
else if(index == 1) //use floor or default texture
{
if(General.Map.Config.MixTexturesFlats)
{
foreach(SidedefData sd in sidedefData)
{
if(sd.Side.Sector != null)
{
if (sd.UpdateTextureOnOtherSide && sd.Side.Other.Sector != null) SetLowerTexture(sd, sd.Side.Sector.FloorTexture, sd.Side.Other.Sector.FloorTexture);
else SetLowerTexture(sd, sd.Side.Sector.FloorTexture);
}
}
}
else
{
foreach (SidedefData sd in sidedefData) SetLowerTexture(sd, General.Settings.DefaultTexture);
}
}
else if(index == 2) //use given texture
{
foreach(SidedefData sd in sidedefData)
SetLowerTexture(sd, textureLower.TextureName);
}
General.Map.Data.UpdateUsedTextures();
if(updateGeometry && editingModeName == "BaseVisualMode") UpdateVisualGeometry();
}
#endregion
#region ================== Set Textures
private void SetUpperTexture(SidedefData sd, string textureName)
{
SetUpperTexture(sd, textureName, textureName);
}
private void SetUpperTexture(SidedefData sd, string textureName, string otherTextureName)
{
if(!cbKeepExistingTextures.Checked || string.IsNullOrEmpty(sd.HighTexture) || sd.HighTexture == "-")
sd.Side.SetTextureHigh(textureName);
if(sd.UpdateTextureOnOtherSide && sd.Side.Other != null && (!cbKeepExistingTextures.Checked || string.IsNullOrEmpty(sd.OtherHighTexture) || sd.OtherHighTexture == "-"))
sd.Side.Other.SetTextureHigh(otherTextureName);
}
private void SetLowerTexture(SidedefData sd, string textureName)
{
SetLowerTexture(sd, textureName, textureName);
}
private void SetLowerTexture(SidedefData sd, string textureName, string otherTextureName)
{
if(!cbKeepExistingTextures.Checked || string.IsNullOrEmpty(sd.LowTexture) || sd.LowTexture == "-")
sd.Side.SetTextureLow(textureName);
if(sd.UpdateTextureOnOtherSide && sd.Side.Other != null && (!cbKeepExistingTextures.Checked || string.IsNullOrEmpty(sd.OtherLowTexture) || sd.OtherLowTexture == "-"))
sd.Side.Other.SetTextureLow(otherTextureName);
}
#endregion
#region ================== Jitter generation
private void UpdateAngles()
{
for(int i = 0; i < vertexData.Length; i++)
{
TranslationOffsetVertexData vd = vertexData[i];
vd.JitterAngle = (float)(General.Random(0, 359) * Math.PI / 180f);
vertexData[i] = vd;
}
}
private void UpdateFloorHeights()
{
for(int i = 0; i < sectorData.Count; i++)
{
SectorData sd = sectorData[i];
if (sd.Triangular)
{
for(int c = 0; c < 3; c++)
{
HeightOffsetVertexData vd = sd.Verts[c];
vd.JitterFloorHeight = General.Random(-100, 100) / 100f;
sd.Verts[c] = vd;
}
}
sd.JitterFloorHeight = General.Random(-100, 100) / 100f;
sectorData[i] = sd;
}
}
private void UpdateCeilingHeights()
{
for(int i = 0; i < sectorData.Count; i++)
{
SectorData sd = sectorData[i];
if(sd.Triangular)
{
for(int c = 0; c < 3; c++)
{
HeightOffsetVertexData vd = sd.Verts[c];
vd.JitterCeilingHeight = General.Random(-100, 100) / 100f;
sd.Verts[c] = vd;
}
}
sd.JitterCeilingHeight = General.Random(-100, 100) / 100f;
sectorData[i] = sd;
}
}
#endregion
#region ================== Events
private void bApply_Click(object sender, EventArgs e)
{
//store settings
keepExistingSideTextures = cbKeepExistingTextures.Checked;
useFloorVertexHeights = cbUseFloorVertexHeights.Checked;
useCeilingVertexHeights = cbUseCeilingVertexHeights.Checked;
storedceiloffsetmode = ceiloffsetmode.SelectedIndex;
storedflooroffsetmode = flooroffsetmode.SelectedIndex;
// Clean unused sidedef textures
foreach(SidedefData sd in sidedefData)
{
sd.Side.RemoveUnneededTextures(false);
if(sd.UpdateTextureOnOtherSide)
sd.Side.Other.RemoveUnneededTextures(false);
}
// Update cached values
General.Map.Map.Update();
General.Map.IsChanged = true;
// Clear selection
General.Actions.InvokeAction("builder_clearselection");
this.DialogResult = DialogResult.OK;
Close();
}
private void bCancel_Click(object sender, EventArgs e)
{
this.DialogResult = DialogResult.Cancel;
Close();
}
private void JitterSectorsForm_FormClosing(object sender, FormClosingEventArgs e)
{
if(this.DialogResult == DialogResult.Cancel)
General.Map.UndoRedo.WithdrawUndo(); //undo changes
}
private void positionJitterAmmount_OnValueChanging(object sender, EventArgs e)
{
ApplyTranslationJitter(positionJitterAmmount.Value);
}
private void ceilingHeightAmmount_OnValueChanging(object sender, EventArgs e)
{
ApplyCeilingHeightJitter(ceilingHeightAmmount.Value);
UpdateTextureSelectors();
}
private void floorHeightAmmount_OnValueChanging(object sender, EventArgs e)
{
ApplyFloorHeightJitter(floorHeightAmmount.Value);
UpdateTextureSelectors();
}
private void cbKeepExistingTextures_CheckedChanged(object sender, EventArgs e)
{
//revert possible changes
if(cbKeepExistingTextures.Checked)
{
foreach(SidedefData sd in sidedefData)
{
if(!string.IsNullOrEmpty(sd.HighTexture))
sd.Side.SetTextureHigh(sd.HighTexture);
if(sd.UpdateTextureOnOtherSide && !string.IsNullOrEmpty(sd.OtherHighTexture))
sd.Side.Other.SetTextureHigh(sd.OtherHighTexture);
}
if(editingModeName == "BaseVisualMode") UpdateVisualGeometry();
}
else
{
UpdateLowerTextures(cbLowerTexStyle.SelectedIndex, false);
UpdateUpperTextures(cbUpperTexStyle.SelectedIndex, true);
}
}
private void cbUseFloorVertexHeights_CheckedChanged(object sender, EventArgs e)
{
//Reset values?
if(!cbUseFloorVertexHeights.Checked || floorHeightAmmount.Value == 0)
{
foreach (SectorData data in sectorData)
{
if(!data.Triangular) continue;
foreach(HeightOffsetVertexData vd in data.Verts) vd.Vertex.ZFloor = vd.ZFloor;
}
}
//update changes
ApplyFloorHeightJitter(floorHeightAmmount.Value);
UpdateTextureSelectors();
}
private void cbUseCeilingVertexHeights_CheckedChanged(object sender, EventArgs e)
{
//Reset values?
if(!cbUseCeilingVertexHeights.Checked || ceilingHeightAmmount.Value == 0)
{
foreach(SectorData data in sectorData)
{
if(!data.Triangular) continue;
foreach(HeightOffsetVertexData vd in data.Verts) vd.Vertex.ZCeiling = vd.ZCeiling;
}
}
//update changes
ApplyCeilingHeightJitter(ceilingHeightAmmount.Value);
UpdateTextureSelectors();
}
#region ================== Update Events
private void bUpdateTranslation_Click(object sender, EventArgs e)
{
UpdateAngles();
ApplyTranslationJitter(positionJitterAmmount.Value);
}
private void bUpdateCeilingHeight_Click(object sender, EventArgs e)
{
UpdateCeilingHeights();
ApplyCeilingHeightJitter(ceilingHeightAmmount.Value);
}
private void bUpdateFloorHeight_Click(object sender, EventArgs e)
{
UpdateFloorHeights();
ApplyFloorHeightJitter(floorHeightAmmount.Value);
}
#endregion
#region ================== Height Offset Mode Events
private void ceiloffsetmode_SelectedIndexChanged(object sender, EventArgs e)
{
ApplyCeilingHeightJitter(ceilingHeightAmmount.Value);
}
private void flooroffsetmode_SelectedIndexChanged(object sender, EventArgs e)
{
ApplyFloorHeightJitter(floorHeightAmmount.Value);
}
#endregion
#region ================== Texture Pegging Events
private void cbPegTop_CheckedChanged(object sender, EventArgs e)
{
if(cbPegTop.Checked) //apply flag
{
foreach(SidedefData sd in sidedefData)
sd.Side.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, true);
}
else //revert to initial setting
{
foreach(SidedefData sd in sidedefData)
sd.Side.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, sd.PegTop);
}
if(editingModeName == "BaseVisualMode")
{
General.Map.Data.UpdateUsedTextures();
UpdateVisualGeometry();
}
}
private void cbPegBottom_CheckedChanged(object sender, EventArgs e)
{
if(cbPegBottom.Checked) //apply flag
{
foreach(SidedefData sd in sidedefData)
sd.Side.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, true);
}
else //revert to initial setting
{
foreach(SidedefData sd in sidedefData)
sd.Side.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, sd.PegBottom);
}
if(editingModeName == "BaseVisualMode")
{
General.Map.Data.UpdateUsedTextures();
UpdateVisualGeometry();
}
}
#endregion
#region ================== Texture Picker Events
//texture pickers
private void textureLower_OnValueChanged(object sender, EventArgs e)
{
UpdateLowerTextures(cbLowerTexStyle.SelectedIndex, true);
}
private void textureUpper_OnValueChanged(object sender, EventArgs e)
{
UpdateUpperTextures(cbUpperTexStyle.SelectedIndex, true);
}
#endregion
#region ================== Texture Style Selector Events
//texture style selectors
private void cbUpperTexStyle_SelectedIndexChanged(object sender, EventArgs e)
{
UpdateUpperTextures(cbUpperTexStyle.SelectedIndex, true);
UpdateTextureSelectors();
}
private void cbLowerTexStyle_SelectedIndexChanged(object sender, EventArgs e)
{
UpdateLowerTextures(cbLowerTexStyle.SelectedIndex, true);
UpdateTextureSelectors();
}
#endregion
//HALP!
private void JitterSectorsForm_HelpRequested(object sender, HelpEventArgs hlpevent)
{
General.ShowHelp("gzdb/features/all_modes/jitter.html");
hlpevent.Handled = true;
}
#endregion
}
}