mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-24 04:41:10 +00:00
7f6c6a1122
Linedef colors were not updated properly when a map format was changed and were causing an exception in some cases. Vertices mode: linedef in split linedefs range was redreawn incorrectly in some cases. Updated "Sector 3D Floor" (160) action: set default Type to Solid (1), added "Use Arg5 as Line ID" flag to Types, changed arg5 name to "Line ID / Hi-Tag". Added "GetUserCVar", "SetCVar" and "SetUserCVar" functions to ACS configuration. Set width and height of several actors to 0 in game configutrations (non-zero sizes were added as a workaround when GZDB was not displaying actors with 0 width and height in Visual mode). Added several sprites to game configurations.
1102 lines
34 KiB
C#
1102 lines
34 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.Actions;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[EditMode(DisplayName = "Vertices Mode",
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SwitchAction = "verticesmode", // Action name used to switch to this mode
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ButtonImage = "VerticesMode.png", // Image resource name for the button
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ButtonOrder = int.MinValue + 0, // Position of the button (lower is more to the left)
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ButtonGroup = "000_editing",
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UseByDefault = true,
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SafeStartMode = true)]
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public class VerticesMode : BaseClassicMode
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Highlighted item
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protected Vertex highlighted;
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private Linedef highlightedLine;
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// Interface
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private bool editpressed;
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#endregion
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#region ================== Properties
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public override object HighlightedObject { get { return highlighted; } }
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#endregion
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#region ================== Constructor / Disposer
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#endregion
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#region ================== Methods
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public override void OnHelp()
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{
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General.ShowHelp("e_vertices.html");
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}
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// Cancel mode
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public override void OnCancel()
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{
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base.OnCancel();
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// Return to this mode
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General.Editing.ChangeMode(new VerticesMode());
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}
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// Mode engages
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public override void OnEngage()
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{
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base.OnEngage();
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renderer.SetPresentation(Presentation.Standard);
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// Add toolbar buttons
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General.Interface.AddButton(BuilderPlug.Me.MenusForm.CopyProperties);
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General.Interface.AddButton(BuilderPlug.Me.MenusForm.PasteProperties);
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if(General.Map.UDMF) General.Interface.AddButton(BuilderPlug.Me.MenusForm.TextureOffsetLock, ToolbarSection.Geometry); //mxd
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// Convert geometry selection to vertices only
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General.Map.Map.ConvertSelection(SelectionType.Vertices);
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}
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// Mode disengages
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public override void OnDisengage()
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{
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base.OnDisengage();
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// Remove toolbar buttons
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General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.CopyProperties);
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General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.PasteProperties);
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if(General.Map.UDMF) General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.TextureOffsetLock); //mxd
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// Going to EditSelectionMode?
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if(General.Editing.NewMode is EditSelectionMode)
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{
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// Not pasting anything?
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EditSelectionMode editmode = (General.Editing.NewMode as EditSelectionMode);
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if(!editmode.Pasting)
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{
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// No selection made? But we have a highlight!
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if((General.Map.Map.GetSelectedVertices(true).Count == 0) && (highlighted != null))
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{
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// Make the highlight the selection
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highlighted.Selected = true;
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}
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}
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}
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// Hide highlight info
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General.Interface.HideInfo();
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}
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// This redraws the display
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public override void OnRedrawDisplay()
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{
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renderer.RedrawSurface();
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// Render lines and vertices
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if(renderer.StartPlotter(true))
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{
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renderer.PlotLinedefSet(General.Map.Map.Linedefs);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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if((highlighted != null) && !highlighted.IsDisposed)
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renderer.PlotVertex(highlighted, ColorCollection.HIGHLIGHT);
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renderer.Finish();
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}
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// Render things
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if(renderer.StartThings(true))
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{
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renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA);
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renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, 1.0f);
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renderer.Finish();
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}
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// Selecting?
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if(selecting)
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{
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// Render selection
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if(renderer.StartOverlay(true))
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{
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RenderMultiSelection();
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renderer.Finish();
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}
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}
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renderer.Present();
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}
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// This highlights a new item
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protected void Highlight(Vertex v)
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{
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// Update display
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if(renderer.StartPlotter(false))
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{
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// Undraw previous highlight
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if(highlighted != null && !highlighted.IsDisposed)
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renderer.PlotVertex(highlighted, renderer.DetermineVertexColor(highlighted));
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// Set new highlight
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highlighted = v;
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// Render highlighted item
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if(highlighted != null && !highlighted.IsDisposed)
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renderer.PlotVertex(highlighted, ColorCollection.HIGHLIGHT);
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// Done
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renderer.Finish();
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renderer.Present();
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}
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// Show highlight info
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if((highlighted != null) && !highlighted.IsDisposed)
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General.Interface.ShowVertexInfo(highlighted);
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else
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General.Interface.HideInfo();
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}
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//mxd
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private void HighlightLine(Linedef l) {
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// Update display
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if(renderer.StartPlotter(false)) {
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// Undraw previous highlight
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if((highlightedLine != null) && !highlightedLine.IsDisposed) {
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renderer.PlotLinedef(highlightedLine, renderer.DetermineLinedefColor(highlightedLine));
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if(highlighted == null) {
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renderer.PlotVertex(highlightedLine.Start, renderer.DetermineVertexColor(highlightedLine.Start));
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renderer.PlotVertex(highlightedLine.End, renderer.DetermineVertexColor(highlightedLine.End));
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}
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}
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// Set new highlight
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highlightedLine = l;
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// Render highlighted item
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if((highlightedLine != null) && !highlightedLine.IsDisposed) {
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renderer.PlotLinedef(highlightedLine, General.Colors.InfoLine);
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if(highlighted != null && !highlighted.IsDisposed) {
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renderer.PlotVertex(highlightedLine.Start, highlightedLine.Start == highlighted ? ColorCollection.HIGHLIGHT : renderer.DetermineVertexColor(highlightedLine.Start));
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renderer.PlotVertex(highlightedLine.End, highlightedLine.End == highlighted ? ColorCollection.HIGHLIGHT : renderer.DetermineVertexColor(highlightedLine.End));
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}else{
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renderer.PlotVertex(highlightedLine.Start, renderer.DetermineVertexColor(highlightedLine.Start));
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renderer.PlotVertex(highlightedLine.End, renderer.DetermineVertexColor(highlightedLine.End));
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}
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}
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// Done
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renderer.Finish();
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renderer.Present();
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}
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}
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// Selection
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protected override void OnSelectBegin()
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{
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// Item highlighted?
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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// Redraw highlight to show selection
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if(renderer.StartPlotter(false))
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{
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renderer.PlotVertex(highlighted, renderer.DetermineVertexColor(highlighted));
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renderer.Finish();
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renderer.Present();
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}
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}
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base.OnSelectBegin();
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}
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// End selection
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protected override void OnSelectEnd()
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{
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// Not stopping from multiselection?
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if(!selecting)
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{
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// Item highlighted?
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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//mxd. Flip selection
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highlighted.Selected = !highlighted.Selected;
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// Render highlighted item
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if(renderer.StartPlotter(false))
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{
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renderer.PlotVertex(highlighted, ColorCollection.HIGHLIGHT);
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renderer.Finish();
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renderer.Present();
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}
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//mxd
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} else if(BuilderPlug.Me.AutoClearSelection && General.Map.Map.SelectedVerticessCount > 0) {
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General.Map.Map.ClearSelectedVertices();
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General.Interface.RedrawDisplay();
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}
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}
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base.OnSelectEnd();
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}
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// Start editing
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protected override void OnEditBegin()
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{
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bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
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bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
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// Vertex highlighted?
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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// Edit pressed in this mode
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editpressed = true;
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// Highlighted item not selected?
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if(!highlighted.Selected && (BuilderPlug.Me.AutoClearSelection || (General.Map.Map.SelectedVerticessCount == 0)))
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{
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// Make this the only selection
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General.Map.Map.ClearSelectedVertices();
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highlighted.Selected = true;
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General.Interface.RedrawDisplay();
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}
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// Update display
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if(renderer.StartPlotter(false))
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{
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// Redraw highlight to show selection
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renderer.PlotVertex(highlighted, renderer.DetermineVertexColor(highlighted));
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renderer.Finish();
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renderer.Present();
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}
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}
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else if(!selecting) //mxd. We don't want to do this stuff while multiselecting
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{
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// Find the nearest linedef within highlight range
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Linedef l = General.Map.Map.NearestLinedefRange(mousemappos, BuilderPlug.Me.SplitLinedefsRange / renderer.Scale);
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if(l != null)
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{
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// Create undo
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General.Map.UndoRedo.CreateUndo("Split linedef");
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Vector2D insertpos;
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// Snip to grid also?
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if(snaptogrid)
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{
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// Find all points where the grid intersects the line
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List<Vector2D> points = l.GetGridIntersections();
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insertpos = mousemappos;
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float distance = float.MaxValue;
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foreach(Vector2D p in points)
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{
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float pdist = Vector2D.DistanceSq(p, mousemappos);
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if(pdist < distance)
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{
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insertpos = p;
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distance = pdist;
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}
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}
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}
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else
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{
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// Just use the nearest point on line
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insertpos = l.NearestOnLine(mousemappos);
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}
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// Make the vertex
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Vertex v = General.Map.Map.CreateVertex(insertpos);
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if(v == null)
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{
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General.Map.UndoRedo.WithdrawUndo();
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return;
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}
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// Snap to map format accuracy
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v.SnapToAccuracy();
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// Split the line with this vertex
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Linedef sld = l.Split(v);
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if(sld == null)
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{
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General.Map.UndoRedo.WithdrawUndo();
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return;
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}
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BuilderPlug.Me.AdjustSplitCoordinates(l, sld);
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// Update
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General.Map.Map.Update();
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// Highlight it
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Highlight(v);
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// Redraw display
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General.Interface.RedrawDisplay();
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}
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else
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{
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// Start drawing mode
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DrawGeometryMode drawmode = new DrawGeometryMode();
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DrawnVertex v = DrawGeometryMode.GetCurrentPosition(mousemappos, snaptonearest, snaptogrid, renderer, new List<DrawnVertex>());
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if (drawmode.DrawPointAt(v))
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General.Editing.ChangeMode(drawmode);
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else
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General.Interface.DisplayStatus(StatusType.Warning, "Failed to draw point: outside of map boundaries.");
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}
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}
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base.OnEditBegin();
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}
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// Done editing
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protected override void OnEditEnd()
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{
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// Edit pressed in this mode?
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if(editpressed)
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{
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// Anything selected?
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ICollection<Vertex> selected = General.Map.Map.GetSelectedVertices(true);
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if(selected.Count > 0)
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{
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if(General.Interface.IsActiveWindow)
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{
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// Show line edit dialog
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General.Interface.ShowEditVertices(selected);
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General.Map.Map.Update();
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// When a single vertex was selected, deselect it now
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if(selected.Count == 1) General.Map.Map.ClearSelectedVertices();
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// Update entire display
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General.Map.Renderer2D.Update3dFloorTagsList(); //mxd
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General.Interface.RedrawDisplay();
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}
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}
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}
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editpressed = false;
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base.OnEditEnd();
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}
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// Mouse moves
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public override void OnMouseMove(MouseEventArgs e)
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{
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base.OnMouseMove(e);
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//mxd
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if(selectpressed && !editpressed && !selecting) {
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// Check if moved enough pixels for multiselect
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Vector2D delta = mousedownpos - mousepos;
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if((Math.Abs(delta.x) > MULTISELECT_START_MOVE_PIXELS) ||
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(Math.Abs(delta.y) > MULTISELECT_START_MOVE_PIXELS)) {
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// Start multiselecting
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StartMultiSelection();
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}
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}
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else if(paintselectpressed && !editpressed && !selecting) //mxd. Drag-select
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{
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// Find the nearest thing within highlight range
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Vertex v = General.Map.Map.NearestVertexSquareRange(mousemappos, BuilderPlug.Me.HighlightRange / renderer.Scale);
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if(v != null) {
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if(v != highlighted) {
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//toggle selected state
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if(General.Interface.ShiftState ^ BuilderPlug.Me.AdditiveSelect)
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v.Selected = true;
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else if(General.Interface.CtrlState)
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v.Selected = false;
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else
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v.Selected = !v.Selected;
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highlighted = v;
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// Update entire display
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General.Interface.RedrawDisplay();
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}
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} else if(highlighted != null) {
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highlighted = null;
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Highlight(null);
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// Update entire display
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General.Interface.RedrawDisplay();
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}
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}
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else if(e.Button == MouseButtons.None) // Not holding any buttons?
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{
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//mxd
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// Find the nearest linedef within split linedefs range
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Linedef l = General.Map.Map.NearestLinedefRange(mousemappos, BuilderPlug.Me.SplitLinedefsRange / renderer.Scale);
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// Highlight if not the same
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if(l != highlightedLine) HighlightLine(l);
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// Find the nearest vertex within highlight range
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Vertex v = General.Map.Map.NearestVertexSquareRange(mousemappos, BuilderPlug.Me.HighlightRange / renderer.Scale);
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// Highlight if not the same
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if(v != highlighted) Highlight(v);
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}
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}
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// Mouse leaves
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public override void OnMouseLeave(EventArgs e)
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{
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base.OnMouseLeave(e);
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// Highlight nothing
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Highlight(null);
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}
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//mxd
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protected override void OnPaintSelectBegin() {
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highlighted = null;
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base.OnPaintSelectBegin();
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}
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// Mouse wants to drag
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protected override void OnDragStart(MouseEventArgs e)
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{
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base.OnDragStart(e);
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// Edit button used?
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if(General.Actions.CheckActionActive(null, "classicedit"))
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{
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// Anything highlighted?
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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// Highlighted item not selected?
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if(!highlighted.Selected)
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{
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// Select only this vertex for dragging
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General.Map.Map.ClearSelectedVertices();
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highlighted.Selected = true;
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}
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// Start dragging the selection
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if(!BuilderPlug.Me.DontMoveGeometryOutsideMapBoundary || canDrag()) //mxd
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General.Editing.ChangeMode(new DragVerticesMode(highlighted, mousedownmappos));
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}
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}
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}
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//mxd. Check if any selected vertex is outside of map boundary
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private bool canDrag() {
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ICollection<Vertex> selectedverts = General.Map.Map.GetSelectedVertices(true);
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int unaffectedCount = 0;
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foreach(Vertex v in selectedverts) {
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// Make sure the vertex is inside the map boundary
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if(v.Position.x < General.Map.Config.LeftBoundary || v.Position.x > General.Map.Config.RightBoundary
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|| v.Position.y > General.Map.Config.TopBoundary || v.Position.y < General.Map.Config.BottomBoundary) {
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v.Selected = false;
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unaffectedCount++;
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}
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}
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if(unaffectedCount == selectedverts.Count) {
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General.Interface.DisplayStatus(StatusType.Warning, "Unable to drag selection: " + (selectedverts.Count == 1 ? "selected vertex is" : "all of selected vertices are") + " outside of map boundary!");
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General.Interface.RedrawDisplay();
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return false;
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}
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if(unaffectedCount > 0)
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General.Interface.DisplayStatus(StatusType.Warning, unaffectedCount + " of selected vertices " + (unaffectedCount == 1 ? "is" : "are") + " outside of map boundary!");
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return true;
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}
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// This is called wheh selection ends
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protected override void OnEndMultiSelection()
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{
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bool selectionvolume = ((Math.Abs(base.selectionrect.Width) > 0.1f) && (Math.Abs(base.selectionrect.Height) > 0.1f));
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if(selectionvolume)
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{
|
|
//mxd
|
|
if(marqueSelectionMode == MarqueSelectionMode.SELECT) {
|
|
// Go for all vertices
|
|
foreach(Vertex v in General.Map.Map.Vertices)
|
|
v.Selected = selectionrect.Contains(v.Position.x, v.Position.y);
|
|
} else if(marqueSelectionMode == MarqueSelectionMode.ADD) {
|
|
// Go for all vertices
|
|
foreach(Vertex v in General.Map.Map.Vertices)
|
|
v.Selected |= selectionrect.Contains(v.Position.x, v.Position.y);
|
|
} else if(marqueSelectionMode == MarqueSelectionMode.SUBTRACT) {
|
|
// Go for all vertices
|
|
foreach(Vertex v in General.Map.Map.Vertices)
|
|
if(selectionrect.Contains(v.Position.x, v.Position.y)) v.Selected = false;
|
|
} else { //should be Intersect
|
|
// Go for all vertices
|
|
foreach(Vertex v in General.Map.Map.Vertices)
|
|
if(!selectionrect.Contains(v.Position.x, v.Position.y)) v.Selected = false;
|
|
}
|
|
}
|
|
|
|
base.OnEndMultiSelection();
|
|
|
|
// Clear overlay
|
|
if(renderer.StartOverlay(true)) renderer.Finish();
|
|
|
|
// Redraw
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
// This is called when the selection is updated
|
|
protected override void OnUpdateMultiSelection()
|
|
{
|
|
base.OnUpdateMultiSelection();
|
|
|
|
// Render selection
|
|
if(renderer.StartOverlay(true))
|
|
{
|
|
RenderMultiSelection();
|
|
renderer.Finish();
|
|
renderer.Present();
|
|
}
|
|
}
|
|
|
|
// When copying
|
|
public override bool OnCopyBegin()
|
|
{
|
|
// No selection made? But we have a highlight!
|
|
if((General.Map.Map.GetSelectedVertices(true).Count == 0) && (highlighted != null))
|
|
{
|
|
// Make the highlight the selection
|
|
highlighted.Selected = true;
|
|
}
|
|
|
|
return base.OnCopyBegin();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Actions
|
|
|
|
// This copies the properties
|
|
[BeginAction("classiccopyproperties")]
|
|
public void CopyProperties()
|
|
{
|
|
// Determine source vertices
|
|
ICollection<Vertex> sel = null;
|
|
if(General.Map.Map.SelectedVerticessCount > 0)
|
|
sel = General.Map.Map.GetSelectedVertices(true);
|
|
else if(highlighted != null)
|
|
{
|
|
sel = new List<Vertex>();
|
|
sel.Add(highlighted);
|
|
}
|
|
|
|
if(sel != null)
|
|
{
|
|
// Copy properties from first source vertex
|
|
BuilderPlug.Me.CopiedVertexProps = new VertexProperties(General.GetByIndex(sel, 0));
|
|
General.Interface.DisplayStatus(StatusType.Action, "Copied vertex properties.");
|
|
}
|
|
}
|
|
|
|
// This pastes the properties
|
|
[BeginAction("classicpasteproperties")]
|
|
public void PasteProperties()
|
|
{
|
|
if(BuilderPlug.Me.CopiedVertexProps != null)
|
|
{
|
|
// Determine target vertices
|
|
ICollection<Vertex> sel = null;
|
|
if(General.Map.Map.SelectedVerticessCount > 0)
|
|
sel = General.Map.Map.GetSelectedVertices(true);
|
|
else if(highlighted != null)
|
|
{
|
|
sel = new List<Vertex>();
|
|
sel.Add(highlighted);
|
|
}
|
|
|
|
if(sel != null)
|
|
{
|
|
// Apply properties to selection
|
|
General.Map.UndoRedo.CreateUndo("Paste vertex properties");
|
|
foreach(Vertex v in sel)
|
|
{
|
|
BuilderPlug.Me.CopiedVertexProps.Apply(v);
|
|
}
|
|
General.Interface.DisplayStatus(StatusType.Action, "Pasted vertex properties.");
|
|
|
|
// Update and redraw
|
|
General.Map.IsChanged = true;
|
|
General.Interface.RefreshInfo();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
}
|
|
|
|
// This clears the selection
|
|
[BeginAction("clearselection", BaseAction = true)]
|
|
public void ClearSelection()
|
|
{
|
|
// Clear selection
|
|
General.Map.Map.ClearAllSelected();
|
|
|
|
// Redraw
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
// This creates a new vertex at the mouse position
|
|
[BeginAction("insertitem", BaseAction = true)]
|
|
public virtual void InsertVertexAction() { VerticesMode.InsertVertex(mousemappos, renderer.Scale); }
|
|
public static void InsertVertex(Vector2D mousemappos, float rendererscale)
|
|
{
|
|
bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
|
|
bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
|
|
|
|
// Mouse in window?
|
|
if(General.Interface.MouseInDisplay)
|
|
{
|
|
Vector2D insertpos;
|
|
Linedef l = null;
|
|
|
|
// Create undo
|
|
General.Map.UndoRedo.CreateUndo("Insert vertex");
|
|
|
|
// Snap to geometry?
|
|
l = General.Map.Map.NearestLinedefRange(mousemappos, BuilderPlug.Me.SplitLinedefsRange / rendererscale);
|
|
if(snaptonearest && (l != null))
|
|
{
|
|
// Snip to grid also?
|
|
if(snaptogrid)
|
|
{
|
|
// Find all points where the grid intersects the line
|
|
List<Vector2D> points = l.GetGridIntersections();
|
|
insertpos = mousemappos;
|
|
float distance = float.MaxValue;
|
|
foreach(Vector2D p in points)
|
|
{
|
|
float pdist = Vector2D.DistanceSq(p, mousemappos);
|
|
if(pdist < distance)
|
|
{
|
|
insertpos = p;
|
|
distance = pdist;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Just use the nearest point on line
|
|
insertpos = l.NearestOnLine(mousemappos);
|
|
}
|
|
}
|
|
// Snap to grid?
|
|
else if(snaptogrid)
|
|
{
|
|
// Snap to grid
|
|
insertpos = General.Map.Grid.SnappedToGrid(mousemappos);
|
|
}
|
|
else
|
|
{
|
|
// Just insert here, don't snap to anything
|
|
insertpos = mousemappos;
|
|
}
|
|
|
|
// Make the vertex
|
|
Vertex v = General.Map.Map.CreateVertex(insertpos);
|
|
if(v == null)
|
|
{
|
|
General.Map.UndoRedo.WithdrawUndo();
|
|
return;
|
|
}
|
|
|
|
// Snap to map format accuracy
|
|
v.SnapToAccuracy();
|
|
|
|
// Split the line with this vertex
|
|
if(snaptonearest)
|
|
{
|
|
//mxd. Check if snapped vertex is on top of a linedef
|
|
l = General.Map.Map.NearestLinedefRange(insertpos, 1 / rendererscale);
|
|
if(l != null && l.SideOfLine(insertpos) != 0)
|
|
l = null;
|
|
|
|
if(l != null) {
|
|
General.Interface.DisplayStatus(StatusType.Action, "Split a linedef.");
|
|
Linedef sld = l.Split(v);
|
|
if(sld == null) {
|
|
General.Map.UndoRedo.WithdrawUndo();
|
|
return;
|
|
}
|
|
BuilderPlug.Me.AdjustSplitCoordinates(l, sld);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Action, "Inserted a vertex.");
|
|
}
|
|
|
|
// Update
|
|
General.Map.Map.Update();
|
|
|
|
// Redraw screen
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
|
|
[BeginAction("deleteitem", BaseAction = true)]
|
|
public void DeleteItem() {
|
|
deleteItem(true, new List<Linedef>()); //mxd
|
|
}
|
|
|
|
//mxd. MMMMMMONSTROUS solution!
|
|
private void deleteItem(bool createUndo, List<Linedef> redrawnLines)
|
|
{
|
|
// Make list of selected vertices
|
|
ICollection<Vertex> selected = General.Map.Map.GetSelectedVertices(true);
|
|
if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed) selected.Add(highlighted);
|
|
|
|
// Anything to do?
|
|
if(selected.Count > 0)
|
|
{
|
|
// Make undo
|
|
if(createUndo) { //mxd
|
|
if(selected.Count > 1) {
|
|
General.Map.UndoRedo.CreateUndo("Delete " + selected.Count + " vertices");
|
|
General.Interface.DisplayStatus(StatusType.Action, "Deleted " + selected.Count + " vertices.");
|
|
} else {
|
|
General.Map.UndoRedo.CreateUndo("Delete vertex");
|
|
General.Interface.DisplayStatus(StatusType.Action, "Deleted a vertex.");
|
|
}
|
|
}
|
|
|
|
//mxd. Find sectors, affected by vertex removal.
|
|
Dictionary<Sector, Vector2D> toMerge = new Dictionary<Sector, Vector2D>();
|
|
List<Sector> possiblyInvalidSectors = new List<Sector>();
|
|
List<Sector> affectedSectors = new List<Sector>();
|
|
|
|
//mxd
|
|
foreach(Vertex v in selected) {
|
|
foreach(Linedef l in v.Linedefs) {
|
|
if(l.Front != null && l.Front.Sector != null){
|
|
if(!affectedSectors.Contains(l.Front.Sector))
|
|
affectedSectors.Add(l.Front.Sector);
|
|
|
|
foreach(Sidedef side in l.Front.Sector.Sidedefs) {
|
|
if(side.Other != null && side.Other.Sector != null && !affectedSectors.Contains(side.Other.Sector))
|
|
affectedSectors.Add(side.Other.Sector);
|
|
}
|
|
|
|
if(l.Front.Sector.Sidedefs.Count < 4 && !toMerge.ContainsKey(l.Front.Sector))
|
|
toMerge.Add(l.Front.Sector, new Vector2D(l.Front.Sector.BBox.Location.X + l.Front.Sector.BBox.Width/2, l.Front.Sector.BBox.Location.Y + l.Front.Sector.BBox.Height/2));
|
|
}
|
|
|
|
if(l.Back != null && l.Back.Sector != null) {
|
|
if(!affectedSectors.Contains(l.Back.Sector))
|
|
affectedSectors.Add(l.Back.Sector);
|
|
|
|
foreach(Sidedef side in l.Back.Sector.Sidedefs) {
|
|
if(side.Other != null && side.Other.Sector != null && !affectedSectors.Contains(side.Other.Sector))
|
|
affectedSectors.Add(side.Other.Sector);
|
|
}
|
|
|
|
if(l.Back.Sector.Sidedefs.Count < 4 && !toMerge.ContainsKey(l.Back.Sector))
|
|
toMerge.Add(l.Back.Sector, new Vector2D(l.Back.Sector.BBox.Location.X + l.Back.Sector.BBox.Width / 2, l.Back.Sector.BBox.Location.Y + l.Back.Sector.BBox.Height / 2));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Go for all vertices that need to be removed
|
|
foreach(Vertex v in selected)
|
|
{
|
|
// Not already removed automatically?
|
|
if(!v.IsDisposed)
|
|
{
|
|
// If the vertex only has 2 linedefs attached, then merge the linedefs
|
|
if(v.Linedefs.Count == 2) {
|
|
Linedef ld1 = General.GetByIndex(v.Linedefs, 0);
|
|
Linedef ld2 = General.GetByIndex(v.Linedefs, 1);
|
|
|
|
if(!ld1.IsDisposed && !ld2.IsDisposed) {
|
|
//mxd. We don't want to do this if it will result in sector with 2 sidedefs
|
|
if((ld1.Front != null && ld1.Front.Sector != null && ld1.Front.Sector.Sidedefs.Count > 3) ||
|
|
(ld1.Back != null && ld1.Back.Sector != null && ld1.Back.Sector.Sidedefs.Count > 3) ||
|
|
(ld2.Front != null && ld2.Front.Sector != null && ld2.Front.Sector.Sidedefs.Count > 3) ||
|
|
(ld2.Back != null && ld2.Back.Sector != null && ld2.Back.Sector.Sidedefs.Count > 3)) {
|
|
|
|
Vertex v1 = (ld1.Start == v) ? ld1.End : ld1.Start;
|
|
Vertex v2 = (ld2.Start == v) ? ld2.End : ld2.Start;
|
|
|
|
//if both linedefs are on the same line
|
|
if(ld1.AngleDeg == ld2.AngleDeg || ld1.AngleDeg == ld2.AngleDeg - 180) {
|
|
if(ld1.Start == v) ld1.SetStartVertex(v2); else ld1.SetEndVertex(v2);
|
|
ld2.Dispose();
|
|
} else {
|
|
//mxd. Check if removing a vertex will collapse a sector with 3 "outer" sides
|
|
bool skip = false;
|
|
|
|
if(ld1.Front != null) {
|
|
foreach(Sidedef side in ld1.Front.Sector.Sidedefs) {
|
|
if(!possiblyInvalidSectors.Contains(ld1.Front.Sector) && (side.Line.Start == v1 && side.Line.End == v2) || side.Line.Start == v2 && side.Line.End == v1) {
|
|
possiblyInvalidSectors.Add(ld1.Front.Sector);
|
|
skip = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(ld2.Front != null) {
|
|
foreach(Sidedef side in ld2.Front.Sector.Sidedefs) {
|
|
if(!possiblyInvalidSectors.Contains(ld2.Front.Sector) && (side.Line.Start == v1 && side.Line.End == v2) || side.Line.Start == v2 && side.Line.End == v1) {
|
|
possiblyInvalidSectors.Add(ld2.Front.Sector);
|
|
skip = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(ld1.Back != null) {
|
|
foreach(Sidedef side in ld1.Back.Sector.Sidedefs) {
|
|
if(!possiblyInvalidSectors.Contains(ld1.Back.Sector) && (side.Line.Start == v1 && side.Line.End == v2) || side.Line.Start == v2 && side.Line.End == v1) {
|
|
possiblyInvalidSectors.Add(ld1.Back.Sector);
|
|
skip = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(ld2.Back != null) {
|
|
foreach(Sidedef side in ld2.Back.Sector.Sidedefs) {
|
|
if(!possiblyInvalidSectors.Contains(ld2.Back.Sector) && (side.Line.Start == v1 && side.Line.End == v2) || side.Line.Start == v2 && side.Line.End == v1) {
|
|
possiblyInvalidSectors.Add(ld2.Back.Sector);
|
|
skip = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
if(!skip) {
|
|
DrawnVertex dv1 = new DrawnVertex();
|
|
DrawnVertex dv2 = new DrawnVertex();
|
|
dv1.stitchline = true;
|
|
dv2.stitchline = true;
|
|
dv1.stitch = true;
|
|
dv2.stitch = true;
|
|
|
|
if(ld1.Start == v) {
|
|
dv1.pos = v2.Position;
|
|
dv2.pos = v1.Position;
|
|
} else {
|
|
dv1.pos = v1.Position;
|
|
dv2.pos = v2.Position;
|
|
}
|
|
|
|
Tools.DrawLines(new List<DrawnVertex>() { dv1, dv2 });
|
|
List<Linedef> newLines = General.Map.Map.GetMarkedLinedefs(true);
|
|
if(newLines.Count > 0) redrawnLines.AddRange(newLines);
|
|
|
|
General.Map.IsChanged = true;
|
|
General.Map.Map.Update();
|
|
|
|
//if both of the lines are single sided, remove newly created sector
|
|
if((!ld1.IsDisposed && !ld2.IsDisposed) && (ld1.Front == null || ld1.Back == null) && (ld2.Front == null || ld2.Back == null)) {
|
|
int index = ld1.Front != null ? ld1.Front.Sector.Index : ld1.Back.Sector.Index;
|
|
General.Map.Map.GetSectorByIndex(index).Dispose();
|
|
|
|
foreach(Linedef l in newLines) {
|
|
if(l.Front != null && l.Front.Sector != null && !affectedSectors.Contains(l.Front.Sector))
|
|
affectedSectors.Add(l.Front.Sector);
|
|
if(l.Back != null && l.Back.Sector != null && !affectedSectors.Contains(l.Back.Sector))
|
|
affectedSectors.Add(l.Back.Sector);
|
|
}
|
|
} else {
|
|
tryJoinSectors(ld1);
|
|
tryJoinSectors(ld2);
|
|
ld1.Dispose();
|
|
ld2.Dispose();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else { //mxd. More than 2 lines share this vertex
|
|
Linedef[] lines = new Linedef[v.Linedefs.Count];
|
|
v.Linedefs.CopyTo(lines, 0);
|
|
|
|
List<Linedef> parallel = new List<Linedef>();
|
|
|
|
foreach(Linedef ld1 in lines) {
|
|
foreach(Linedef ld2 in lines) {
|
|
if(ld1.Index == ld2.Index) continue;
|
|
|
|
if(ld1.AngleDeg == ld2.AngleDeg || ld1.AngleDeg == General.ClampAngle(ld2.AngleDeg - 180)) {
|
|
if(!parallel.Contains(ld1))
|
|
parallel.Add(ld1);
|
|
if(!parallel.Contains(ld2))
|
|
parallel.Add(ld2);
|
|
}
|
|
}
|
|
}
|
|
|
|
if(parallel.Count == 2) { //if there are 2 parallel lines, join them and remove the rest.
|
|
for(int i = 0; i < lines.Length; i++) {
|
|
if(parallel.Contains(lines[i])) continue;
|
|
Linedef ld = lines[i];
|
|
tryJoinSectors(ld);
|
|
ld.Dispose();
|
|
}
|
|
|
|
Vertex v2 = (parallel[1].Start == v) ? parallel[1].End : parallel[1].Start;
|
|
if(parallel[0].Start == v) parallel[0].SetStartVertex(v2); else parallel[0].SetEndVertex(v2);
|
|
parallel[1].Dispose();
|
|
} else { //just trash them
|
|
for(int i = 0; i < lines.Length; i++) {
|
|
Linedef ld = lines[i];
|
|
tryJoinSectors(ld);
|
|
ld.Dispose();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Trash vertex
|
|
v.Dispose();
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
Tools.MergeInvalidSectors(toMerge);
|
|
|
|
foreach(Sector s in possiblyInvalidSectors) {
|
|
//still invalid?
|
|
if(!s.IsDisposed && s.Sidedefs.Count < 3) s.Dispose();
|
|
}
|
|
|
|
foreach(Sector s in affectedSectors) {
|
|
if(s.IsDisposed) continue;
|
|
|
|
foreach(Sidedef side in s.Sidedefs){
|
|
if((side.Line.Front == null && side.Line.Back != null) || (side.Line.Front != null && side.Line.Back == null)){
|
|
side.Line.ApplySidedFlags();
|
|
}else if(side.Line.Front == null && side.Line.Back != null && side.Line.Back.Sector != null) {
|
|
// Flip linedef
|
|
side.Line.FlipVertices();
|
|
side.Line.FlipSidedefs();
|
|
side.Line.ApplySidedFlags();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Update cache values
|
|
General.Map.IsChanged = true;
|
|
General.Map.Map.Update();
|
|
|
|
//mxd. Because... well... some new vertices might have been created during vertex removal process...
|
|
if(General.Map.Map.GetSelectedVertices(true).Count > 0) {
|
|
deleteItem(false, redrawnLines);
|
|
return;
|
|
} else if(redrawnLines.Count > 0) {
|
|
//try to merge redrawn lines
|
|
mergeLines(redrawnLines);
|
|
|
|
// Update cache values
|
|
General.Map.IsChanged = true;
|
|
General.Map.Map.Update();
|
|
}
|
|
|
|
// Invoke a new mousemove so that the highlighted item updates
|
|
MouseEventArgs e = new MouseEventArgs(MouseButtons.None, 0, (int)mousepos.x, (int)mousepos.y, 0);
|
|
OnMouseMove(e);
|
|
|
|
// Redraw screen
|
|
General.Map.Renderer2D.Update3dFloorTagsList(); //mxd
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
|
|
//mxd. If there are different sectors on both sides of given linedef, join them
|
|
private void tryJoinSectors(Linedef ld) {
|
|
if(ld.IsDisposed) return;
|
|
|
|
if(ld.Front != null && ld.Front.Sector != null && ld.Back != null && ld.Back.Sector != null && ld.Front.Sector.Index != ld.Back.Sector.Index) {
|
|
if(ld.Front.Sector.BBox.Width * ld.Front.Sector.BBox.Height > ld.Back.Sector.BBox.Width * ld.Back.Sector.BBox.Height)
|
|
ld.Back.Sector.Join(ld.Front.Sector);
|
|
else
|
|
ld.Front.Sector.Join(ld.Back.Sector);
|
|
}
|
|
}
|
|
|
|
private void mergeLines(List<Linedef> lines) {
|
|
if(lines.Count < 2) return;
|
|
|
|
for(int i = 0; i < lines.Count; i++) {
|
|
if(lines[i].IsDisposed) lines.RemoveAt(i);
|
|
}
|
|
|
|
for(int i = 0; i < lines.Count; i++) {
|
|
for(int c = 0; c < lines.Count; c++) {
|
|
if(i == c) continue;
|
|
|
|
//lines have the same angle?
|
|
if(lines[i].AngleDeg == lines[c].AngleDeg || lines[i].AngleDeg == General.ClampAngle(lines[c].AngleDeg - 180)) {
|
|
Vertex mid = null;
|
|
|
|
//lines share a vertex?
|
|
if(lines[i].End == lines[c].Start || lines[i].End == lines[c].End) {
|
|
mid = lines[i].End;
|
|
} else if(lines[i].Start == lines[c].Start || lines[i].Start == lines[c].End) {
|
|
mid = lines[i].Start;
|
|
}
|
|
|
|
if(mid == null || mid.Linedefs.Count > 2) continue;
|
|
|
|
Vertex end = (lines[c].Start == mid) ? lines[c].End : lines[c].Start;
|
|
|
|
//merge lines
|
|
if(lines[i].Start == mid)
|
|
lines[i].SetStartVertex(end);
|
|
else
|
|
lines[i].SetEndVertex(end);
|
|
lines[c].Dispose();
|
|
|
|
//trash vertex
|
|
mid.Dispose();
|
|
lines.RemoveAt(c);
|
|
|
|
//restart
|
|
mergeLines(lines);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|