UltimateZoneBuilder/Source/Core/Windows/SectorEditForm.cs
MaxED 7faf6bc13e Linedef Edit Form, Sector Edit Form: when several map elements with different textures are selected, the "texture stack" icon is shown in the texture selectors instead of the "missing texture" icon.
Error Checker mode: added "Check missing flats" check.
Error Checker mode: fixed several descriptions. 
Sprite patches for sprites defined in TEXTURES are now loaded from Sprites namespace.
Some of my older texture alignment code didn't work properly when strict texture/flat handling ("mixtextureflats" game configuration flag set to false) was enabled.
Fixed some incorrect checks for missing texture ("-").
2014-03-05 09:21:28 +00:00

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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 System.Drawing;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Types;
#endregion
namespace CodeImp.DoomBuilder.Windows
{
internal partial class SectorEditForm : DelayedForm
{
#region ================== Events
public event EventHandler OnValuesChanged; //mxd
#endregion
#region ================== Variables
private ICollection<Sector> sectors;
private List<SectorProperties> sectorProps; //mxd
private bool blockUpdate; //mxd
//mxd. Window setup stuff
private static Point location = Point.Empty;
private struct SectorProperties //mxd
{
public int Brightness;
public int FloorHeight;
public int CeilHeight;
public string FloorTexture;
public string CeilTexture;
public SectorProperties(Sector s) {
Brightness = s.Brightness;
FloorHeight = s.FloorHeight;
CeilHeight = s.CeilHeight;
FloorTexture = s.FloorTexture;
CeilTexture = s.CeilTexture;
}
}
#endregion
#region ================== Constructor
// Constructor
public SectorEditForm()
{
// Initialize
InitializeComponent();
//mxd. Widow setup
if(location != Point.Empty) {
this.StartPosition = FormStartPosition.Manual;
this.Location = location;
}
// Fill effects list
effect.AddInfo(General.Map.Config.SortedSectorEffects.ToArray());
// Initialize image selectors
floortex.Initialize();
ceilingtex.Initialize();
// Set steps for brightness field
brightness.StepValues = General.Map.Config.BrightnessLevels;
}
#endregion
#region ================== Methods
// This sets up the form to edit the given sectors
public void Setup(ICollection<Sector> sectors)
{
blockUpdate = true; //mxd
Sector sc;
// Keep this list
this.sectors = sectors;
if(sectors.Count > 1) this.Text = "Edit Sectors (" + sectors.Count + ")";
sectorProps = new List<SectorProperties>(); //mxd
//mxd. Make undo
string undodesc = "sector";
if(sectors.Count > 1) undodesc = sectors.Count + " sectors";
General.Map.UndoRedo.CreateUndo("Edit " + undodesc);
////////////////////////////////////////////////////////////////////////
// Set all options to the first sector properties
////////////////////////////////////////////////////////////////////////
// Get first sector
sc = General.GetByIndex(sectors, 0);
// Effects
effect.Value = sc.Effect;
brightness.Text = sc.Brightness.ToString();
// Floor/ceiling
floorheight.Text = sc.FloorHeight.ToString();
ceilingheight.Text = sc.CeilHeight.ToString();
floortex.TextureName = sc.FloorTexture;
ceilingtex.TextureName = sc.CeilTexture;
// Action
tagSelector.Setup(UniversalType.SectorTag); //mxd
tagSelector.SetTag(sc.Tag);//mxd
////////////////////////////////////////////////////////////////////////
// Now go for all sectors and change the options when a setting is different
////////////////////////////////////////////////////////////////////////
// Go for all sectors
foreach(Sector s in sectors)
{
// Effects
if(s.Effect != effect.Value) effect.Empty = true;
if(s.Brightness.ToString() != brightness.Text) brightness.Text = "";
// Floor/Ceiling
if(s.FloorHeight.ToString() != floorheight.Text) floorheight.Text = "";
if(s.CeilHeight.ToString() != ceilingheight.Text) ceilingheight.Text = "";
if (s.FloorTexture != floortex.TextureName) {
floortex.MultipleTextures = true; //mxd
floortex.TextureName = "";
}
if (s.CeilTexture != ceilingtex.TextureName) {
ceilingtex.MultipleTextures = true; //mxd
ceilingtex.TextureName = "";
}
// Action
if(s.Tag != sc.Tag) tagSelector.ClearTag(); //mxd
//mxd. Store initial properties
sectorProps.Add(new SectorProperties(s));
}
// Show sector height
UpdateSectorHeight();
blockUpdate = false; //mxd
}
// This updates the sector height field
private void UpdateSectorHeight()
{
int delta = 0;
int index = -1; //mxd
int i = 0; //mxd
// Check all selected sectors
foreach(Sector s in sectors) {
if(index == -1) {
// First sector in list
delta = s.CeilHeight - s.FloorHeight;
index = i; //mxd
} else if(delta != (s.CeilHeight - s.FloorHeight)) {
// We can't show heights because the delta
// heights for the sectors is different
index = -1;
break;
}
i++;
}
if(index > -1) {
int fh = floorheight.GetResult(sectorProps[index].FloorHeight); //mxd
int ch = ceilingheight.GetResult(sectorProps[index].CeilHeight); //mxd
int height = ch - fh;
sectorheight.Text = height.ToString();
sectorheight.Visible = true;
sectorheightlabel.Visible = true;
} else {
sectorheight.Visible = false;
sectorheightlabel.Visible = false;
}
}
#endregion
#region ================== Events
// OK clicked
private void apply_Click(object sender, EventArgs e)
{
//mxd. Apply "Static" properties
// Verify the tag
tagSelector.ValidateTag(); //mxd
if((tagSelector.GetTag(0) < General.Map.FormatInterface.MinTag) || (tagSelector.GetTag(0) > General.Map.FormatInterface.MaxTag)) {
General.ShowWarningMessage("Sector tag must be between " + General.Map.FormatInterface.MinTag + " and " + General.Map.FormatInterface.MaxTag + ".", MessageBoxButtons.OK);
return;
}
// Verify the effect
if((effect.Value < General.Map.FormatInterface.MinEffect) || (effect.Value > General.Map.FormatInterface.MaxEffect)) {
General.ShowWarningMessage("Sector effect must be between " + General.Map.FormatInterface.MinEffect + " and " + General.Map.FormatInterface.MaxEffect + ".", MessageBoxButtons.OK);
return;
}
// Go for all sectors
foreach(Sector s in sectors) {
// Effects
if(!effect.Empty) s.Effect = effect.Value;
// Action
s.Tag = tagSelector.GetTag(s.Tag); //mxd
}
// Done
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty); //mxd
this.DialogResult = DialogResult.OK;
this.Close();
}
// Cancel clicked
private void cancel_Click(object sender, EventArgs e)
{
//mxd. perform undo
General.Map.UndoRedo.WithdrawUndo();
// And be gone
this.DialogResult = DialogResult.Cancel;
this.Close();
}
// Browse Effect clicked
private void browseeffect_Click(object sender, EventArgs e)
{
effect.Value = EffectBrowserForm.BrowseEffect(this, effect.Value);
}
//mxd
private void SectorEditForm_FormClosing(object sender, FormClosingEventArgs e) {
location = this.Location;
}
// Help
private void SectorEditForm_HelpRequested(object sender, HelpEventArgs hlpevent) {
General.ShowHelp("w_sectoredit.html");
hlpevent.Handled = true;
}
#endregion
#region ================== mxd. Realtime Events
// Ceiling height changes
private void ceilingheight_TextChanged(object sender, EventArgs e)
{
if(blockUpdate) return;
int i = 0;
//restore values
if(string.IsNullOrEmpty(ceilingheight.Text)) {
foreach(Sector s in sectors)
s.CeilHeight = sectorProps[i++].CeilHeight;
//update values
} else {
foreach(Sector s in sectors)
s.CeilHeight = ceilingheight.GetResult(sectorProps[i++].CeilHeight);
}
UpdateSectorHeight();
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
// Floor height changes
private void floorheight_TextChanged(object sender, EventArgs e)
{
if(blockUpdate) return;
int i = 0;
//restore values
if(string.IsNullOrEmpty(floorheight.Text)) {
foreach(Sector s in sectors)
s.FloorHeight = sectorProps[i++].FloorHeight;
//update values
} else {
foreach(Sector s in sectors)
s.FloorHeight = floorheight.GetResult(sectorProps[i++].FloorHeight);
}
UpdateSectorHeight();
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void floortex_OnValueChanged(object sender, EventArgs e) {
if(blockUpdate) return;
//restore values
if(string.IsNullOrEmpty(floortex.TextureName)) {
int i = 0;
foreach(Sector s in sectors)
s.SetFloorTexture(sectorProps[i++].FloorTexture);
//update values
} else {
foreach(Sector s in sectors)
s.SetFloorTexture(floortex.GetResult(s.FloorTexture));
}
// Update the used textures
General.Map.Data.UpdateUsedTextures();
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void ceilingtex_OnValueChanged(object sender, EventArgs e) {
if(blockUpdate) return;
//restore values
if(string.IsNullOrEmpty(ceilingtex.TextureName)) {
int i = 0;
foreach(Sector s in sectors)
s.SetCeilTexture(sectorProps[i++].CeilTexture);
//update values
} else {
foreach(Sector s in sectors)
s.SetCeilTexture(ceilingtex.GetResult(s.CeilTexture));
}
// Update the used textures
General.Map.Data.UpdateUsedTextures();
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
private void brightness_WhenTextChanged(object sender, EventArgs e) {
if(blockUpdate) return;
int i = 0;
//restore values
if(string.IsNullOrEmpty(brightness.Text)) {
foreach(Sector s in sectors)
s.Brightness = sectorProps[i++].Brightness;
//update values
} else {
foreach(Sector s in sectors)
s.Brightness = General.Clamp(brightness.GetResult(sectorProps[i++].Brightness), General.Map.FormatInterface.MinBrightness, General.Map.FormatInterface.MaxBrightness);
}
General.Map.IsChanged = true;
if(OnValuesChanged != null) OnValuesChanged(this, EventArgs.Empty);
}
#endregion
}
}