UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/BaseVisualMode.cs
MaxED 0c1c44c14b Visual mode: "Reset Texture Offsets" now resets "global" texture offsets in all map formats.
Visual mode: added "Reset Local Texture Offsets (UDMF)" action (default key is Ctrl-Shift-R). It will reset upper/middle/lower texture offsets in UDMF and will act exactly as "Reset Texture Offsets" action in other map formats.
2013-09-19 09:17:49 +00:00

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#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.Windows.Forms;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.VisualModes;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.GZBuilder.Data;
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.GZBuilder.Tools;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(DisplayName = "GZDB Visual Mode",
SwitchAction = "gzdbvisualmode", // Action name used to switch to this mode
ButtonImage = "VisualModeGZ.png", // Image resource name for the button
ButtonOrder = 1, // Position of the button (lower is more to the left)
ButtonGroup = "001_visual",
UseByDefault = true)]
public class BaseVisualMode : VisualMode
{
#region ================== Constants
// Object picking
private const float PICK_INTERVAL = 80.0f;
private const float PICK_RANGE = 0.98f;
// Gravity
private const float GRAVITY = -0.06f;
#endregion
#region ================== Variables
// Gravity
private Vector3D gravity;
private float cameraflooroffset = 41f; // same as in doom
private float cameraceilingoffset = 10f;
// Object picking
private VisualPickResult target;
private float lastpicktime;
private bool locktarget;
private bool useSelectionFromClassicMode;//mxd
public bool UseSelectionFromClassicMode { get { return useSelectionFromClassicMode; } }
// This keeps extra element info
private Dictionary<Sector, SectorData> sectordata;
private Dictionary<Thing, ThingData> thingdata;
private Dictionary<Vertex, VertexData> vertexdata; //mxd
//private Dictionary<Thing, EffectDynamicLight> lightdata; //mxd
// This is true when a selection was made because the action is performed
// on an object that was not selected. In this case the previous selection
// is cleared and the targeted object is temporarely selected to perform
// the action on. After the action is completed, the object is deselected.
private bool singleselection;
// We keep these to determine if we need to make a new undo level
private bool selectionchanged;
private int lastundogroup;
private VisualActionResult actionresult;
private bool undocreated;
// List of selected objects when an action is performed
private List<IVisualEventReceiver> selectedobjects;
//mxd. Used in Cut/PasteSelection actions
private List<ThingCopyData> copyBuffer;
public static bool GZDoomRenderingEffects { get { return gzdoomRenderingEffects; } } //mxd
private static bool gzdoomRenderingEffects = true; //mxd
//mxd. Moved here from Tools
private struct SidedefAlignJob
{
public Sidedef sidedef;
public Sidedef controlSide; //mxd
public float offsetx;
public float scaleY; //mxd
// When this is true, the previous sidedef was on the left of
// this one and the texture X offset of this sidedef can be set
// directly. When this is false, the length of this sidedef
// must be subtracted from the X offset first.
public bool forward;
}
#endregion
#region ================== Properties
public override object HighlightedObject
{
get
{
// Geometry picked?
if(target.picked is VisualGeometry)
{
VisualGeometry pickedgeo = (target.picked as VisualGeometry);
if(pickedgeo.Sidedef != null)
return pickedgeo.Sidedef;
else if(pickedgeo.Sector != null)
return pickedgeo.Sector;
else
return null;
}
// Thing picked?
else if(target.picked is VisualThing)
{
VisualThing pickedthing = (target.picked as VisualThing);
return pickedthing.Thing;
}
else
{
return null;
}
}
}
//mxd
public object HighlightedTarget { get { return target.picked; } }
new public IRenderer3D Renderer { get { return renderer; } }
public bool IsSingleSelection { get { return singleselection; } }
public bool SelectionChanged { get { return selectionchanged; } set { selectionchanged |= value; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public BaseVisualMode()
{
// Initialize
this.gravity = new Vector3D(0.0f, 0.0f, 0.0f);
this.selectedobjects = new List<IVisualEventReceiver>();
//mxd
this.copyBuffer = new List<ThingCopyData>();
// 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
// This calculates brightness level
internal int CalculateBrightness(int level)
{
return renderer.CalculateBrightness(level);
}
//mxd. This calculates brightness level with doom-style shading
internal int CalculateBrightness(int level, Sidedef sd) {
return renderer.CalculateBrightness(level, sd);
}
// This adds a selected object
internal void AddSelectedObject(IVisualEventReceiver obj)
{
selectedobjects.Add(obj);
selectionchanged = true;
}
// This removes a selected object
internal void RemoveSelectedObject(IVisualEventReceiver obj)
{
selectedobjects.Remove(obj);
selectionchanged = true;
}
// This is called before an action is performed
public void PreAction(int multiselectionundogroup)
{
actionresult = new VisualActionResult();
PickTargetUnlocked();
// If the action is not performed on a selected object, clear the
// current selection and make a temporary selection for the target.
if((target.picked != null) && !target.picked.Selected && (BuilderPlug.Me.VisualModeClearSelection || (selectedobjects.Count == 0)))
{
// Single object, no selection
singleselection = true;
ClearSelection();
undocreated = false;
}
else
{
singleselection = false;
// Check if we should make a new undo level
// We don't want to do this if this is the same action with the same
// selection and the action wants to group the undo levels
if((lastundogroup != multiselectionundogroup) || (lastundogroup == UndoGroup.None) ||
(multiselectionundogroup == UndoGroup.None) || selectionchanged)
{
// We want to create a new undo level, but not just yet
lastundogroup = multiselectionundogroup;
undocreated = false;
}
else
{
// We don't want to make a new undo level (changes will be combined)
undocreated = true;
}
}
}
// Called before an action is performed. This does not make an undo level
private void PreActionNoChange()
{
actionresult = new VisualActionResult();
singleselection = false;
undocreated = false;
}
// This is called after an action is performed
private void PostAction()
{
if(!string.IsNullOrEmpty(actionresult.displaystatus))
General.Interface.DisplayStatus(StatusType.Action, actionresult.displaystatus);
// Reset changed flags
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
{
BaseVisualSector bvs = (vs.Value as BaseVisualSector);
foreach(VisualFloor vf in bvs.ExtraFloors) vf.Changed = false;
foreach(VisualCeiling vc in bvs.ExtraCeilings) vc.Changed = false;
foreach(VisualFloor vf in bvs.ExtraBackFloors) vf.Changed = false; //mxd
foreach(VisualCeiling vc in bvs.ExtraBackCeilings) vc.Changed = false; //mxd
bvs.Floor.Changed = false;
bvs.Ceiling.Changed = false;
}
selectionchanged = false;
if(singleselection)
ClearSelection();
UpdateChangedObjects();
ShowTargetInfo();
}
// This sets the result for an action
public void SetActionResult(VisualActionResult result)
{
actionresult = result;
}
// This sets the result for an action
public void SetActionResult(string displaystatus)
{
actionresult = new VisualActionResult();
actionresult.displaystatus = displaystatus;
}
// This creates an undo, when only a single selection is made
// When a multi-selection is made, the undo is created by the PreAction function
public int CreateUndo(string description, int group, int grouptag)
{
if(!undocreated)
{
undocreated = true;
if(singleselection)
return General.Map.UndoRedo.CreateUndo(description, this, group, grouptag);
else
return General.Map.UndoRedo.CreateUndo(description, this, UndoGroup.None, 0);
}
else
{
return 0;
}
}
// This creates an undo, when only a single selection is made
// When a multi-selection is made, the undo is created by the PreAction function
public int CreateUndo(string description)
{
return CreateUndo(description, UndoGroup.None, 0);
}
// This makes a list of the selected object
private void RebuildSelectedObjectsList()
{
// Make list of selected objects
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) selectedobjects.Add(bvs.Floor);
if((bvs.Ceiling != null) && bvs.Ceiling.Selected) selectedobjects.Add(bvs.Ceiling);
foreach(Sidedef sd in vs.Key.Sidedefs)
{
List<VisualGeometry> sidedefgeos = bvs.GetSidedefGeometry(sd);
foreach(VisualGeometry sdg in sidedefgeos)
{
if(sdg.Selected) selectedobjects.Add((sdg as IVisualEventReceiver));
}
}
}
}
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
{
if(vt.Value != null)
{
BaseVisualThing bvt = (BaseVisualThing)vt.Value;
if(bvt.Selected) selectedobjects.Add(bvt);
}
}
//mxd
if(General.Map.UDMF && General.Settings.GZShowVisualVertices) {
foreach(KeyValuePair<Vertex, VisualVertexPair> pair in vertices) {
if(pair.Value.Vertex1.Selected)
selectedobjects.Add((BaseVisualVertex)pair.Value.Vertex1);
if(pair.Value.Vertex2.Selected)
selectedobjects.Add((BaseVisualVertex)pair.Value.Vertex2);
}
}
}
//mxd. Need this to apply changes to 3d-floor even if control sector doesn't exist as BaseVisualSector
internal BaseVisualSector CreateBaseVisualSector(Sector s) {
BaseVisualSector vs = new BaseVisualSector(this, s);
if(vs != null) allsectors.Add(s, vs);
return vs;
}
// This creates a visual sector
protected override VisualSector CreateVisualSector(Sector s)
{
BaseVisualSector vs = new BaseVisualSector(this, s);
if (vs != null) allsectors.Add(s, vs); //mxd
return vs;
}
// This creates a visual thing
protected override VisualThing CreateVisualThing(Thing t)
{
BaseVisualThing vt = new BaseVisualThing(this, t);
return vt.Setup() ? vt : null;
}
// This locks the target so that it isn't changed until unlocked
public void LockTarget()
{
locktarget = true;
}
// This unlocks the target so that is changes to the aimed geometry again
public void UnlockTarget()
{
locktarget = false;
}
// This picks a new target, if not locked
private void PickTargetUnlocked()
{
if(!locktarget) PickTarget();
}
// This picks a new target
private void PickTarget()
{
// Find the object we are aiming at
Vector3D start = General.Map.VisualCamera.Position;
Vector3D delta = General.Map.VisualCamera.Target - General.Map.VisualCamera.Position;
delta = delta.GetFixedLength(General.Settings.ViewDistance * PICK_RANGE);
VisualPickResult newtarget = PickObject(start, start + delta);
// Should we update the info on panels?
bool updateinfo = (newtarget.picked != target.picked);
// Apply new target
target = newtarget;
// Show target info
if(updateinfo) ShowTargetInfo();
}
// This shows the picked target information
public void ShowTargetInfo()
{
// Any result?
if(target.picked != null)
{
// Geometry picked?
if(target.picked is VisualGeometry)
{
VisualGeometry pickedgeo = (target.picked as VisualGeometry);
// Sidedef?
if(pickedgeo is BaseVisualGeometrySidedef)
{
BaseVisualGeometrySidedef pickedsidedef = (pickedgeo as BaseVisualGeometrySidedef);
General.Interface.ShowLinedefInfo(pickedsidedef.GetControlLinedef()); //mxd
}
// Sector?
else if(pickedgeo is BaseVisualGeometrySector)
{
BaseVisualGeometrySector pickedsector = (pickedgeo as BaseVisualGeometrySector);
General.Interface.ShowSectorInfo(pickedsector.Level.sector);
}
else
{
General.Interface.HideInfo();
}
}
else if(target.picked is VisualThing)
{ // Thing picked?
VisualThing pickedthing = (target.picked as VisualThing);
General.Interface.ShowThingInfo(pickedthing.Thing);
}
else if(target.picked is VisualVertex) //mxd
{
VisualVertex pickedvert = (target.picked as VisualVertex);
General.Interface.ShowVertexInfo(pickedvert.Vertex);
}
}
else
{
General.Interface.HideInfo();
}
}
// This updates the VisualSectors and VisualThings that have their Changed property set
private void UpdateChangedObjects()
{
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
{
if(vs.Value != null)
{
BaseVisualSector bvs = (BaseVisualSector)vs.Value;
if(bvs.Changed) bvs.Rebuild();
}
}
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
{
if(vt.Value != null)
{
BaseVisualThing bvt = (BaseVisualThing)vt.Value;
if(bvt.Changed) bvt.Rebuild();
}
}
//mxd
if(General.Map.UDMF) {
foreach(KeyValuePair<Vertex, VisualVertexPair> pair in vertices)
pair.Value.Update();
}
}
//mxd
protected override void moveSelectedThings(Vector2D direction, bool absolutePosition) {
List<VisualThing> visualThings = GetSelectedVisualThings(true);
if (visualThings.Count == 0) return;
PreAction(UndoGroup.ThingMove);
Vector3D[] coords = new Vector3D[visualThings.Count];
for (int i = 0; i < visualThings.Count; i++)
coords[i] = visualThings[i].Thing.Position;
//move things...
Vector3D[] translatedCoords = translateCoordinates(coords, direction, absolutePosition);
for (int i = 0; i < visualThings.Count; i++) {
BaseVisualThing t = visualThings[i] as BaseVisualThing;
t.OnMove(translatedCoords[i]);
}
PostAction();
}
//mxd
private Vector3D[] translateCoordinates(Vector3D[] coordinates, Vector2D direction, bool absolutePosition) {
if (coordinates.Length == 0) return null;
direction.x = (float)Math.Round(direction.x);
direction.y = (float)Math.Round(direction.y);
Vector3D[] translatedCoords = new Vector3D[coordinates.Length];
//move things...
if (!absolutePosition) { //...relatively (that's easy)
int camAngle = (int)Math.Round(Angle2D.RadToDeg(General.Map.VisualCamera.AngleXY));// * 180 / Math.PI);
int sector = General.ClampAngle(camAngle - 45) / 90;
direction = direction.GetRotated(sector * Angle2D.PIHALF);
for (int i = 0; i < coordinates.Length; i++)
translatedCoords[i] = coordinates[i] + new Vector3D(direction);
return translatedCoords;
}
//...to specified location preserving relative positioning (that's harder)
if (coordinates.Length == 1) {//just move it there
translatedCoords[0] = new Vector3D(direction.x, direction.y, coordinates[0].z);
return translatedCoords;
}
//we need some reference
float minX = coordinates[0].x;
float maxX = minX;
float minY = coordinates[0].y;
float maxY = minY;
//get bounding coordinates for selected things
for (int i = 1; i < coordinates.Length; i++) {
if (coordinates[i].x < minX)
minX = coordinates[i].x;
else if (coordinates[i].x > maxX)
maxX = coordinates[i].x;
if (coordinates[i].y < minY)
minY = coordinates[i].y;
else if (coordinates[i].y > maxY)
maxY = coordinates[i].y;
}
Vector2D selectionCenter = new Vector2D(minX + (maxX - minX) / 2, minY + (maxY - minY) / 2);
//move them
for (int i = 0; i < coordinates.Length; i++)
translatedCoords[i] = new Vector3D((float)Math.Round(direction.x - (selectionCenter.x - coordinates[i].x)), (float)Math.Round(direction.y - (selectionCenter.y - coordinates[i].y)), (float)Math.Round(coordinates[i].z));
return translatedCoords;
}
//mxd
internal void SelectSideParts(Sidedef side, bool toggleTop, bool toggleMid, bool toggleBottom, bool select, bool withSameTexture, bool withSameHeight) {
BaseVisualSector vs = GetVisualSector(side.Sector) as BaseVisualSector;
if(toggleTop && vs.Sides[side].upper != null &&
((select && !vs.Sides[side].upper.Selected) || (!select && vs.Sides[side].upper.Selected))) {
vs.Sides[side].upper.SelectNeighbours(select, withSameTexture, withSameHeight);
}
if(toggleMid && vs.Sides[side].middlesingle != null &&
((select && !vs.Sides[side].middlesingle.Selected) || (!select && vs.Sides[side].middlesingle.Selected))) {
vs.Sides[side].middlesingle.SelectNeighbours(select, withSameTexture, withSameHeight);
}
if(toggleMid && vs.Sides[side].middledouble != null &&
((select && !vs.Sides[side].middledouble.Selected) || (!select && vs.Sides[side].middledouble.Selected))) {
vs.Sides[side].middledouble.SelectNeighbours(select, withSameTexture, withSameHeight);
}
if(toggleBottom && vs.Sides[side].lower != null &&
((select && !vs.Sides[side].lower.Selected) || (!select && vs.Sides[side].lower.Selected))) {
vs.Sides[side].lower.SelectNeighbours(select, withSameTexture, withSameHeight);
}
}
//mxd
private void updateSelectionInfo() {
int numWalls = 0;
int numFloors = 0;
int numCeilings = 0;
int numThings = 0;
int numVerts = 0;
foreach(IVisualEventReceiver obj in selectedobjects) {
if(!obj.IsSelected()) continue;
if(obj is BaseVisualThing) numThings++;
else if(obj is BaseVisualVertex) numVerts++;
else if(obj is VisualCeiling) numCeilings++;
else if(obj is VisualFloor) numFloors++;
else if(obj is VisualMiddleSingle || obj is VisualMiddleDouble || obj is VisualLower || obj is VisualUpper || obj is VisualMiddle3D || obj is VisualMiddleBack)
numWalls++;
}
string result = "";
if(numWalls > 0) result = numWalls + (numWalls > 1 ? " sidedefs" : " sidedef");
if(numFloors > 0) result += (result.Length > 0 ? ", " : "") + numFloors + (numFloors > 1 ? " floors" : " floor");
if(numCeilings > 0) result += (result.Length > 0 ? ", " : "") + numCeilings + (numCeilings > 1 ? " ceilings" : " ceiling");
if(numThings > 0) result += (result.Length > 0 ? ", " : "") + numThings + (numThings > 1 ? " things" : " thing");
if(numVerts > 0) result += (result.Length > 0 ? ", " : "") + numVerts + (numVerts > 1 ? " vertices" : " vertex");
if(!string.IsNullOrEmpty(result)) {
int pos = result.LastIndexOf(",");
if(pos != -1) result = result.Remove(pos, 1).Insert(pos, " and");
result += " selected";
}
General.Interface.DisplayStatus(StatusType.Selection, result);
}
//mxd
internal void StartRealtimeInterfaceUpdate(SelectionType selectionType) {
if(selectionType == SelectionType.Sectors || selectionType == SelectionType.Linedefs || selectionType == SelectionType.All) {
General.Interface.OnEditFormValuesChanged += new EventHandler(Interface_OnSectorEditFormValuesChanged);
} else {
General.Interface.OnEditFormValuesChanged += new EventHandler(Interface_OnEditFormValuesChanged);
}
}
//mxd
internal void StopRealtimeInterfaceUpdate(SelectionType selectionType) {
if(selectionType == SelectionType.Sectors || selectionType == SelectionType.Linedefs || selectionType == SelectionType.All) {
General.Interface.OnEditFormValuesChanged -= Interface_OnSectorEditFormValuesChanged;
} else {
General.Interface.OnEditFormValuesChanged -= Interface_OnEditFormValuesChanged;
}
}
#endregion
#region ================== Extended Methods
// This requests a sector's extra data
internal SectorData GetSectorData(Sector s)
{
// Make fresh sector data when it doesn't exist yet
if(!sectordata.ContainsKey(s))
sectordata[s] = new SectorData(this, s);
return sectordata[s];
}
// This requests a things's extra data
internal ThingData GetThingData(Thing t)
{
// Make fresh sector data when it doesn't exist yet
if(!thingdata.ContainsKey(t))
thingdata[t] = new ThingData(this, t);
return thingdata[t];
}
//mxd
internal VertexData GetVertexData(Vertex v) {
if(!vertexdata.ContainsKey(v))
vertexdata[v] = new VertexData(this, v);
return vertexdata[v];
}
//mxd
internal void UpdateVertexHandle(Vertex v) {
if(!vertices.ContainsKey(v))
vertices.Add(v, new VisualVertexPair(new BaseVisualVertex(this, v, true), new BaseVisualVertex(this, v, false)));
else
vertices[v].Changed = true;
}
// This rebuilds the sector data
// This requires that the blockmap is up-to-date!
internal void RebuildElementData()
{
//mxd
Sector[] sectorsWithEffects = null;
if (!gzdoomRenderingEffects) {
//store all sectors with effects
if(sectordata != null && sectordata.Count > 0) {
sectorsWithEffects = new Sector[sectordata.Count];
sectordata.Keys.CopyTo(sectorsWithEffects, 0);
}
//remove all vertex handles from selection
if(vertices != null && vertices.Count > 0) {
foreach(IVisualEventReceiver i in selectedobjects){
if(i is BaseVisualVertex) RemoveSelectedObject(i);
}
}
}
Dictionary<int, List<Sector>> sectortags = new Dictionary<int, List<Sector>>();
sectordata = new Dictionary<Sector, SectorData>(General.Map.Map.Sectors.Count);
thingdata = new Dictionary<Thing, ThingData>(General.Map.Map.Things.Count);
//mxd. rebuild all sectors with effects
if(sectorsWithEffects != null) {
for(int i = 0; i < sectorsWithEffects.Length; i++) {
// The visual sector associated is now outdated
if(VisualSectorExists(sectorsWithEffects[i])) {
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(sectorsWithEffects[i]);
vs.UpdateSectorGeometry(true);
}
}
}
if(General.Map.UDMF) {
vertexdata = new Dictionary<Vertex, VertexData>(General.Map.Map.Vertices.Count); //mxd
vertices.Clear();
}
if (!gzdoomRenderingEffects) return; //mxd
// Find all sector who's tag is not 0 and hash them so that we can find them quicly
foreach(Sector s in General.Map.Map.Sectors)
{
if(s.Tag != 0)
{
if(!sectortags.ContainsKey(s.Tag)) sectortags[s.Tag] = new List<Sector>();
sectortags[s.Tag].Add(s);
}
}
// Find sectors with 3 vertices, because they can be sloped
foreach(Sector s in General.Map.Map.Sectors)
{
// ========== Thing vertex slope, vertices with UDMF vertex offsets ==========
if(s.Sidedefs.Count == 3)
{
if(General.Map.UDMF) //mxd
GetSectorData(s).AddEffectVertexOffset();
List<Thing> slopeceilingthings = new List<Thing>(3);
List<Thing> slopefloorthings = new List<Thing>(3);
foreach(Sidedef sd in s.Sidedefs) {
Vertex v = sd.IsFront ? sd.Line.End : sd.Line.Start;
// Check if a thing is at this vertex
VisualBlockEntry b = blockmap.GetBlock(blockmap.GetBlockCoordinates(v.Position));
foreach(Thing t in b.Things) {
if((Vector2D)t.Position == v.Position) {
if(t.Type == 1504)
slopefloorthings.Add(t);
else if(t.Type == 1505)
slopeceilingthings.Add(t);
}
}
}
// Slope any floor vertices?
if(slopefloorthings.Count > 0) {
SectorData sd = GetSectorData(s);
sd.AddEffectThingVertexSlope(slopefloorthings, true);
}
// Slope any ceiling vertices?
if(slopeceilingthings.Count > 0) {
SectorData sd = GetSectorData(s);
sd.AddEffectThingVertexSlope(slopeceilingthings, false);
}
}
}
// Find interesting linedefs (such as line slopes)
foreach(Linedef l in General.Map.Map.Linedefs)
{
// ========== Plane Align (see http://zdoom.org/wiki/Plane_Align) ==========
if(l.Action == 181)
{
// Slope front
if(((l.Args[0] == 1) || (l.Args[1] == 1)) && (l.Front != null))
{
SectorData sd = GetSectorData(l.Front.Sector);
sd.AddEffectLineSlope(l);
}
// Slope back
if(((l.Args[0] == 2) || (l.Args[1] == 2)) && (l.Back != null))
{
SectorData sd = GetSectorData(l.Back.Sector);
sd.AddEffectLineSlope(l);
}
}
// ========== Plane Copy (mxd) (see http://zdoom.org/wiki/Plane_Copy) ==========
else if(l.Action == 118)
{
//check sodding flags...
bool floorCopyToBack = false;
bool floorCopyToFront = false;
bool ceilingCopyToBack = false;
bool ceilingCopyToFront = false;
if(l.Args[4] > 0 && l.Args[4] != 3 && l.Args[4] != 12) {
floorCopyToBack = (l.Args[4] & 1) == 1;
floorCopyToFront = (l.Args[4] & 2) == 2;
ceilingCopyToBack = (l.Args[4] & 4) == 4;
ceilingCopyToFront = (l.Args[4] & 8) == 8;
}
// Copy slope to front sector
//Flags: Back floor to front sector or Back ceiling to front sector
if(l.Front != null) {
if((l.Args[0] > 0 || l.Args[1] > 0) || (floorCopyToFront && l.Args[2] > 0) || (ceilingCopyToFront && l.Args[3] > 0)) {
SectorData sd = GetSectorData(l.Front.Sector);
sd.AddEffectPlaneClopySlope(l, true);
}
}
// Copy slope to back sector
//Flags: Copy front floor to back sector or Front ceiling to back sector
if(l.Back != null) {
if((l.Args[2] > 0 || l.Args[3] > 0) || (floorCopyToBack && l.Args[0] > 0) || (ceilingCopyToBack && l.Args[1] > 0)) {
SectorData sd = GetSectorData(l.Back.Sector);
sd.AddEffectPlaneClopySlope(l, false);
}
}
}
// ========== Sector 3D floor (see http://zdoom.org/wiki/Sector_Set3dFloor) ==========
else if((l.Action == 160) && (l.Front != null))
{
//mxd. Added hi-tag/line ID check
int sectortag = (l.Args[1] & (int)Effect3DFloor.FloorTypes.HiTagIsLineID) != 0 ? l.Args[0] : 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();
//mxd
useSelectionFromClassicMode = BuilderPlug.Me.SyncSelection ? !General.Interface.ShiftState : General.Interface.ShiftState;
if(useSelectionFromClassicMode) updateSelectionInfo();
// 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();
//mxd
if(BuilderPlug.Me.SyncSelection ? !General.Interface.ShiftState : General.Interface.ShiftState) {
//clear previously selected stuff
General.Map.Map.ClearAllSelected();
//refill selection
List<Sector> selectedSectors = new List<Sector>();
List<Linedef> selectedLines = new List<Linedef>();
List<Vertex> selectedVertices = new List<Vertex>();
foreach(IVisualEventReceiver obj in selectedobjects) {
if(obj is BaseVisualThing) {
((BaseVisualThing)obj).Thing.Selected = true;
} else if(obj is VisualFloor || obj is VisualCeiling) {
VisualGeometry vg = (VisualGeometry)obj;
if(vg.Sector != null && vg.Sector.Sector != null && !selectedSectors.Contains(vg.Sector.Sector)) {
selectedSectors.Add(vg.Sector.Sector);
foreach(Sidedef s in vg.Sector.Sector.Sidedefs){
if(!selectedLines.Contains(s.Line))
selectedLines.Add(s.Line);
}
}
} else if(obj is VisualLower || obj is VisualUpper || obj is VisualMiddleDouble || obj is VisualMiddleSingle || obj is VisualMiddle3D) {
VisualGeometry vg = (VisualGeometry)obj;
if(vg.Sidedef != null && !selectedLines.Contains(vg.Sidedef.Line))
selectedLines.Add(vg.Sidedef.Line);
}
}
foreach(Sector s in selectedSectors)
s.Selected = true;
foreach(Linedef l in selectedLines) {
l.Selected = true;
if(!selectedVertices.Contains(l.Start))
selectedVertices.Add(l.Start);
if(!selectedVertices.Contains(l.End))
selectedVertices.Add(l.End);
}
foreach(Vertex v in selectedVertices)
v.Selected = true;
}
copyBuffer.Clear(); //mxd
General.Map.Map.Update();
}
// Processing
public override void OnProcess(float 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 += GRAVITY * General.Map.VisualCamera.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
renderer.ShowSelection = General.Settings.GZOldHighlightMode || BuilderPlug.Me.UseHighlight; //mxd
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);
}
//mxd
if(General.Map.UDMF && General.Settings.GZShowVisualVertices && vertices.Count > 0) {
List<VisualVertex> verts = new List<VisualVertex>();
foreach(KeyValuePair<Vertex, VisualVertexPair> pair in vertices)
verts.AddRange(pair.Value.Vertices);
renderer.AddVisualVertices(verts.ToArray());
}
// 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();
//mxd. Effects may've become invalid
if(gzdoomRenderingEffects && sectordata != null && sectordata.Count > 0)
RebuildElementData();
//mxd. As well as geometry...
foreach(KeyValuePair<Sector, VisualSector> group in visiblesectors){
if (group.Value is BaseVisualSector)
((BaseVisualSector)group.Value).Rebuild();
}
RebuildSelectedObjectsList();
// We can't group with this undo level anymore
lastundogroup = UndoGroup.None;
//mxd
updateSelectionInfo();
}
// Redo performed
public override void OnRedoEnd()
{
base.OnRedoEnd();
//mxd. Effects may've become invalid
if(sectordata != null && sectordata.Count > 0)
RebuildElementData();
//mxd. As well as geometry...
foreach (KeyValuePair<Sector, VisualSector> group in visiblesectors) {
if (group.Value is BaseVisualSector)
((BaseVisualSector)group.Value).Rebuild();
}
RebuildSelectedObjectsList();
//mxd
updateSelectionInfo();
}
//mxd
private void Interface_OnSectorEditFormValuesChanged(object sender, EventArgs e) {
if(allsectors == null) return;
// Reset changed flags
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors) {
BaseVisualSector bvs = (vs.Value as BaseVisualSector);
foreach(VisualFloor vf in bvs.ExtraFloors)
vf.Changed = false;
foreach(VisualCeiling vc in bvs.ExtraCeilings)
vc.Changed = false;
foreach(VisualFloor vf in bvs.ExtraBackFloors)
vf.Changed = false;
foreach(VisualCeiling vc in bvs.ExtraBackCeilings)
vc.Changed = false;
bvs.Floor.Changed = false;
bvs.Ceiling.Changed = false;
}
UpdateChangedObjects();
ShowTargetInfo();
}
//mxd
private void Interface_OnEditFormValuesChanged(object sender, EventArgs e) {
UpdateChangedObjects();
ShowTargetInfo();
}
#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, false);
foreach(IVisualEventReceiver i in objs) {
BaseVisualGeometrySidedef vs = i as BaseVisualGeometrySidedef; //mxd
if(i is BaseVisualGeometrySidedef) {
if(!donesides.ContainsKey(vs.Sidedef))
{
//mxd. added scaling by texture scale
if(vs.Texture.UsedInMap) //mxd. Otherwise it's MissingTexture3D and we probably don't want to drag that
vs.OnChangeTextureOffset((int)(dx / vs.Texture.Scale.x), (int)(dy / vs.Texture.Scale.y), false);
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, false);
foreach(IVisualEventReceiver i in objs)
{
if(i is BaseVisualGeometrySector)
{
if(!donesectors.ContainsKey((i as BaseVisualGeometrySector).Sector.Sector))
{
i.OnChangeTextureOffset(dx, dy, false);
donesectors.Add((i as BaseVisualGeometrySector).Sector.Sector, 0);
}
}
}
}
// Apply upper unpegged flag
public void ApplyUpperUnpegged(bool set)
{
List<IVisualEventReceiver> objs = GetSelectedObjects(false, true, false, false);
foreach(IVisualEventReceiver i in objs)
{
i.ApplyUpperUnpegged(set);
}
}
// Apply lower unpegged flag
public void ApplyLowerUnpegged(bool set)
{
List<IVisualEventReceiver> objs = GetSelectedObjects(false, true, false, false);
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, false);
}
else
{
// We don't want to mix textures and flats, so apply only on the appropriate type
objs = GetSelectedObjects(flat, !flat, false, false);
}
foreach(IVisualEventReceiver i in objs)
{
i.ApplyTexture(texture);
}
}
// This returns all selected objects
internal List<IVisualEventReceiver> GetSelectedObjects(bool includesectors, bool includesidedefs, bool includethings, bool includevertices)
{
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);
else if((i is BaseVisualVertex) && includevertices) objs.Add(i);//mxd
}
// 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);
else if((i is BaseVisualVertex) && includevertices) objs.Add(i);//mxd
}
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;
Linedef l = (i as BaseVisualGeometrySidedef).GetControlLinedef(); //mxd
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;
Linedef l = (target.picked as BaseVisualGeometrySidedef).GetControlLinedef(); //mxd
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;
}
//mxd. This returns all selected vertices, no doubles
public List<Vertex> GetSelectedVertices() {
Dictionary<Vertex, int> added = new Dictionary<Vertex, int>();
List<Vertex> verts = new List<Vertex>();
foreach(IVisualEventReceiver i in selectedobjects) {
if(i is BaseVisualVertex) {
Vertex v = (i as BaseVisualVertex).Vertex;
if(!added.ContainsKey(v)) {
verts.Add(v);
added.Add(v, 0);
}
}
}
// Add highlight?
if((selectedobjects.Count == 0) && (target.picked is BaseVisualVertex)) {
Vertex v = (target.picked as BaseVisualVertex).Vertex;
if(!added.ContainsKey(v))
verts.Add(v);
}
return verts;
}
// 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();
}
}
//mxd. Copied from BuilderModes.ThingsMode
// This creates a new thing
private Thing CreateThing(Vector2D pos) {
if (pos.x < General.Map.Config.LeftBoundary || pos.x > General.Map.Config.RightBoundary ||
pos.y > General.Map.Config.TopBoundary || pos.y < General.Map.Config.BottomBoundary) {
General.Interface.DisplayStatus(StatusType.Warning, "Failed to insert thing: outside of map boundaries.");
return null;
}
// Create thing
Thing t = General.Map.Map.CreateThing();
if (t != null) {
General.Settings.ApplyDefaultThingSettings(t);
t.Move(pos);
t.UpdateConfiguration();
General.Map.IsChanged = true;
// Update things filter so that it includes this thing
General.Map.ThingsFilter.Update();
// Snap to grid enabled?
if (General.Interface.SnapToGrid) {
// Snap to grid
t.SnapToGrid();
} else {
// Snap to map format accuracy
t.SnapToAccuracy();
}
}
return t;
}
#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(VisualFloor vf in bvs.ExtraBackFloors) vf.Selected = false; //mxd
foreach(VisualCeiling vc in bvs.ExtraBackCeilings) vc.Selected = false; //mxd
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;
}
}
//mxd
if(General.Map.UDMF) {
foreach(KeyValuePair<Vertex, VisualVertexPair> pair in vertices) {
pair.Value.Deselect();
}
}
//mxd
General.Interface.DisplayStatus(StatusType.Selection, string.Empty);
}
[BeginAction("visualselect", BaseAction = true)]
public void BeginSelect()
{
PreActionNoChange();
PickTargetUnlocked();
GetTargetEventReceiver(true).OnSelectBegin();
PostAction();
}
[EndAction("visualselect", BaseAction = true)]
public void EndSelect()
{
//PreActionNoChange();
IVisualEventReceiver target = GetTargetEventReceiver(true);
target.OnSelectEnd();
//mxd
if((General.Interface.ShiftState || General.Interface.CtrlState) && selectedobjects.Count > 0) {
IVisualEventReceiver[] selection = new IVisualEventReceiver[selectedobjects.Count];
selectedobjects.CopyTo(selection);
foreach(IVisualEventReceiver obj in selection)
obj.SelectNeighbours(target.IsSelected(), General.Interface.ShiftState, General.Interface.CtrlState);
}
Renderer.ShowSelection = true;
Renderer.ShowHighlight = true;
PostAction();
//mxd
updateSelectionInfo();
}
[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")]
public void RaiseSector8()
{
PreAction(UndoGroup.SectorHeightChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(8);
PostAction();
}
[BeginAction("lowersector8")]
public void LowerSector8()
{
PreAction(UndoGroup.SectorHeightChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(-8);
PostAction();
}
[BeginAction("raisesector1")]
public void RaiseSector1()
{
PreAction(UndoGroup.SectorHeightChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(1);
PostAction();
}
[BeginAction("lowersector1")]
public void LowerSector1()
{
PreAction(UndoGroup.SectorHeightChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(-1);
PostAction();
}
//mxd
[BeginAction("raisesectortonearest")]
public void RaiseSectorToNearest() {
Dictionary<Sector, VisualFloor> floors = new Dictionary<Sector, VisualFloor>();
Dictionary<Sector, VisualCeiling> ceilings = new Dictionary<Sector, VisualCeiling>();
List<BaseVisualThing> things = new List<BaseVisualThing>();
bool withinSelection = General.Interface.CtrlState;
//get selection
if(selectedobjects.Count == 0) {
IVisualEventReceiver i = (target.picked as IVisualEventReceiver);
if(i is VisualFloor) {
VisualFloor vf = i as VisualFloor;
floors.Add(vf.Level.sector, vf);
} else if(i is VisualCeiling) {
VisualCeiling vc = i as VisualCeiling;
ceilings.Add(vc.Level.sector, vc);
} else if(i is BaseVisualThing) {
things.Add(i as BaseVisualThing);
}
} else {
foreach(IVisualEventReceiver i in selectedobjects) {
if(i is VisualFloor) {
VisualFloor vf = i as VisualFloor;
floors.Add(vf.Level.sector, vf);
} else if(i is VisualCeiling) {
VisualCeiling vc = i as VisualCeiling;
ceilings.Add(vc.Level.sector, vc);
} else if(i is BaseVisualThing) {
things.Add(i as BaseVisualThing);
}
}
}
//check what we have
if(floors.Count + ceilings.Count == 0 && (things.Count == 0 || !General.Map.FormatInterface.HasThingHeight)) {
General.Interface.DisplayStatus(StatusType.Warning, "No suitable objects found!");
return;
}
if(withinSelection) {
string s = string.Empty;
if(floors.Count == 1) s = "floors";
if(ceilings.Count == 1) {
if(!string.IsNullOrEmpty(s)) s += " and ";
s += "ceilings";
}
if(!string.IsNullOrEmpty(s)){
General.Interface.DisplayStatus(StatusType.Warning, "Can't do: at least 2 selected " + s + " are required!");
return;
}
}
//process floors...
int maxSelectedHeight = int.MinValue;
int minSelectedCeilingHeight = int.MaxValue;
int targetFloorHeight = int.MaxValue;
//get maximum floor and minimum ceiling heights from selection
foreach(KeyValuePair<Sector, VisualFloor> group in floors) {
if(group.Key.FloorHeight > maxSelectedHeight)
maxSelectedHeight = group.Key.FloorHeight;
if(group.Key.CeilHeight < minSelectedCeilingHeight)
minSelectedCeilingHeight = group.Key.CeilHeight;
}
if(withinSelection) {
//check heights
if(minSelectedCeilingHeight < maxSelectedHeight) {
General.Interface.DisplayStatus(StatusType.Warning, "Can't do: lowest ceiling is lower than highest floor!");
return;
} else {
targetFloorHeight = maxSelectedHeight;
}
} else {
//get next higher floor from surrounding unselected sectors
foreach(KeyValuePair<Sector, VisualFloor> group in floors) {
foreach(Sidedef side in group.Key.Sidedefs) {
if(side.Other == null || ceilings.ContainsKey(side.Other.Sector) || floors.ContainsKey(side.Other.Sector))
continue;
if(side.Other.Sector.FloorHeight > maxSelectedHeight && side.Other.Sector.FloorHeight < targetFloorHeight && side.Other.Sector.FloorHeight <= minSelectedCeilingHeight)
targetFloorHeight = side.Other.Sector.FloorHeight;
}
}
}
//ceilings...
maxSelectedHeight = int.MinValue;
int targetCeilingHeight = int.MaxValue;
//get highest ceiling height from selection
foreach(KeyValuePair<Sector, VisualCeiling> group in ceilings) {
if(group.Key.CeilHeight > maxSelectedHeight)
maxSelectedHeight = group.Key.CeilHeight;
}
if(withinSelection) {
//we are raising, so we don't need to check anything
targetCeilingHeight = maxSelectedHeight;
} else {
//get next higher ceiling from surrounding unselected sectors
foreach(KeyValuePair<Sector, VisualCeiling> group in ceilings) {
foreach(Sidedef side in group.Key.Sidedefs) {
if(side.Other == null || ceilings.ContainsKey(side.Other.Sector) || floors.ContainsKey(side.Other.Sector))
continue;
if(side.Other.Sector.CeilHeight < targetCeilingHeight && side.Other.Sector.CeilHeight > maxSelectedHeight)
targetCeilingHeight = side.Other.Sector.CeilHeight;
}
}
}
//CHECK VALUES
string alignFailDescription = string.Empty;
if(floors.Count > 0 && targetFloorHeight == int.MaxValue)
alignFailDescription = floors.Count > 1 ? "floors" : "floor";
if(ceilings.Count > 0 && targetCeilingHeight == int.MaxValue) {
if(!string.IsNullOrEmpty(alignFailDescription))
alignFailDescription += " and ";
alignFailDescription += ceilings.Count > 1 ? "ceilings" : "ceiling";
}
if(!string.IsNullOrEmpty(alignFailDescription)) {
General.Interface.DisplayStatus(StatusType.Warning, "Unable to align selected " + alignFailDescription + "!");
return;
}
//APPLY VALUES
PreAction(UndoGroup.SectorHeightChange);
//change floors heights
if(floors.Count > 0) {
foreach(KeyValuePair<Sector, VisualFloor> group in floors) {
if(targetFloorHeight != group.Key.FloorHeight)
group.Value.OnChangeTargetHeight(targetFloorHeight - group.Key.FloorHeight);
}
}
//change ceilings heights
if(ceilings.Count > 0) {
foreach(KeyValuePair<Sector, VisualCeiling> group in ceilings) {
if(targetCeilingHeight != group.Key.CeilHeight)
group.Value.OnChangeTargetHeight(targetCeilingHeight - group.Key.CeilHeight);
}
}
//and things. Just align them to ceiling
if(General.Map.FormatInterface.HasThingHeight) {
foreach(BaseVisualThing vt in things) {
if(vt.Thing.Sector == null) continue;
ThingTypeInfo ti = General.Map.Data.GetThingInfo(vt.Thing.Type);
int zvalue = (int)(vt.Thing.Sector.FloorHeight + vt.Thing.Position.z);
if(zvalue != vt.Thing.Sector.CeilHeight - ti.Height)
vt.OnChangeTargetHeight((int)(vt.Thing.Sector.CeilHeight - ti.Height) - zvalue);
}
}
PostAction();
}
//mxd
[BeginAction("lowersectortonearest")]
public void LowerSectorToNearest() {
Dictionary<Sector, VisualFloor> floors = new Dictionary<Sector, VisualFloor>();
Dictionary<Sector, VisualCeiling> ceilings = new Dictionary<Sector, VisualCeiling>();
List<BaseVisualThing> things = new List<BaseVisualThing>();
bool withinSelection = General.Interface.CtrlState;
//get selection
if(selectedobjects.Count == 0) {
IVisualEventReceiver i = (target.picked as IVisualEventReceiver);
if(i is VisualFloor) {
VisualFloor vf = i as VisualFloor;
floors.Add(vf.Level.sector, vf);
} else if(i is VisualCeiling) {
VisualCeiling vc = i as VisualCeiling;
ceilings.Add(vc.Level.sector, vc);
} else if(i is BaseVisualThing) {
things.Add(i as BaseVisualThing);
}
}else{
foreach(IVisualEventReceiver i in selectedobjects) {
if(i is VisualFloor) {
VisualFloor vf = i as VisualFloor;
floors.Add(vf.Level.sector, vf);
} else if(i is VisualCeiling) {
VisualCeiling vc = i as VisualCeiling;
ceilings.Add(vc.Level.sector, vc);
} else if(i is BaseVisualThing) {
things.Add(i as BaseVisualThing);
}
}
}
//check what we have
if(floors.Count + ceilings.Count == 0 && (things.Count == 0 || !General.Map.FormatInterface.HasThingHeight)) {
General.Interface.DisplayStatus(StatusType.Warning, "No suitable objects found!");
return;
}
if(withinSelection) {
string s = string.Empty;
if(floors.Count == 1) s = "floors";
if(ceilings.Count == 1) {
if(!string.IsNullOrEmpty(s)) s += " and ";
s += "ceilings";
}
if(!string.IsNullOrEmpty(s)) {
General.Interface.DisplayStatus(StatusType.Warning, "Can't do: at least 2 selected " + s + " are required!");
return;
}
}
//process floors...
int minSelectedHeight = int.MaxValue;
int targetFloorHeight = int.MinValue;
//get minimum floor height from selection
foreach(KeyValuePair<Sector, VisualFloor> group in floors) {
if(group.Key.FloorHeight < minSelectedHeight)
minSelectedHeight = group.Key.FloorHeight;
}
if(withinSelection) {
//we are lowering, so we don't need to check anything
targetFloorHeight = minSelectedHeight;
} else {
//get next floor lower height from surrounding unselected sectors
foreach(KeyValuePair<Sector, VisualFloor> group in floors) {
foreach(Sidedef side in group.Key.Sidedefs) {
if(side.Other == null || ceilings.ContainsKey(side.Other.Sector) || floors.ContainsKey(side.Other.Sector))
continue;
if(side.Other.Sector.FloorHeight > targetFloorHeight && side.Other.Sector.FloorHeight < minSelectedHeight)
targetFloorHeight = side.Other.Sector.FloorHeight;
}
}
}
//ceilings...
minSelectedHeight = int.MaxValue;
int maxSelectedFloorHeight = int.MinValue;
int targetCeilingHeight = int.MinValue;
//get minimum ceiling and maximum floor heights from selection
foreach(KeyValuePair<Sector, VisualCeiling> group in ceilings) {
if(group.Key.CeilHeight < minSelectedHeight)
minSelectedHeight = group.Key.CeilHeight;
if(group.Key.FloorHeight > maxSelectedFloorHeight)
maxSelectedFloorHeight = group.Key.FloorHeight;
}
if(withinSelection) {
if(minSelectedHeight < maxSelectedFloorHeight) {
General.Interface.DisplayStatus(StatusType.Warning, "Can't do: lowest ceiling is lower than highest floor!");
return;
} else {
targetCeilingHeight = minSelectedHeight;
}
} else {
//get next lower ceiling height from surrounding unselected sectors
foreach(KeyValuePair<Sector, VisualCeiling> group in ceilings) {
foreach(Sidedef side in group.Key.Sidedefs) {
if(side.Other == null || ceilings.ContainsKey(side.Other.Sector) || floors.ContainsKey(side.Other.Sector))
continue;
if(side.Other.Sector.CeilHeight > targetCeilingHeight && side.Other.Sector.CeilHeight < minSelectedHeight && side.Other.Sector.CeilHeight >= maxSelectedFloorHeight)
targetCeilingHeight = side.Other.Sector.CeilHeight;
}
}
}
//CHECK VALUES:
string alignFailDescription = string.Empty;
if(floors.Count > 0 && targetFloorHeight == int.MinValue)
alignFailDescription = floors.Count > 1 ? "floors" : "floor";
if(ceilings.Count > 0 && targetCeilingHeight == int.MinValue) {
if(!string.IsNullOrEmpty(alignFailDescription))
alignFailDescription += " and ";
alignFailDescription += ceilings.Count > 1 ? "ceilings" : "ceiling";
}
if(!string.IsNullOrEmpty(alignFailDescription)) {
General.Interface.DisplayStatus(StatusType.Warning, "Unable to align selected " + alignFailDescription + "!");
return;
}
//APPLY VALUES:
PreAction(UndoGroup.SectorHeightChange);
//change floor height
if(floors.Count > 0) {
foreach(KeyValuePair<Sector, VisualFloor> group in floors) {
if(targetFloorHeight != group.Key.FloorHeight)
group.Value.OnChangeTargetHeight(targetFloorHeight - group.Key.FloorHeight);
}
}
//change ceiling height
if(ceilings.Count > 0) {
foreach(KeyValuePair<Sector, VisualCeiling> group in ceilings) {
if(targetCeilingHeight != group.Key.CeilHeight)
group.Value.OnChangeTargetHeight(targetCeilingHeight - group.Key.CeilHeight);
}
}
//process things. Just drop them to ground
if(General.Map.FormatInterface.HasThingHeight){
foreach(BaseVisualThing vt in things) {
if(vt.Thing.Sector == null) continue;
ThingTypeInfo ti = General.Map.Data.GetThingInfo(vt.Thing.Type);
if(vt.Thing.Position.z != 0)
vt.OnChangeTargetHeight((int)-vt.Thing.Position.z);
}
}
PostAction();
}
[BeginAction("showvisualthings")]
public void ShowVisualThings()
{
BuilderPlug.Me.ShowVisualThings++;
if(BuilderPlug.Me.ShowVisualThings > 2) BuilderPlug.Me.ShowVisualThings = 0;
}
[BeginAction("raisebrightness8")]
public void RaiseBrightness8()
{
PreAction(UndoGroup.SectorBrightnessChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetBrightness(true);
PostAction();
}
[BeginAction("lowerbrightness8")]
public void LowerBrightness8()
{
PreAction(UndoGroup.SectorBrightnessChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetBrightness(false);
PostAction();
}
[BeginAction("movetextureleft")]
public void MoveTextureLeft1()
{
PreAction(UndoGroup.TextureOffsetChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(-1, 0, true);
PostAction();
}
[BeginAction("movetextureright")]
public void MoveTextureRight1()
{
PreAction(UndoGroup.TextureOffsetChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(1, 0, true);
PostAction();
}
[BeginAction("movetextureup")]
public void MoveTextureUp1()
{
PreAction(UndoGroup.TextureOffsetChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, -1, true);
PostAction();
}
[BeginAction("movetexturedown")]
public void MoveTextureDown1()
{
PreAction(UndoGroup.TextureOffsetChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, 1, true);
PostAction();
}
[BeginAction("movetextureleft8")]
public void MoveTextureLeft8()
{
PreAction(UndoGroup.TextureOffsetChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(-8, 0, true);
PostAction();
}
[BeginAction("movetextureright8")]
public void MoveTextureRight8()
{
PreAction(UndoGroup.TextureOffsetChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(8, 0, true);
PostAction();
}
[BeginAction("movetextureup8")]
public void MoveTextureUp8()
{
PreAction(UndoGroup.TextureOffsetChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, -8, true);
PostAction();
}
[BeginAction("movetexturedown8")]
public void MoveTextureDown8()
{
PreAction(UndoGroup.TextureOffsetChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach (IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, 8, true);
PostAction();
}
//mxd
[BeginAction("scaletextureupx")]
public void ScaleTextureUpX() {
PreAction(UndoGroup.TextureScaleChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureScale(-0.1f, 0);
PostAction();
}
//mxd
[BeginAction("scaletexturedownx")]
public void ScaleTextureDownX() {
PreAction(UndoGroup.TextureScaleChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureScale(0.1f, 0);
PostAction();
}
//mxd
[BeginAction("scaletextureupy")]
public void ScaleTextureUpY() {
PreAction(UndoGroup.TextureScaleChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureScale(0, 0.1f);
PostAction();
}
//mxd
[BeginAction("scaletexturedowny")]
public void ScaleTextureDownY() {
PreAction(UndoGroup.TextureScaleChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureScale(0, -0.1f);
PostAction();
}
[BeginAction("textureselect")]
public void TextureSelect()
{
PreAction(UndoGroup.None);
renderer.SetCrosshairBusy(true);
General.Interface.RedrawDisplay();
GetTargetEventReceiver(false).OnSelectTexture();
UpdateChangedObjects();
renderer.SetCrosshairBusy(false);
PostAction();
}
[BeginAction("texturecopy")]
public void TextureCopy()
{
PreActionNoChange();
GetTargetEventReceiver(false).OnCopyTexture();
PostAction();
}
[BeginAction("texturepaste")]
public void TexturePaste()
{
PreAction(UndoGroup.None);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach(IVisualEventReceiver i in objs) i.OnPasteTexture();
PostAction();
}
//mxd
[BeginAction("visualautoalign")]
public void TextureAutoAlign() {
PreAction(UndoGroup.None);
renderer.SetCrosshairBusy(true);
General.Interface.RedrawDisplay();
GetTargetEventReceiver(false).OnTextureAlign(true, true);
UpdateChangedObjects();
renderer.SetCrosshairBusy(false);
PostAction();
}
[BeginAction("visualautoalignx")]
public void TextureAutoAlignX()
{
PreAction(UndoGroup.None);
renderer.SetCrosshairBusy(true);
General.Interface.RedrawDisplay();
GetTargetEventReceiver(false).OnTextureAlign(true, false);
UpdateChangedObjects();
renderer.SetCrosshairBusy(false);
PostAction();
}
[BeginAction("visualautoaligny")]
public void TextureAutoAlignY()
{
PreAction(UndoGroup.None);
renderer.SetCrosshairBusy(true);
General.Interface.RedrawDisplay();
GetTargetEventReceiver(false).OnTextureAlign(false, true);
UpdateChangedObjects();
renderer.SetCrosshairBusy(false);
PostAction();
}
//mxd
[BeginAction("visualautoaligntoselection")]
public void TextureAlignToSelected() {
PreAction(UndoGroup.None);
renderer.SetCrosshairBusy(true);
General.Interface.RedrawDisplay();
autoAlignTexturesToSelected(true, true);
UpdateChangedObjects();
renderer.SetCrosshairBusy(false);
PostAction();
}
//mxd
[BeginAction("visualautoaligntoselectionx")]
public void TextureAlignToSelectedX() {
PreAction(UndoGroup.None);
renderer.SetCrosshairBusy(true);
General.Interface.RedrawDisplay();
autoAlignTexturesToSelected(true, false);
UpdateChangedObjects();
renderer.SetCrosshairBusy(false);
PostAction();
}
//mxd
[BeginAction("visualautoaligntoselectiony")]
public void TextureAlignToSelectedY() {
PreAction(UndoGroup.None);
renderer.SetCrosshairBusy(true);
General.Interface.RedrawDisplay();
autoAlignTexturesToSelected(false, true);
UpdateChangedObjects();
renderer.SetCrosshairBusy(false);
PostAction();
}
//mxd
private void autoAlignTexturesToSelected(bool alignX, bool alignY) {
string rest = string.Empty;
if(alignX && alignY) rest = "(X and Y)";
else if(alignX) rest = "(X)";
else rest = "(Y)";
CreateUndo("Auto-align textures to selected sidedefs " + rest);
SetActionResult("Auto-aligned textures to selected sidedefs " + rest + ".");
// Clear all marks, this will align everything it can
General.Map.Map.ClearMarkedSidedefs(false);
//get selection
List<IVisualEventReceiver> objs = GetSelectedObjects(false, true, false, false);
//align
foreach(IVisualEventReceiver i in objs) {
BaseVisualGeometrySidedef side = i as BaseVisualGeometrySidedef;
// Make sure the texture is loaded (we need the texture size)
if(!side.Texture.IsImageLoaded) side.Texture.LoadImage();
//Align textures
AutoAlignTextures(side, side.Texture, alignX, alignY, false, false);
// Get the changed sidedefs
List<Sidedef> changes = General.Map.Map.GetMarkedSidedefs(true);
foreach(Sidedef sd in changes) {
// Update the parts for this sidedef!
if(VisualSectorExists(sd.Sector)) {
BaseVisualSector vs = (GetVisualSector(sd.Sector) as BaseVisualSector);
VisualSidedefParts parts = vs.GetSidedefParts(sd);
parts.SetupAllParts();
}
}
}
}
//mxd
[BeginAction("visualfittextures")]
public void TextureFit() {
PreAction(UndoGroup.None);
List<IVisualEventReceiver> objs = GetSelectedObjects(false, true, false, false);
foreach(IVisualEventReceiver i in objs) i.OnTextureFit(true, true);
PostAction();
}
//mxd
[BeginAction("visualfittexturesx")]
public void TextureFitX() {
PreAction(UndoGroup.None);
List<IVisualEventReceiver> objs = GetSelectedObjects(false, true, false, false);
foreach(IVisualEventReceiver i in objs) i.OnTextureFit(true, false);
PostAction();
}
//mxd
[BeginAction("visualfittexturesy")]
public void TextureFitY() {
PreAction(UndoGroup.None);
List<IVisualEventReceiver> objs = GetSelectedObjects(false, true, false, false);
foreach(IVisualEventReceiver i in objs) i.OnTextureFit(false, true);
PostAction();
}
[BeginAction("toggleupperunpegged")]
public void ToggleUpperUnpegged()
{
PreAction(UndoGroup.None);
GetTargetEventReceiver(false).OnToggleUpperUnpegged();
PostAction();
}
[BeginAction("togglelowerunpegged")]
public void ToggleLowerUnpegged()
{
PreAction(UndoGroup.None);
GetTargetEventReceiver(false).OnToggleLowerUnpegged();
PostAction();
}
[BeginAction("togglegravity")]
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")]
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")]
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")]
public void ResetTexture()
{
PreAction(UndoGroup.None);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach(IVisualEventReceiver i in objs) i.OnResetTextureOffset();
PostAction();
}
[BeginAction("resettextureudmf")]
public void ResetLocalOffsets() {
PreAction(UndoGroup.None);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach(IVisualEventReceiver i in objs) i.OnResetLocalTextureOffset();
PostAction();
}
[BeginAction("floodfilltextures")]
public void FloodfillTextures()
{
PreAction(UndoGroup.None);
GetTargetEventReceiver(false).OnTextureFloodfill();
PostAction();
}
[BeginAction("texturecopyoffsets")]
public void TextureCopyOffsets()
{
PreActionNoChange();
GetTargetEventReceiver(false).OnCopyTextureOffsets();
PostAction();
}
[BeginAction("texturepasteoffsets")]
public void TexturePasteOffsets()
{
PreAction(UndoGroup.None);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
foreach(IVisualEventReceiver i in objs) i.OnPasteTextureOffsets();
PostAction();
}
[BeginAction("copyproperties")]
public void CopyProperties()
{
PreActionNoChange();
GetTargetEventReceiver(false).OnCopyProperties();
PostAction();
}
[BeginAction("pasteproperties")]
public void PasteProperties()
{
PreAction(UndoGroup.None);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnPasteProperties();
PostAction();
}
//mxd. now we can insert things in Visual modes
[BeginAction("insertitem", BaseAction = true)]
public void InsertThing()
{
Vector2D hitpos = GetHitPosition();
if (!hitpos.IsFinite()) {
General.Interface.DisplayStatus(StatusType.Warning, "Cannot insert thing here!");
return;
}
ClearSelection();
PreActionNoChange();
General.Map.UndoRedo.ClearAllRedos();
General.Map.UndoRedo.CreateUndo("Insert thing");
Thing t = CreateThing(new Vector2D(hitpos.x, hitpos.y));
if (t == null) {
General.Map.UndoRedo.WithdrawUndo();
return;
}
// Edit the thing?
if (BuilderPlug.Me.EditNewThing)
General.Interface.ShowEditThings(new List<Thing> { t });
//add thing to blockmap
blockmap.AddThing(t);
General.Interface.DisplayStatus(StatusType.Action, "Inserted a new thing.");
PostAction();
}
//mxd
[BeginAction("deleteitem", BaseAction = true)]
public void Delete()
{
PreAction(UndoGroup.None);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnDelete();
PostAction();
ClearSelection();
}
//mxd
[BeginAction("copyselection", BaseAction = true)]
public void CopySelection() {
List<IVisualEventReceiver> objs = GetSelectedObjects(false, false, true, false);
if (objs.Count == 0) return;
copyBuffer.Clear();
foreach (IVisualEventReceiver i in objs) {
VisualThing vt = i as VisualThing;
if (vt != null) copyBuffer.Add(new ThingCopyData(vt.Thing));
}
General.Interface.DisplayStatus(StatusType.Info, "Copied " + copyBuffer.Count + " Things");
}
//mxd
[BeginAction("cutselection", BaseAction = true)]
public void CutSelection() {
CopySelection();
//Create undo
string rest = copyBuffer.Count + " thing" + (copyBuffer.Count > 1 ? "s." : ".");
CreateUndo("Cut " + rest);
General.Interface.DisplayStatus(StatusType.Info, "Cut " + rest);
List<IVisualEventReceiver> objs = GetSelectedObjects(false, false, true, false);
foreach (IVisualEventReceiver i in objs) {
BaseVisualThing thing = i as BaseVisualThing;
thing.Thing.Fields.BeforeFieldsChange();
thing.Thing.Dispose();
thing.Dispose();
}
General.Map.IsChanged = true;
General.Map.ThingsFilter.Update();
}
//mxd. We'll just use currently selected objects
[BeginAction("pasteselection", BaseAction = true)]
public void PasteSelection() {
if(copyBuffer.Count == 0){
General.Interface.DisplayStatus(StatusType.Warning, "Nothing to paste, cut or copy some Things first!");
return;
}
Vector2D hitpos = GetHitPosition();
if (!hitpos.IsFinite()) {
General.Interface.DisplayStatus(StatusType.Warning, "Cannot paste here!");
return;
}
string rest = copyBuffer.Count + " thing" + (copyBuffer.Count > 1 ? "s." : ".");
General.Map.UndoRedo.CreateUndo("Paste " + rest);
General.Interface.DisplayStatus(StatusType.Info, "Pasted " + rest);
PreActionNoChange();
ClearSelection();
//get translated positions
Vector3D[] coords = new Vector3D[copyBuffer.Count];
for (int i = 0; i < copyBuffer.Count; i++ )
coords[i] = copyBuffer[i].Position;
Vector3D[] translatedCoords = translateCoordinates(coords, hitpos, true);
//create things from copyBuffer
for (int i = 0; i < copyBuffer.Count; i++) {
Thing t = CreateThing(new Vector2D());
if (t != null) {
copyBuffer[i].ApplyTo(t);
t.Move(translatedCoords[i]);
//add thing to blockmap
blockmap.AddThing(t);
}
}
PostAction();
}
//mxd. rotate clockwise
[BeginAction("rotatethingscw")]
public void RotateCW() {
rotateThingsAndTextures(5);
}
//mxd. rotate counterclockwise
[BeginAction("rotatethingsccw")]
public void RotateCCW() {
rotateThingsAndTextures(-5);
}
//mxd
private void rotateThingsAndTextures(int increment) {
PreAction(UndoGroup.ThingRotate);
List<IVisualEventReceiver> selection = GetSelectedObjects(true, false, true, false);
if(selection.Count == 0) return;
foreach(IVisualEventReceiver obj in selection) {
if(obj is BaseVisualThing) {
BaseVisualThing t = obj as BaseVisualThing;
t.Rotate(General.ClampAngle(t.Thing.AngleDoom + increment));
}else if(obj is VisualFloor) {
VisualFloor vf = obj as VisualFloor;
vf.OnChangeTextureRotation(General.ClampAngle(vf.GetControlSector().Fields.GetValue("rotationfloor", 0.0f) + increment));
} else if(obj is VisualCeiling) {
VisualCeiling vc = obj as VisualCeiling;
vc.OnChangeTextureRotation(General.ClampAngle(vc.GetControlSector().Fields.GetValue("rotationceiling", 0.0f) + increment));
}
}
PostAction();
}
//mxd
[BeginAction("togglegzdoomrenderingeffects")]
public void ToggleGZDoomRenderingEffects() {
gzdoomRenderingEffects = !gzdoomRenderingEffects;
RebuildElementData();
UpdateChangedObjects();
General.Interface.DisplayStatus(StatusType.Info, "(G)ZDoom rendering effects are " + (gzdoomRenderingEffects ? "ENABLED" : "DISABLED"));
}
//mxd
[BeginAction("thingaligntowall")]
public void AlignThingsToWall() {
List<VisualThing> visualThings = GetSelectedVisualThings(true);
if(visualThings.Count == 0) {
General.Interface.DisplayStatus(StatusType.Warning, "This action requires selected Things!");
return;
}
List<Thing> things = new List<Thing>();
foreach(VisualThing vt in visualThings)
things.Add(vt.Thing);
// Make undo
if(things.Count > 1) {
General.Map.UndoRedo.CreateUndo("Align " + things.Count + " things");
General.Interface.DisplayStatus(StatusType.Action, "Aligned " + things.Count + " things.");
} else {
General.Map.UndoRedo.CreateUndo("Align thing");
General.Interface.DisplayStatus(StatusType.Action, "Aligned a thing.");
}
//align things
int thingsCount = General.Map.Map.Things.Count;
foreach(Thing t in things) {
List<Linedef> excludedLines = new List<Linedef>();
bool aligned = false;
do {
Linedef l = General.Map.Map.NearestLinedef(t.Position, excludedLines);
aligned = Tools.TryAlignThingToLine(t, l);
if(!aligned) {
excludedLines.Add(l);
if(excludedLines.Count == thingsCount) {
ThingTypeInfo tti = General.Map.Data.GetThingInfo(t.Type);
General.ErrorLogger.Add(ErrorType.Warning, "Unable to align Thing <20>" + t.Index + " (" + tti.Title + ") to any linedef in a map!");
aligned = true;
}
}
} while(!aligned);
}
//apply changes to Visual Things
for(int i = 0; i < visualThings.Count; i++) {
BaseVisualThing t = visualThings[i] as BaseVisualThing;
t.Changed = true;
// Update what must be updated
ThingData td = GetThingData(t.Thing);
foreach(KeyValuePair<Sector, bool> s in td.UpdateAlso) {
if(VisualSectorExists(s.Key)) {
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(s.Key);
vs.UpdateSectorGeometry(s.Value);
}
}
}
UpdateChangedObjects();
ShowTargetInfo();
}
//mxd
[BeginAction("lookthroughthing")]
public void LookThroughThing() {
List<VisualThing> visualThings = GetSelectedVisualThings(true);
if(visualThings.Count != 1) {
General.Interface.DisplayStatus(StatusType.Warning, "Look Through Selection action requires 1 selected Thing!");
return;
}
//set position and angles
Thing t = visualThings[0].Thing;
if((t.Type == 9072 || t.Type == 9073) && t.Args[3] > 0) { //AimingCamera or MovingCamera with target?
//position
if(t.Type == 9072 && (t.Args[0] > 0 || t.Args[1] > 0)) { //positon MovingCamera at targeted interpolation point
int ipTag = t.Args[0] + (t.Args[1] << 8);
Thing ip = null;
//find interpolation point
foreach(Thing tgt in General.Map.Map.Things) {
if(tgt.Tag == ipTag && tgt.Type == 9070) {
ip = tgt;
break;
}
}
if(ip != null) {
VisualThing vTarget = !VisualThingExists(ip) ? CreateVisualThing(ip) : GetVisualThing(ip);
Vector3D targetPos = new Vector3D();
if(vTarget == null) {
targetPos = ip.Position;
if(ip.Sector != null) targetPos.z += ip.Sector.FloorHeight;
} else {
targetPos = vTarget.CenterV3D;
}
General.Map.VisualCamera.Position = targetPos; //position at interpolation point
} else {
General.Map.VisualCamera.Position = visualThings[0].CenterV3D; //position at camera
}
}else{
General.Map.VisualCamera.Position = visualThings[0].CenterV3D; //position at camera
}
//angle
Thing target = null;
foreach(Thing tgt in General.Map.Map.Things) {
if(tgt.Tag == t.Args[3]) {
target = tgt;
break;
}
}
if (target == null) {
General.Interface.DisplayStatus(StatusType.Warning, "Camera target with Tag " + t.Args[3] + " does not exist!");
General.Map.VisualCamera.AngleXY = t.Angle - Angle2D.PI;
General.Map.VisualCamera.AngleZ = Angle2D.PI;
} else {
VisualThing vTarget = !VisualThingExists(target) ? CreateVisualThing(target) : GetVisualThing(target);
Vector3D targetPos = new Vector3D();
if(vTarget == null) {
targetPos = target.Position;
if(target.Sector != null) targetPos.z += target.Sector.FloorHeight;
} else {
targetPos = vTarget.CenterV3D;
}
bool pitch = (t.Args[2] & 4) != 0;
Vector3D delta = General.Map.VisualCamera.Position - targetPos;
General.Map.VisualCamera.AngleXY = delta.GetAngleXY();
General.Map.VisualCamera.AngleZ = pitch ? -delta.GetAngleZ() : Angle2D.PI;
}
} else if((t.Type == 9025 || t.Type == 9073 || t.Type == 9070) && t.Args[0] != 0) { //InterpolationPoint, SecurityCamera or AimingCamera with pitch?
General.Map.VisualCamera.Position = visualThings[0].CenterV3D; //position at camera
General.Map.VisualCamera.AngleXY = t.Angle - Angle2D.PI;
General.Map.VisualCamera.AngleZ = Angle2D.PI + Angle2D.DegToRad(t.Args[0]);
} else { //nope, just a generic thing
General.Map.VisualCamera.Position = visualThings[0].CenterV3D; //position at thing
General.Map.VisualCamera.AngleXY = t.Angle - Angle2D.PI;
General.Map.VisualCamera.AngleZ = Angle2D.PI;
}
}
//mxd
[BeginAction("toggleslope")]
public void ToggleSlope() {
List<VisualGeometry> selection = GetSelectedSurfaces();
if(selection.Count == 0) {
General.Interface.DisplayStatus(StatusType.Warning, "Toggle Slope action requires selected surfaces!");
return;
}
bool update = false;
List<BaseVisualSector> toUpdate = new List<BaseVisualSector>();
General.Map.UndoRedo.CreateUndo("Toggle Slope");
//check selection
foreach(VisualGeometry vg in selection) {
update = false;
//assign/remove action
if(vg.GeometryType == VisualGeometryType.WALL_LOWER) {
if(vg.Sidedef.Line.Action == 0 || (vg.Sidedef.Line.Action == 181 && vg.Sidedef.Line.Args[0] == 0)) {
//check if the sector already has floor slopes
foreach(Sidedef side in vg.Sidedef.Sector.Sidedefs) {
if(side == vg.Sidedef || side.Line.Action != 181) continue;
int arg = (side == side.Line.Front ? 1 : 2);
if(side.Line.Args[0] == arg) {
//if only floor is affected, remove action
if(side.Line.Args[1] == 0)
side.Line.Action = 0;
else //clear floor alignment
side.Line.Args[0] = 0;
}
}
//set action
vg.Sidedef.Line.Action = 181;
vg.Sidedef.Line.Args[0] = (vg.Sidedef == vg.Sidedef.Line.Front ? 1 : 2);
update = true;
}
} else if(vg.GeometryType == VisualGeometryType.WALL_UPPER) {
if(vg.Sidedef.Line.Action == 0 || (vg.Sidedef.Line.Action == 181 && vg.Sidedef.Line.Args[1] == 0)) {
//check if the sector already has ceiling slopes
foreach(Sidedef side in vg.Sidedef.Sector.Sidedefs) {
if(side == vg.Sidedef || side.Line.Action != 181) continue;
int arg = (side == side.Line.Front ? 1 : 2);
if(side.Line.Args[1] == arg) {
//if only ceiling is affected, remove action
if(side.Line.Args[0] == 0)
side.Line.Action = 0;
else //clear ceiling alignment
side.Line.Args[1] = 0;
}
}
//set action
vg.Sidedef.Line.Action = 181;
vg.Sidedef.Line.Args[1] = (vg.Sidedef == vg.Sidedef.Line.Front ? 1 : 2);
update = true;
}
} else if(vg.GeometryType == VisualGeometryType.CEILING) {
//check if the sector has ceiling slopes
foreach(Sidedef side in vg.Sector.Sector.Sidedefs) {
if(side.Line.Action != 181) continue;
int arg = (side == side.Line.Front ? 1 : 2);
if(side.Line.Args[1] == arg) {
//if only ceiling is affected, remove action
if(side.Line.Args[0] == 0)
side.Line.Action = 0;
else //clear ceiling alignment
side.Line.Args[1] = 0;
update = true;
}
}
} else if(vg.GeometryType == VisualGeometryType.FLOOR) {
//check if the sector has floor slopes
foreach(Sidedef side in vg.Sector.Sector.Sidedefs) {
if(side.Line.Action != 181) continue;
int arg = (side == side.Line.Front ? 1 : 2);
if(side.Line.Args[0] == arg) {
//if only floor is affected, remove action
if(side.Line.Args[1] == 0)
side.Line.Action = 0;
else //clear floor alignment
side.Line.Args[0] = 0;
update = true;
}
}
}
//add to update list
if(update) toUpdate.Add(vg.Sector as BaseVisualSector);
}
//update changed geometry
if(toUpdate.Count > 0) {
RebuildElementData();
foreach(BaseVisualSector vs in toUpdate)
vs.UpdateSectorGeometry(true);
UpdateChangedObjects();
ClearSelection();
ShowTargetInfo();
}
General.Interface.DisplayStatus(StatusType.Action, "Toggled Slope for " + toUpdate.Count + (toUpdate.Count == 1 ? " surface." : " surfaces."));
}
#endregion
#region ================== Texture Alignment
//mxd. If checkSelectedSidedefParts is set to true, only selected linedef parts will be aligned (when a sidedef has both top and bottom parts, but only bottom is selected, top texture won't be aligned)
internal void AutoAlignTextures(BaseVisualGeometrySidedef start, ImageData texture, bool alignx, bool aligny, bool resetsidemarks, bool checkSelectedSidedefParts) {
if(General.Map.UDMF)
autoAlignTexturesUDMF(start, texture, alignx, aligny, resetsidemarks, checkSelectedSidedefParts);
else
autoAlignTextures(start, texture, alignx, aligny, resetsidemarks);
}
//mxd. Moved here from Tools
// This performs texture alignment along all walls that match with the same texture
// NOTE: This method uses the sidedefs marking to indicate which sides have been aligned
// When resetsidemarks is set to true, all sidedefs will first be marked false (not aligned).
// Setting resetsidemarks to false is usefull to align only within a specific selection
// (set the marked property to true for the sidedefs outside the selection)
private void autoAlignTextures(BaseVisualGeometrySidedef start, ImageData texture, bool alignx, bool aligny, bool resetsidemarks) {
Stack<SidedefAlignJob> todo = new Stack<SidedefAlignJob>(50);
float scalex = (General.Map.Config.ScaledTextureOffsets && !texture.WorldPanning) ? texture.Scale.x : 1.0f;
float scaley = (General.Map.Config.ScaledTextureOffsets && !texture.WorldPanning) ? texture.Scale.y : 1.0f;
// Mark all sidedefs false (they will be marked true when the texture is aligned).
if(resetsidemarks) General.Map.Map.ClearMarkedSidedefs(false);
// Begin with first sidedef
SidedefAlignJob first = new SidedefAlignJob();
first.sidedef = start.Sidedef;
first.offsetx = start.Sidedef.OffsetX;
int ystartalign = start.Sidedef.OffsetY; //mxd
//mxd
if(start.GeometryType == VisualGeometryType.WALL_MIDDLE_3D) {
first.controlSide = start.GetControlLinedef().Front;
first.offsetx += first.controlSide.OffsetX;
ystartalign += first.controlSide.OffsetY;
} else {
first.controlSide = start.Sidedef;
}
first.forward = true;
todo.Push(first);
// Continue until nothing more to align
while(todo.Count > 0) {
// Get the align job to do
SidedefAlignJob j = todo.Pop();
if(j.forward) {
Vertex v;
int forwardoffset;
int backwardoffset;
// Apply alignment
if(alignx)
j.controlSide.OffsetX = (int)j.offsetx;
if(aligny)
j.sidedef.OffsetY = (int)Math.Round((first.controlSide.Sector.CeilHeight - j.controlSide.Sector.CeilHeight) / scaley) + ystartalign;
forwardoffset = (int)j.offsetx + (int)Math.Round(j.sidedef.Line.Length / scalex);
backwardoffset = (int)j.offsetx;
j.sidedef.Marked = true;
// Wrap the value within the width of the texture (to prevent ridiculous values)
// NOTE: We don't use ScaledWidth here because the texture offset is in pixels, not mappixels
if(texture.IsImageLoaded) {
if(alignx)
j.sidedef.OffsetX %= texture.Width;
if(aligny)
j.sidedef.OffsetY %= texture.Height;
}
// Add sidedefs forward (connected to the right vertex)
v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
AddSidedefsForAlignment(todo, v, true, forwardoffset, 1.0f, texture.LongName, false);
// Add sidedefs backward (connected to the left vertex)
v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
AddSidedefsForAlignment(todo, v, false, backwardoffset, 1.0f, texture.LongName, false);
} else {
Vertex v;
int forwardoffset;
int backwardoffset;
// Apply alignment
if(alignx)
j.sidedef.OffsetX = (int)j.offsetx - (int)Math.Round(j.sidedef.Line.Length / scalex);
if(aligny)
j.sidedef.OffsetY = (int)Math.Round((first.controlSide.Sector.CeilHeight - j.controlSide.Sector.CeilHeight) / scaley) + ystartalign;
forwardoffset = (int)j.offsetx;
backwardoffset = (int)j.offsetx - (int)Math.Round(j.sidedef.Line.Length / scalex);
j.sidedef.Marked = true;
// Wrap the value within the width of the texture (to prevent ridiculous values)
// NOTE: We don't use ScaledWidth here because the texture offset is in pixels, not mappixels
if(texture.IsImageLoaded) {
if(alignx)
j.sidedef.OffsetX %= texture.Width;
if(aligny)
j.sidedef.OffsetY %= texture.Height;
}
// Add sidedefs backward (connected to the left vertex)
v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
AddSidedefsForAlignment(todo, v, false, backwardoffset, 1.0f, texture.LongName, false);
// Add sidedefs forward (connected to the right vertex)
v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
AddSidedefsForAlignment(todo, v, true, forwardoffset, 1.0f, texture.LongName, false);
}
}
}
//mxd. Moved here from GZDoomEditing plugin
// This performs UDMF texture alignment along all walls that match with the same texture
// NOTE: This method uses the sidedefs marking to indicate which sides have been aligned
// When resetsidemarks is set to true, all sidedefs will first be marked false (not aligned).
// Setting resetsidemarks to false is usefull to align only within a specific selection
// (set the marked property to true for the sidedefs outside the selection)
private void autoAlignTexturesUDMF(BaseVisualGeometrySidedef start, ImageData texture, bool alignx, bool aligny, bool resetsidemarks, bool checkSelectedSidedefParts) {
// Mark all sidedefs false (they will be marked true when the texture is aligned)
if(resetsidemarks) General.Map.Map.ClearMarkedSidedefs(false);
if(!texture.IsImageLoaded) return;
Stack<SidedefAlignJob> todo = new Stack<SidedefAlignJob>(50);
float scalex = (General.Map.Config.ScaledTextureOffsets && !texture.WorldPanning) ? texture.Scale.x : 1.0f;
float scaley = (General.Map.Config.ScaledTextureOffsets && !texture.WorldPanning) ? texture.Scale.y : 1.0f;
Sidedef startControlSide = (start.GeometryType == VisualGeometryType.WALL_MIDDLE_3D ? start.GetControlLinedef().Front : start.Sidedef);
//mxd
List<BaseVisualGeometrySidedef> selectedVisualSides = new List<BaseVisualGeometrySidedef>();
if(checkSelectedSidedefParts && !singleselection) {
foreach(IVisualEventReceiver i in selectedobjects) {
if(i is BaseVisualGeometrySidedef) {
BaseVisualGeometrySidedef sd = i as BaseVisualGeometrySidedef;
if(!selectedVisualSides.Contains(sd)) selectedVisualSides.Add(sd);
}
}
}
SidedefAlignJob first = new SidedefAlignJob();
//mxd. scaleY
switch(start.GeometryType) {
case VisualGeometryType.WALL_UPPER:
first.scaleY = start.Sidedef.Fields.GetValue("scaley_top", 1.0f);
break;
case VisualGeometryType.WALL_MIDDLE:
case VisualGeometryType.WALL_MIDDLE_3D:
first.scaleY = startControlSide.Fields.GetValue("scaley_mid", 1.0f);
break;
case VisualGeometryType.WALL_LOWER:
first.scaleY = start.Sidedef.Fields.GetValue("scaley_bottom", 1.0f);
break;
}
// Determine the Y alignment
float ystartalign = start.Sidedef.OffsetY;
switch(start.GeometryType) {
case VisualGeometryType.WALL_UPPER:
ystartalign += GetTopOffsetY(start.Sidedef, start.Sidedef.Fields.GetValue("offsety_top", 0.0f), first.scaleY, false);//mxd
break;
case VisualGeometryType.WALL_MIDDLE:
ystartalign += GetMiddleOffsetY(start.Sidedef, start.Sidedef.Fields.GetValue("offsety_mid", 0.0f), first.scaleY, false);//mxd
break;
case VisualGeometryType.WALL_MIDDLE_3D: //mxd. 3d-floors are not affected by Lower/Upper unpegged flags
ystartalign += startControlSide.OffsetY - (start.Sidedef.Sector.CeilHeight - startControlSide.Sector.CeilHeight);
ystartalign += start.Sidedef.Fields.GetValue("offsety_mid", 0.0f);
ystartalign += startControlSide.Fields.GetValue("offsety_mid", 0.0f);
break;
case VisualGeometryType.WALL_LOWER:
ystartalign += GetBottomOffsetY(start.Sidedef, start.Sidedef.Fields.GetValue("offsety_bottom", 0.0f), first.scaleY, false);//mxd
break;
}
// Begin with first sidedef
first.sidedef = start.Sidedef;
first.offsetx = start.Sidedef.OffsetX;
switch(start.GeometryType) {
case VisualGeometryType.WALL_UPPER:
first.offsetx += start.Sidedef.Fields.GetValue("offsetx_top", 0.0f);
break;
case VisualGeometryType.WALL_MIDDLE:
first.offsetx += start.Sidedef.Fields.GetValue("offsetx_mid", 0.0f);
break;
case VisualGeometryType.WALL_MIDDLE_3D: //mxd. Yup, 4 sets of texture offsets are used
first.offsetx += start.Sidedef.Fields.GetValue("offsetx_mid", 0.0f);
first.offsetx += startControlSide.OffsetX;
first.offsetx += startControlSide.Fields.GetValue("offsetx_mid", 0.0f);
break;
case VisualGeometryType.WALL_LOWER:
first.offsetx += start.Sidedef.Fields.GetValue("offsetx_bottom", 0.0f);
break;
}
first.forward = true;
first.controlSide = startControlSide; //mxd
todo.Push(first);
// Continue until nothing more to align
while(todo.Count > 0) {
Vertex v;
float forwardoffset;
float backwardoffset;
float offsetscalex = 1.0f;
// Get the align job to do
SidedefAlignJob j = todo.Pop();
bool matchtop = (!j.sidedef.Marked && (j.sidedef.LongHighTexture == texture.LongName) && j.sidedef.HighRequired());
bool matchbottom = (!j.sidedef.Marked && (j.sidedef.LongLowTexture == texture.LongName) && j.sidedef.LowRequired());
bool matchmid = ((j.controlSide.LongMiddleTexture == texture.LongName) && (j.controlSide.MiddleRequired() || ((j.controlSide.MiddleTexture.Length > 0) && (j.controlSide.MiddleTexture != "-")))); //mxd
//mxd. If there's a selection, check if matched part is actually selected
if(checkSelectedSidedefParts && !singleselection) {
if(matchtop) matchtop = sidePartIsSelected(selectedVisualSides, j.sidedef, VisualGeometryType.WALL_UPPER);
if(matchbottom) matchbottom = sidePartIsSelected(selectedVisualSides, j.sidedef, VisualGeometryType.WALL_LOWER);
if(matchmid) matchmid = sidePartIsSelected(selectedVisualSides, j.sidedef, VisualGeometryType.WALL_MIDDLE) ||
sidePartIsSelected(selectedVisualSides, j.sidedef, VisualGeometryType.WALL_MIDDLE_3D);
}
if(!matchbottom && !matchtop && !matchmid) continue; //mxd
if(matchtop)
offsetscalex = j.sidedef.Fields.GetValue("scalex_top", 1.0f);
else if(matchbottom)
offsetscalex = j.sidedef.Fields.GetValue("scalex_bottom", 1.0f);
else if(matchmid)
offsetscalex = j.controlSide.Fields.GetValue("scalex_mid", 1.0f);
j.sidedef.Fields.BeforeFieldsChange();
j.controlSide.Fields.BeforeFieldsChange(); //mxd
//mxd. Apply scaleY
if(matchtop) UDMFTools.SetFloat(j.sidedef.Fields, "scaley_top", j.scaleY, 1.0f);
if(matchmid) UDMFTools.SetFloat(j.controlSide.Fields, "scaley_mid", j.scaleY, 1.0f);
if(matchbottom) UDMFTools.SetFloat(j.sidedef.Fields, "scaley_bottom", j.scaleY, 1.0f);
if(j.forward) {
// Apply alignment
if(alignx) {
float offset = j.offsetx;
offset -= j.sidedef.OffsetX;
if(matchtop)
j.sidedef.Fields["offsetx_top"] = new UniValue(UniversalType.Float, offset % texture.Width);
if(matchbottom)
j.sidedef.Fields["offsetx_bottom"] = new UniValue(UniversalType.Float, offset % texture.Width);
if(matchmid) {
if(j.sidedef.Index != j.controlSide.Index) { //mxd. if it's a part of 3d-floor
offset -= j.controlSide.OffsetX;
offset -= j.controlSide.Fields.GetValue("offsetx_mid", 0.0f);
}
j.sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, offset % texture.Width);
}
}
if(aligny) {
float offset = ((start.Sidedef.Sector.CeilHeight - j.controlSide.Sector.CeilHeight) / scaley) * j.scaleY + ystartalign; //mxd
offset -= j.sidedef.OffsetY; //mxd
offset = (float)Math.Round(offset); //mxd
if(matchtop)
j.sidedef.Fields["offsety_top"] = new UniValue(UniversalType.Float, GetTopOffsetY(j.sidedef, offset, j.scaleY, true) % texture.Height); //mxd
if(matchbottom)
j.sidedef.Fields["offsety_bottom"] = new UniValue(UniversalType.Float, GetBottomOffsetY(j.sidedef, offset, j.scaleY, true) % texture.Height); //mxd
if(matchmid) {
//mxd. Side is part of a 3D floor?
if(j.sidedef.Index != j.controlSide.Index) {
offset -= j.controlSide.OffsetY;
offset -= j.controlSide.Fields.GetValue("offsety_mid", 0.0f);
j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, offset % texture.Height);
} else {
j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, GetMiddleOffsetY(j.sidedef, offset, j.scaleY, true) % texture.Height);//mxd
}
}
}
forwardoffset = j.offsetx + (int)Math.Round(j.sidedef.Line.Length / scalex * offsetscalex);
backwardoffset = j.offsetx;
// Done this sidedef
j.sidedef.Marked = true;
j.controlSide.Marked = true;
// Add sidedefs backward (connected to the left vertex)
v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
AddSidedefsForAlignment(todo, v, false, backwardoffset, j.scaleY, texture.LongName, true);
// Add sidedefs forward (connected to the right vertex)
v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
AddSidedefsForAlignment(todo, v, true, forwardoffset, j.scaleY, texture.LongName, true);
} else {
// Apply alignment
if(alignx) {
float offset = j.offsetx - (int)Math.Round(j.sidedef.Line.Length / scalex * offsetscalex);
offset -= j.sidedef.OffsetX;
if(matchtop)
j.sidedef.Fields["offsetx_top"] = new UniValue(UniversalType.Float, offset % texture.Width);
if(matchbottom)
j.sidedef.Fields["offsetx_bottom"] = new UniValue(UniversalType.Float, offset % texture.Width);
if(matchmid) {
if(j.sidedef.Index != j.controlSide.Index) { //mxd
offset -= j.controlSide.OffsetX;
offset -= j.controlSide.Fields.GetValue("offsetx_mid", 0.0f);
}
j.sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, offset % texture.Width);
}
}
if(aligny) {
float offset = ((start.Sidedef.Sector.CeilHeight - j.controlSide.Sector.CeilHeight) / scaley) * j.scaleY + ystartalign; //mxd
offset -= j.sidedef.OffsetY; //mxd
offset = (float)Math.Round(offset); //mxd
if(matchtop)
j.sidedef.Fields["offsety_top"] = new UniValue(UniversalType.Float, GetTopOffsetY(j.sidedef, offset, j.scaleY, true) % (float)texture.Height); //mxd
if(matchbottom)
j.sidedef.Fields["offsety_bottom"] = new UniValue(UniversalType.Float, GetBottomOffsetY(j.sidedef, offset, j.scaleY, true) % (float)texture.Height); //mxd
if(matchmid) {
//mxd. Side is part of a 3D floor?
if(j.sidedef.Index != j.controlSide.Index) {
offset -= j.controlSide.OffsetY;
offset -= j.controlSide.Fields.GetValue("offsety_mid", 0.0f);
j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, offset % texture.Height); //mxd
} else {
j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, GetMiddleOffsetY(j.sidedef, offset, j.scaleY, true) % (float)texture.Height); //mxd
}
}
}
forwardoffset = j.offsetx;
backwardoffset = j.offsetx - (int)Math.Round(j.sidedef.Line.Length / scalex * offsetscalex);
// Done this sidedef
j.sidedef.Marked = true;
j.controlSide.Marked = true;
// Add sidedefs forward (connected to the right vertex)
v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
AddSidedefsForAlignment(todo, v, true, forwardoffset, j.scaleY, texture.LongName, true);
// Add sidedefs backward (connected to the left vertex)
v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
AddSidedefsForAlignment(todo, v, false, backwardoffset, j.scaleY, texture.LongName, true);
}
}
}
// This adds the matching, unmarked sidedefs from a vertex for texture alignment
private void AddSidedefsForAlignment(Stack<SidedefAlignJob> stack, Vertex v, bool forward, float offsetx, float scaleY, long texturelongname, bool udmf) {
foreach(Linedef ld in v.Linedefs) {
Sidedef side1 = forward ? ld.Front : ld.Back;
Sidedef side2 = forward ? ld.Back : ld.Front;
if((ld.Start == v) && (side1 != null) && !side1.Marked) {
List<Sidedef> controlSides = getControlSides(side1, udmf);//mxd
foreach(Sidedef s in controlSides) {
if(Tools.SidedefTextureMatch(s, texturelongname)) {
SidedefAlignJob nj = new SidedefAlignJob();
nj.forward = forward;
nj.offsetx = offsetx;
nj.scaleY = scaleY; //mxd
nj.sidedef = side1;
nj.controlSide = s; //mxd
stack.Push(nj);
}
}
} else if((ld.End == v) && (side2 != null) && !side2.Marked) {
List<Sidedef> controlSides = getControlSides(side2, udmf);//mxd
foreach(Sidedef s in controlSides) {
if(Tools.SidedefTextureMatch(s, texturelongname)) {
SidedefAlignJob nj = new SidedefAlignJob();
nj.forward = forward;
nj.offsetx = offsetx;
nj.scaleY = scaleY; //mxd
nj.sidedef = side2;
nj.controlSide = s; //mxd
stack.Push(nj);
}
}
}
}
}
//mxd
private bool sidePartIsSelected(List<BaseVisualGeometrySidedef> selection, Sidedef side, VisualGeometryType geoType) {
foreach(BaseVisualGeometrySidedef vs in selection)
if(vs.GeometryType == geoType && vs.Sidedef.Index == side.Index) return true;
return false;
}
//mxd. This converts offsetY from/to "normalized" offset for given upper wall
internal float GetTopOffsetY(Sidedef side, float offset, float scaleY, bool fromNormalized) {
if(side.Line.IsFlagSet(General.Map.Config.UpperUnpeggedFlag) || side.Other == null || side.Other.Sector == null)
return offset;
//if we don't have UpperUnpegged flag, normalize offset
float surfaceHeight = (side.Sector.CeilHeight - side.Other.Sector.CeilHeight) * scaleY;
if(fromNormalized) return (float)Math.Round(offset + surfaceHeight);
return (float)Math.Round(offset - surfaceHeight);
}
//mxd. This converts offsetY from/to "normalized" offset for given middle wall
internal float GetMiddleOffsetY(Sidedef side, float offset, float scaleY, bool fromNormalized) {
if(!side.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag) || side.Sector == null)
return offset;
//if we have LowerUnpegged flag, normalize offset
float surfaceHeight = (side.Sector.CeilHeight - side.Sector.FloorHeight) * scaleY;
if(fromNormalized) return (float)Math.Round(offset + surfaceHeight);
return (float)Math.Round(offset - surfaceHeight);
}
//mxd. This converts offsetY from/to "normalized" offset for given lower wall
internal float GetBottomOffsetY(Sidedef side, float offset, float scaleY, bool fromNormalized) {
if(side.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag) || side.Other == null || side.Other.Sector == null)
return offset;
//normalize offset
float surfaceHeight = (side.Sector.CeilHeight - side.Other.Sector.FloorHeight) * scaleY;
if(fromNormalized) return (float)Math.Round(offset + surfaceHeight);
return (float)Math.Round(offset - surfaceHeight);
}
//mxd
private List<Sidedef> getControlSides(Sidedef side, bool udmf) {
if(side.Other == null) return new List<Sidedef>() { side };
if(side.Other.Sector.Tag == 0) return new List<Sidedef>() { side };
SectorData data = GetSectorData(side.Other.Sector);
if(data.ExtraFloors.Count == 0) return new List<Sidedef>() { side };
List<Sidedef> sides = new List<Sidedef>();
foreach(Effect3DFloor ef in data.ExtraFloors)
sides.Add(ef.Linedef.Front);
if(udmf)
sides.Add(side); //UDMF map format
else
sides.Insert(0, side); //Doom/Hexen map format: if a sidedef has lower/upper parts, they take predecence in alignment
return sides;
}
#endregion
}
}