UltimateZoneBuilder/Source/Plugins/BuilderModes/ClassicModes/DragSectorsMode.cs
MaxED 77611bd8d3 Added: sectors are now split into multiple sectors when their shape is divided into several closed shapes by drawing new geometry or dragging existing geometry using Edit Selection and Drag Geometry modes.
Fixed: in some cases sidedefs belonging to linedefs, which were moved on top of existing linedefs, were incorrectly reassigned when applying Edit Selection and Drag Geometry modes.
Fixed: Tag Explorer update fix from R2630 was accidentally placed in an UDMF-only if-block.
Updated ZDoom_DECORATE.cfg (A_WeaponOffset).
Updated documentation ("(G)ZDoom text lumps support" page).
2016-05-18 20:31:40 +00:00

214 lines
5.8 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections.Generic;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
// No action or button for this mode, it is automatic.
// The EditMode attribute does not have to be specified unless the
// mode must be activated by class name rather than direct instance.
// In that case, just specifying the attribute like this is enough:
// [EditMode]
[EditMode(DisplayName = "Sectors",
AllowCopyPaste = false,
Volatile = true)]
public sealed class DragSectorsMode : DragGeometryMode
{
#region ================== Constants
#endregion
#region ================== Variables
private ICollection<Linedef> selectedlines;
private ICollection<Sector> selectedsectors;
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
// Constructor to start dragging immediately
public DragSectorsMode(Vector2D dragstartmappos)
{
// Mark what we are dragging
General.Map.Map.ClearAllMarks(false);
General.Map.Map.MarkSelectedLinedefs(true, true);
ICollection<Vertex> verts = General.Map.Map.GetVerticesFromLinesMarks(true);
foreach(Vertex v in verts) v.Marked = true;
// Get selected lines
selectedlines = General.Map.Map.GetSelectedLinedefs(true);
selectedsectors = General.Map.Map.GetSelectedSectors(true);
// Initialize
base.StartDrag(dragstartmappos);
undodescription = (selectedsectors.Count == 1 ? "Drag sector" : "Drag " + selectedsectors.Count + " sectors"); //mxd
// 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
// Mode engages
public override void OnEngage()
{
base.OnEngage();
renderer.SetPresentation(Presentation.Standard);
}
// Disenagaging
public override void OnDisengage()
{
// Select vertices from lines selection
General.Map.Map.ClearSelectedVertices();
ICollection<Vertex> verts = General.Map.Map.GetVerticesFromLinesMarks(true);
foreach(Vertex v in verts) v.Selected = true;
// Perform normal disengage
base.OnDisengage();
// Clear vertex selection
General.Map.Map.ClearSelectedVertices();
// When not cancelled
if(!cancelled)
{
//mxd. Reattach/add/remove sidedefs only when there are no unstable lines in selection
if(unstablelines.Count == 0)
{
HashSet<Sector> toadjust = new HashSet<Sector>(selectedsectors);
// Add sectors, which are not selected, but have all their linedefs selected
// (otherwise those would be destroyed after moving the selection)
toadjust.UnionWith(General.Map.Map.GetUnselectedSectorsFromLinedefs(selectedlines));
// Process outer sidedefs
Tools.AdjustOuterSidedefs(toadjust, new HashSet<Linedef>(selectedlines));
// Split outer sectors
Tools.SplitOuterSectors(selectedlines);
}
// If only a single sector was selected, deselect it now
if(selectedsectors.Count == 1)
{
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
//mxd. Also (de)select things?
if(BuilderPlug.Me.SyncronizeThingEdit)
{
Sector s = General.GetByIndex(selectedsectors, 0);
foreach(Thing t in General.Map.Map.Things)
if(t.Sector == s && t.Selected) t.Selected = false;
}
}
}
}
// This redraws the display
public override void OnRedrawDisplay()
{
renderer.RedrawSurface();
UpdateRedraw();
// Redraw things when view changed
if(CheckViewChanged())
{
if(renderer.StartThings(true))
{
renderer.RenderThingSet(General.Map.Map.Things, General.Settings.ActiveThingsAlpha);
renderer.Finish();
}
}
renderer.Present();
}
// This redraws only the required things
protected override void UpdateRedraw()
{
// Start rendering
if(renderer.StartPlotter(true))
{
// Render lines and vertices
renderer.PlotLinedefSet(snaptolines);
renderer.PlotLinedefSet(unstablelines);
renderer.PlotLinedefSet(selectedlines);
renderer.PlotVerticesSet(General.Map.Map.Vertices);
// Draw the dragged item highlighted
// This is important to know, because this item is used
// for snapping to the grid and snapping to nearest items
renderer.PlotVertex(dragitem, ColorCollection.HIGHLIGHT);
// Done
renderer.Finish();
}
//mxd. Render things
if(renderer.StartThings(true))
{
renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, General.Settings.HiddenThingsAlpha);
renderer.RenderThingSet(unselectedthings, General.Settings.ActiveThingsAlpha);
renderer.RenderThingSet(selectedthings, General.Settings.ActiveThingsAlpha);
renderer.Finish();
}
// Redraw overlay
if(renderer.StartOverlay(true))
{
renderer.RenderText(labels);
renderer.Finish();
}
}
#endregion
}
}