UltimateZoneBuilder/Source/BuilderModes/ClassicModes/SectorsMode.cs

733 lines
18 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.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using System.Drawing;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Types;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(DisplayName = "Sectors",
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 + 200)] // Position of the button (lower is more to the left)
public class SectorsMode : ClassicMode
{
#region ================== Constants
#endregion
#region ================== Variables
// Highlighted item
protected Sector highlighted;
private Association highlightasso = new Association();
// Interface
protected bool editpressed;
// The methods GetSelected* and MarkSelected* on the MapSet do not
// retain the order in which items were selected.
// This list keeps in order while sectors are selected/deselected.
protected List<Sector> orderedselection;
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
// Constructor
public SectorsMode()
{
// Make ordered selection list
orderedselection = new List<Sector>();
// Fill the list with selected sectors (these are not in order, but we have no other choice)
ICollection<Sector> selectedsectors = General.Map.Map.GetSelectedSectors(true);
foreach(Sector s in selectedsectors) orderedselection.Add(s);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
orderedselection = null;
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Methods
// When undo is used
[EndAction("undo", BaseAction = true)]
public void Undo()
{
// Clear ordered selection
orderedselection.Clear();
}
// When redo is used
[EndAction("redo", BaseAction = true)]
public void Redo()
{
// Clear ordered selection
orderedselection.Clear();
}
// This selectes or deselects a sector
protected void SelectSector(Sector s, bool selectstate)
{
bool selectionchanged = false;
// Select the sector?
if(selectstate && !s.Selected)
{
orderedselection.Add(s);
s.Selected = true;
selectionchanged = true;
}
// Deselect the sector?
else if(!selectstate && s.Selected)
{
orderedselection.Remove(s);
s.Selected = false;
selectionchanged = true;
}
// Selection changed?
if(selectionchanged)
{
// 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 OnCancel()
{
base.OnCancel();
// Return to this mode
General.Map.ChangeMode(new SectorsMode());
}
// Mode engages
public override void OnEngage()
{
base.OnEngage();
renderer.SetPresentation(Presentation.Standard);
// Convert geometry selection to sectors only
General.Map.Map.ClearAllMarks();
General.Map.Map.MarkSelectedVertices(true, true);
ICollection<Linedef> lines = General.Map.Map.LinedefsFromMarkedVertices(false, true, false);
foreach(Linedef l in lines) l.Selected = true;
General.Map.Map.ClearMarkedSectors(true);
foreach(Linedef l in General.Map.Map.Linedefs)
{
if(!l.Selected)
{
if(l.Front != null) l.Front.Sector.Marked = false;
if(l.Back != null) l.Back.Sector.Marked = false;
}
}
General.Map.Map.ClearAllSelected();
foreach(Sector s in General.Map.Map.Sectors)
{
if(s.Marked)
{
s.Selected = true;
foreach(Sidedef sd in s.Sidedefs) sd.Line.Selected = true;
}
}
}
// Mode disengages
public override void OnDisengage()
{
base.OnDisengage();
// Hide highlight info
General.Interface.HideInfo();
}
// This redraws the display
public override void OnRedrawDisplay()
{
// 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);
BuilderPlug.Me.PlotReverseAssociations(renderer, highlightasso);
}
renderer.Finish();
}
// Render things
if(renderer.StartThings(true))
{
renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA);
renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, 1.0f);
renderer.Finish();
}
// Render selection
if(renderer.StartOverlay(true))
{
if((highlighted != null) && !highlighted.IsDisposed) BuilderPlug.Me.RenderReverseAssociations(renderer, highlightasso);
if(selecting) RenderMultiSelection();
renderer.Finish();
}
renderer.Present();
}
// This highlights a new item
protected void Highlight(Sector s)
{
bool completeredraw = false;
// Often we can get away by simply undrawing the previous
// highlight and drawing the new highlight. But if associations
// are or were drawn we need to redraw the entire display.
// Previous association highlights something?
if((highlighted != null) && (highlighted.Tag > 0)) completeredraw = true;
// Set highlight association
if(s != null)
highlightasso.Set(s.Tag, UniversalType.SectorTag);
else
highlightasso.Set(0, 0);
// New association highlights something?
if((s != null) && (s.Tag > 0)) completeredraw = true;
// If we're changing associations, then we
// need to redraw the entire display
if(completeredraw)
{
// Set new highlight and redraw completely
highlighted = s;
General.Interface.RedrawDisplay();
}
else
{
// 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();
}
// Selection
protected override void OnSelect()
{
// 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();
}
}
else
{
// Start making a selection
StartMultiSelection();
}
base.OnSelect();
}
// End selection
protected override void OnEndSelect()
{
// Not stopping from multiselection?
if(!selecting)
{
// 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();
}
}
}
base.OnEndSelect();
}
// Start editing
protected override void OnEdit()
{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Edit pressed in this mode
editpressed = true;
// 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();
}
}
else
{
// Start drawing mode
DrawGeometryMode drawmode = new DrawGeometryMode();
drawmode.DrawPointAt(mousemappos, true);
General.Map.ChangeMode(drawmode);
}
base.OnEdit();
}
// Done editing
protected override void OnEndEdit()
{
// Edit pressed in this mode?
if(editpressed)
{
// Anything selected?
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(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();
}
}
editpressed = false;
base.OnEndEdit();
}
// Mouse moves
public override void OnMouseMove(MouseEventArgs e)
{
base.OnMouseMove(e);
// Not holding any buttons?
if(e.Button == MouseButtons.None)
{
// Find the nearest linedef within highlight range
Linedef l = General.Map.Map.NearestLinedef(mousemappos);
if(l != null)
{
// 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);
}
}
}
else
{
// Highlight nothing
if(highlighted != null) Highlight(null);
}
}
}
// Mouse leaves
public override void OnMouseLeave(EventArgs e)
{
base.OnMouseLeave(e);
// Highlight nothing
Highlight(null);
}
// Mouse wants to drag
protected override void OnDragStart(MouseEventArgs e)
{
base.OnDragStart(e);
// Edit button used?
if(General.Interface.CheckActionActive(null, "classicedit"))
{
// 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(mousedownmappos));
}
}
}
// This is called wheh selection ends
protected override void OnEndMultiSelection()
{
// Go for all lines
foreach(Linedef l in General.Map.Map.Linedefs)
{
l.Selected = ((l.Start.Position.x >= selectionrect.Left) &&
(l.Start.Position.y >= selectionrect.Top) &&
(l.Start.Position.x <= selectionrect.Right) &&
(l.Start.Position.y <= selectionrect.Bottom) &&
(l.End.Position.x >= selectionrect.Left) &&
(l.End.Position.y >= selectionrect.Top) &&
(l.End.Position.x <= selectionrect.Right) &&
(l.End.Position.y <= selectionrect.Bottom));
}
// Go for all sectors
foreach(Sector s in General.Map.Map.Sectors)
{
// Go for all sidedefs
bool allselected = true;
foreach(Sidedef sd in s.Sidedefs)
{
if(!sd.Line.Selected)
{
allselected = false;
break;
}
}
// Sector completely selected?
s.Selected = allselected;
}
// Make sure all linedefs reflect selected sectors
foreach(Sector s in General.Map.Map.Sectors)
SelectSector(s, s.Selected);
base.OnEndMultiSelection();
if(renderer.StartOverlay(true)) renderer.Finish();
General.Interface.RedrawDisplay();
}
// This is called when the selection is updated
protected override void OnUpdateMultiSelection()
{
base.OnUpdateMultiSelection();
// Render selection
if(renderer.StartOverlay(true))
{
RenderMultiSelection();
renderer.Finish();
renderer.Present();
}
}
#endregion
#region ================== Actions
// This creates a new vertex at the mouse position
[BeginAction("insertitem", BaseAction = true)]
public virtual void InsertVertex()
{
// Mouse in window?
if(mouseinside)
{
// Create vertex at mouse position
Vertex v = General.Map.Map.CreateVertex(mousemappos);
// Snap to grid enabled?
if(General.Interface.SnapToGrid)
{
// Snap to grid
v.SnapToGrid();
}
else
{
// Snap to map format accuracy
v.SnapToAccuracy();
}
// Redraw screen
General.Interface.RedrawDisplay();
}
}
[BeginAction("deleteitem", BaseAction = true)]
public void DeleteItem()
{
// Make list of selected sectors
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed) selected.Add(highlighted);
// Anything to do?
if(selected.Count > 0)
{
// Make undo
if(selected.Count > 1)
General.Map.UndoRedo.CreateUndo("Delete " + selected.Count + " sectors", UndoGroup.None, 0);
else
General.Map.UndoRedo.CreateUndo("Delete sector", UndoGroup.None, 0);
// Dispose selected sectors
foreach(Sector s in selected)
{
// Get all the linedefs
General.Map.Map.ClearMarkedLinedefs(false);
foreach(Sidedef sd in s.Sidedefs) sd.Line.Marked = true;
List<Linedef> lines = General.Map.Map.GetMarkedLinedefs(true);
// Dispose the sector
s.Dispose();
// Check all the lines
for(int i = lines.Count - 1; i >= 0; i--)
{
// If the line has become orphaned, remove it
if((lines[i].Front == null) && (lines[i].Back == null))
{
// Remove line
lines[i].Dispose();
}
else
{
// Update sided flags
lines[i].ApplySidedFlags();
}
}
}
// Update cache values
General.Map.IsChanged = true;
General.Map.Map.Update();
// Redraw screen
General.Interface.RedrawDisplay();
}
}
// This joins sectors together and keeps all lines
[BeginAction("joinsectors")]
public void JoinSectors()
{
// Worth our money?
int count = General.Map.Map.GetSelectedSectors(true).Count;
if(count > 1)
{
// Make undo
General.Map.UndoRedo.CreateUndo("Join " + count + " sectors", UndoGroup.None, 0);
// Merge
JoinMergeSectors(false);
// Deselect
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
General.Map.IsChanged = true;
// Redraw display
General.Interface.RedrawDisplay();
}
}
// This joins sectors together and removes the lines in between
[BeginAction("mergesectors")]
public void MergeSectors()
{
// Worth our money?
int count = General.Map.Map.GetSelectedSectors(true).Count;
if(count > 1)
{
// Make undo
General.Map.UndoRedo.CreateUndo("Merge " + count + " sectors", UndoGroup.None, 0);
// Merge
JoinMergeSectors(true);
// Deselect
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
General.Map.IsChanged = true;
// Redraw display
General.Interface.RedrawDisplay();
}
}
// Support function for joining and merging sectors
private void JoinMergeSectors(bool removelines)
{
// Remove lines in betwen joining sectors?
if(removelines)
{
// Go for all selected linedefs
ICollection<Linedef> selectedlines = General.Map.Map.GetSelectedLinedefs(true);
foreach(Linedef ld in selectedlines)
{
// Front and back side?
if((ld.Front != null) && (ld.Back != null))
{
// Both a selected sector, but not the same?
if(ld.Front.Sector.Selected && ld.Back.Sector.Selected &&
(ld.Front.Sector != ld.Back.Sector))
{
// Remove this line
ld.Dispose();
}
}
}
}
// Join all selected sectors with the first
for(int i = 1; i < orderedselection.Count; i++)
orderedselection[i].Join(orderedselection[0]);
}
#endregion
}
}