UltimateZoneBuilder/Source/Plugins/BuilderModes/ClassicModes/DragVerticesMode.cs
MaxED 592887a086 Configurations: increased game configuration loading speed (in previous builds it took ~650 ms. to load a single game configuration, now it takes ~120 ms. to load all 64 of them). As a side effect, New\Open Map Options, Map Options and Game Configurations windows are now opened noticeably faster. The editor starts up a bit faster as well.
Configurations: all 64 game configuration are now available by default.
Game Configurations window: game configurations can now be disabled. This setting is mostly cosmetic. When a game configuration is disabled, it won't be shown in "game configuration" dropdowns in New\Open Map Options and Map Options windows. If a map's .dbs file specifies a disabled configuration, it will be picked as a map configuration anyway.
Linedefs mode: vertex insert preview logic used Highlight range instead of Stitch range (which is used when draw mode engages).
Visual mode: double-sided middle textures were not selected when using "Select" action with "with same texture" modifier.
Textures: some optimizations in patch blending code.
ZDoom ACS script configuration: added definitions for StrLeft, StrMid and StrRight functions.
2014-02-18 14:04:14 +00:00

167 lines
4 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 CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
// No action or button for this mode, it is automatic.
// The EditMode attribute does not have to be specified unless the
// mode must be activated by class name rather than direct instance.
// In that case, just specifying the attribute like this is enough:
// [EditMode]
[EditMode(DisplayName = "Vertices",
AllowCopyPaste = false,
Volatile = true)]
public sealed class DragVerticesMode : DragGeometryMode
{
#region ================== Constants
#endregion
#region ================== Variables
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
// Constructor to start dragging immediately
public DragVerticesMode(Vertex dragitem, Vector2D dragstartmappos)
{
// Mark what we are dragging
General.Map.Map.ClearAllMarks(false);
General.Map.Map.MarkSelectedVertices(true, true);
// Initialize
base.StartDrag(dragstartmappos);
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Done
base.Dispose();
}
}
#endregion
#region ================== Methods
// Disenagaging
public override void OnDisengage()
{
// Select vertices from marks
General.Map.Map.ClearSelectedVertices();
General.Map.Map.SelectMarkedVertices(true, true);
// Perform normal disengage
base.OnDisengage();
// When not cancelled
if(!cancelled)
{
// If only a single vertex was selected, deselect it now
if(selectedverts.Count == 1) General.Map.Map.ClearSelectedVertices();
}
}
// This redraws the display
public override void OnRedrawDisplay()
{
bool viewchanged = CheckViewChanged();
renderer.RedrawSurface();
UpdateRedraw();
// Redraw things when view changed
if(viewchanged)
{
if(renderer.StartThings(true))
{
renderer.RenderThingSet(General.Map.Map.Things, 1.0f);
renderer.Finish();
}
}
renderer.Present();
}
// This redraws only the required things
protected override void UpdateRedraw()
{
// Start rendering
if(renderer.StartPlotter(true))
{
// Render lines and vertices
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
renderer.PlotVerticesSet(unselectedverts);
renderer.PlotVerticesSet(selectedverts);
// Draw the dragged item highlighted
// This is important to know, because this item is used
// for snapping to the grid and snapping to nearest items
renderer.PlotVertex(dragitem, ColorCollection.HIGHLIGHT);
// Done
renderer.Finish();
}
//mxd. Render things
if(renderer.StartThings(true)) {
renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA);
renderer.RenderThingSet(unselectedthings, 1.0f);
renderer.RenderThingSet(selectedthings, 1.0f);
renderer.Finish();
}
// Redraw overlay
if(renderer.StartOverlay(true))
{
foreach(LineLengthLabel l in labels)
{
renderer.RenderText(l.TextLabel);
}
renderer.Finish();
}
}
#endregion
}
}