UltimateZoneBuilder/Source/Plugins/GZDoomEditing/VisualModes/BaseVisualMode.cs
MaxED 8891395b3a Fixed incorrect dragging of floor/ceiling textures with "rotationfloor" / "rotationceiling" UDMF property set in GZDoom Visual Mode.
Replaced all doubles with floats.
Script Editor: 
Navigator drop-down now updates automatically.
Navigator drop-down now also works for external files.
Added Navigator drop-down support for Decorate and Modeldef.
2012-07-12 22:34:12 +00:00

1650 lines
49 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Drawing;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.VisualModes;
using CodeImp.DoomBuilder.Config;
#endregion
namespace CodeImp.DoomBuilder.GZDoomEditing
{
[EditMode(DisplayName = "GZDoom Visual Mode",
SwitchAction = "gzdoomvisualmode", // Action name used to switch to this mode
ButtonImage = "VisualModeZ.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;
// This keeps extra element info
private Dictionary<Sector, SectorData> sectordata;
private Dictionary<Thing , ThingData> thingdata;
// 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;
#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;
}
}
}
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>();
// 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;
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);
}
}
}
// This creates a visual sector
protected override VisualSector CreateVisualSector(Sector s)
{
BaseVisualSector vs = new BaseVisualSector(this, s);
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.Sidedef.Line);
}
// Sector?
else if(pickedgeo is BaseVisualGeometrySector)
{
BaseVisualGeometrySector pickedsector = (pickedgeo as BaseVisualGeometrySector);
General.Interface.ShowSectorInfo(pickedsector.Level.sector);
}
else
{
General.Interface.HideInfo();
}
}
// Thing picked?
if(target.picked is VisualThing)
{
VisualThing pickedthing = (target.picked as VisualThing);
General.Interface.ShowThingInfo(pickedthing.Thing);
}
}
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
protected override void moveSelectedThings(Vector2D direction, bool absolutePosition) {
List<VisualThing> things = GetSelectedVisualThings(true);
if (things.Count == 0) {
General.Interface.DisplayStatus(StatusType.Warning, "Select some Things first!");
return;
}
//move things...
if (!absolutePosition) { //...relatively (that's easy)
int camAngle = (int)Math.Round(General.Map.VisualCamera.AngleXY * 180 / Math.PI);
int sector = (int)(General.ClampAngle(camAngle - 45f) / 90f);
direction = direction.GetRotated((float)(sector * Math.PI / 2f));
for (int i = 0; i < things.Count; i++) {
BaseVisualThing t = things[i] as BaseVisualThing;
t.OnMove(t.Thing.Position + new Vector3D(direction));
}
} else { //...to specified location preserving relative positioning (that's harder)
if (things.Count == 1) {//just move it there
BaseVisualThing t = things[0] as BaseVisualThing;
t.OnMove(new Vector3D(direction.x, direction.y, t.Thing.Position.z));
return;
}
//we need some reference
float minX = things[0].Thing.Position.x;
float maxX = minX;
float minY = things[0].Thing.Position.y;
float maxY = minY;
//get bounding coordinates for selected things
for (int i = 1; i < things.Count; i++) {
if (things[i].Thing.Position.x < minX)
minX = things[i].Thing.Position.x;
else if (things[i].Thing.Position.x > maxX)
maxX = things[i].Thing.Position.x;
if (things[i].Thing.Position.y < minY)
minY = things[i].Thing.Position.y;
else if (things[i].Thing.Position.y > maxY)
maxY = things[i].Thing.Position.y;
}
Vector2D selectionCenter = new Vector2D(minX + (maxX - minX) / 2, minY + (maxY - minY) / 2);
//move them
for (int i = 0; i < things.Count; i++) {
BaseVisualThing t = things[i] as BaseVisualThing;
t.OnMove(new Vector3D(direction.x - (selectionCenter.x - t.Thing.Position.x), direction.y - (selectionCenter.y - t.Thing.Position.y), t.Thing.Position.z));
}
}
}
#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];
}
// This rebuilds the sector data
// This requires that the blockmap is up-to-date!
internal void RebuildElementData()
{
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);
// 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 ==========
if(s.Sidedefs.Count == 3)
{
List<Thing> slopeceilingthings = new List<Thing>(3);
List<Thing> slopefloorthings = new List<Thing>(3);
foreach(Sidedef sd in s.Sidedefs)
{
Vertex v;
if(sd.IsFront)
v = sd.Line.End;
else
v = 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);
}
}
// ========== Sector 3D floor (see http://zdoom.org/wiki/Sector_Set3dFloor) ==========
else if((l.Action == 160) && (l.Front != null))
{
int sectortag = 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();
// 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();
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 * 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
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);
}
// 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();
RebuildSelectedObjectsList();
// We can't group with this undo level anymore
lastundogroup = UndoGroup.None;
}
// Redo performed
public override void OnRedoEnd()
{
base.OnRedoEnd();
RebuildSelectedObjectsList();
}
#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);
foreach(IVisualEventReceiver i in objs)
{
if(i is BaseVisualGeometrySidedef)
{
if(!donesides.ContainsKey((i as BaseVisualGeometrySidedef).Sidedef))
{
i.OnChangeTextureOffset(dx, dy);
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);
foreach(IVisualEventReceiver i in objs)
{
if(i is BaseVisualGeometrySector)
{
if(!donesectors.ContainsKey((i as BaseVisualGeometrySector).Sector.Sector))
{
i.OnChangeTextureOffset(dx, dy);
donesectors.Add((i as BaseVisualGeometrySector).Sector.Sector, 0);
}
}
}
}
// Apply upper unpegged flag
public void ApplyUpperUnpegged(bool set)
{
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
foreach(IVisualEventReceiver i in objs)
{
i.ApplyUpperUnpegged(set);
}
}
// Apply lower unpegged flag
public void ApplyLowerUnpegged(bool set)
{
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
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);
}
else
{
// We don't want to mix textures and flats, so apply only on the appropriate type
objs = GetSelectedObjects(flat, !flat, false);
}
foreach(IVisualEventReceiver i in objs)
{
i.ApplyTexture(texture);
}
}
// This returns all selected objects
internal List<IVisualEventReceiver> GetSelectedObjects(bool includesectors, bool includesidedefs, bool includethings)
{
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);
}
// 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);
}
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;
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;
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;
}
// 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 InsertThing(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(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;
}
}
}
[BeginAction("visualselect", BaseAction = true)]
public void BeginSelect()
{
PreActionNoChange();
PickTargetUnlocked();
GetTargetEventReceiver(true).OnSelectBegin();
PostAction();
}
[EndAction("visualselect", BaseAction = true)]
public void EndSelect()
{
//PreActionNoChange();
GetTargetEventReceiver(true).OnSelectEnd();
Renderer.ShowSelection = true;
Renderer.ShowHighlight = true;
PostAction();
}
[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", Library = "BuilderModes")]
public void RaiseSector8()
{
PreAction(UndoGroup.SectorHeightChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(8);
PostAction();
}
[BeginAction("lowersector8", Library = "BuilderModes")]
public void LowerSector8()
{
PreAction(UndoGroup.SectorHeightChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(-8);
PostAction();
}
[BeginAction("raisesector1", Library = "BuilderModes")]
public void RaiseSector1()
{
PreAction(UndoGroup.SectorHeightChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(1);
PostAction();
}
[BeginAction("lowersector1", Library = "BuilderModes")]
public void LowerSector1()
{
PreAction(UndoGroup.SectorHeightChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(-1);
PostAction();
}
[BeginAction("showvisualthings", Library = "BuilderModes")]
public void ShowVisualThings()
{
BuilderPlug.Me.ShowVisualThings++;
if(BuilderPlug.Me.ShowVisualThings > 2) BuilderPlug.Me.ShowVisualThings = 0;
}
[BeginAction("raisebrightness8", Library = "BuilderModes")]
public void RaiseBrightness8()
{
PreAction(UndoGroup.SectorBrightnessChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetBrightness(true);
PostAction();
}
[BeginAction("lowerbrightness8", Library = "BuilderModes")]
public void LowerBrightness8()
{
PreAction(UndoGroup.SectorBrightnessChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetBrightness(false);
PostAction();
}
[BeginAction("movetextureleft", Library = "BuilderModes")]
public void MoveTextureLeft1()
{
PreAction(UndoGroup.TextureOffsetChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureOffset(-1, 0);
PostAction();
}
[BeginAction("movetextureright", Library = "BuilderModes")]
public void MoveTextureRight1()
{
PreAction(UndoGroup.TextureOffsetChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureOffset(1, 0);
PostAction();
}
[BeginAction("movetextureup", Library = "BuilderModes")]
public void MoveTextureUp1()
{
PreAction(UndoGroup.TextureOffsetChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, -1);
PostAction();
}
[BeginAction("movetexturedown", Library = "BuilderModes")]
public void MoveTextureDown1()
{
PreAction(UndoGroup.TextureOffsetChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, 1);
PostAction();
}
[BeginAction("movetextureleft8", Library = "BuilderModes")]
public void MoveTextureLeft8()
{
PreAction(UndoGroup.TextureOffsetChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureOffset(-8, 0);
PostAction();
}
[BeginAction("movetextureright8", Library = "BuilderModes")]
public void MoveTextureRight8()
{
PreAction(UndoGroup.TextureOffsetChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureOffset(8, 0);
PostAction();
}
[BeginAction("movetextureup8", Library = "BuilderModes")]
public void MoveTextureUp8()
{
PreAction(UndoGroup.TextureOffsetChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, -8);
PostAction();
}
[BeginAction("movetexturedown8", Library = "BuilderModes")]
public void MoveTextureDown8()
{
PreAction(UndoGroup.TextureOffsetChange);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureOffset(0, 8);
PostAction();
}
[BeginAction("textureselect", Library = "BuilderModes")]
public void TextureSelect()
{
PreAction(UndoGroup.None);
renderer.SetCrosshairBusy(true);
General.Interface.RedrawDisplay();
GetTargetEventReceiver(false).OnSelectTexture();
UpdateChangedObjects();
renderer.SetCrosshairBusy(false);
PostAction();
}
[BeginAction("texturecopy", Library = "BuilderModes")]
public void TextureCopy()
{
PreActionNoChange();
GetTargetEventReceiver(false).OnCopyTexture();
PostAction();
}
[BeginAction("texturepaste", Library = "BuilderModes")]
public void TexturePaste()
{
PreAction(UndoGroup.None);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnPasteTexture();
PostAction();
}
[BeginAction("visualautoalignx", Library = "BuilderModes")]
public void TextureAutoAlignX()
{
PreAction(UndoGroup.None);
renderer.SetCrosshairBusy(true);
General.Interface.RedrawDisplay();
GetTargetEventReceiver(false).OnTextureAlign(true, false);
UpdateChangedObjects();
renderer.SetCrosshairBusy(false);
PostAction();
}
[BeginAction("visualautoaligny", Library = "BuilderModes")]
public void TextureAutoAlignY()
{
PreAction(UndoGroup.None);
renderer.SetCrosshairBusy(true);
General.Interface.RedrawDisplay();
GetTargetEventReceiver(false).OnTextureAlign(false, true);
UpdateChangedObjects();
renderer.SetCrosshairBusy(false);
PostAction();
}
[BeginAction("toggleupperunpegged", Library = "BuilderModes")]
public void ToggleUpperUnpegged()
{
PreAction(UndoGroup.None);
GetTargetEventReceiver(false).OnToggleUpperUnpegged();
PostAction();
}
[BeginAction("togglelowerunpegged", Library = "BuilderModes")]
public void ToggleLowerUnpegged()
{
PreAction(UndoGroup.None);
GetTargetEventReceiver(false).OnToggleLowerUnpegged();
PostAction();
}
[BeginAction("togglegravity", Library = "BuilderModes")]
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", Library = "BuilderModes")]
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", Library = "BuilderModes")]
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", Library = "BuilderModes")]
public void ResetTexture()
{
PreAction(UndoGroup.None);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnResetTextureOffset();
PostAction();
}
[BeginAction("floodfilltextures", Library = "BuilderModes")]
public void FloodfillTextures()
{
PreAction(UndoGroup.None);
GetTargetEventReceiver(false).OnTextureFloodfill();
PostAction();
}
[BeginAction("texturecopyoffsets", Library = "BuilderModes")]
public void TextureCopyOffsets()
{
PreActionNoChange();
GetTargetEventReceiver(false).OnCopyTextureOffsets();
PostAction();
}
[BeginAction("texturepasteoffsets", Library = "BuilderModes")]
public void TexturePasteOffsets()
{
PreAction(UndoGroup.None);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnPasteTextureOffsets();
PostAction();
}
[BeginAction("copyproperties", Library = "BuilderModes")]
public void CopyProperties()
{
PreActionNoChange();
GetTargetEventReceiver(false).OnCopyProperties();
PostAction();
}
[BeginAction("pasteproperties", Library = "BuilderModes")]
public void PasteProperties()
{
PreAction(UndoGroup.None);
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true);
foreach(IVisualEventReceiver i in objs) i.OnPasteProperties();
PostAction();
}
[BeginAction("insertitem", BaseAction = true)] //mxd. now we can actually insert things in Visual modes
public void Insert()
{
Vector2D hitpos = getHitPosition();
if (!hitpos.IsFinite()) {
General.Interface.DisplayStatus(StatusType.Warning, "Cannot insert item here!");
return;
}
ClearSelection();
PreActionNoChange();
General.Map.UndoRedo.CreateUndo("Insert thing");
Thing t = InsertThing(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.");
General.Map.IsChanged = true;
General.Map.ThingsFilter.Update();
PostAction();
}
[BeginAction("deleteitem", BaseAction = true)] //mxd. now we can actually delete things in Visual modes
public void Delete()
{
List<IVisualEventReceiver> objs = GetSelectedObjects(false, false, true);
if(objs.Count == 0) return;
string rest = objs.Count + " thing" + (objs.Count > 1 ? "s." : ".");
//make undo
General.Map.UndoRedo.CreateUndo("Delete " + rest);
General.Interface.DisplayStatus(StatusType.Info, "Deleted " + rest);
PreActionNoChange();
foreach(IVisualEventReceiver i in objs) i.OnDelete(); //are they deleted from BlockMap automatically?..
// Update cache values
General.Map.IsChanged = true;
General.Map.ThingsFilter.Update();
PostAction();
}
#endregion
}
}