mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-24 04:41:10 +00:00
5e71585c99
Removed "Adjust heights to match relatively with surrounding sector" option from Preferences -> Pasting, because sector height adjustments are now handled by Edit Selection mode. Fixed, Sector info panel: in some cases 0 deg. floor/ceiling texture rotation was triggering texture offset/scale/rotation UI parts to be shown. Fixed even more cases when sidedefs belonging to linedefs, which were moved on top of existing linedefs, were incorrectly reassigned when applying Edit Selection and Drag Geometry modes. Fixed, Bridge mode: in some cases calculated floor/ceiling heights were not applied to the sectors created by the mode. Changed, internal: changed program's CurrentCulture to InvariantCulture.
110 lines
3 KiB
C#
110 lines
3 KiB
C#
#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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public class ResultVertexOverlappingLine : ErrorResult
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{
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#region ================== Variables
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private readonly Linedef line;
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private readonly Vertex vertex;
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#endregion
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#region ================== Properties
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public override int Buttons { get { return 1; } }
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public override string Button1Text { get { return "Split Linedef"; } }
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#endregion
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#region ================== Constructor / Destructor
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// Constructor
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public ResultVertexOverlappingLine(Vertex v, Linedef l)
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{
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// Initialize
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line = l;
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vertex = v;
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viewobjects.Add(l);
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viewobjects.Add(v);
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hidden = (l.IgnoredErrorChecks.Contains(this.GetType()) && v.IgnoredErrorChecks.Contains(this.GetType())); //mxd
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description = "This vertex overlaps this linedef without splitting it.";
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}
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#endregion
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#region ================== Methods
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// This sets if this result is displayed in ErrorCheckForm (mxd)
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internal override void Hide(bool hide)
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{
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hidden = hide;
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Type t = this.GetType();
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if(hide)
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{
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vertex.IgnoredErrorChecks.Add(t);
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line.IgnoredErrorChecks.Add(t);
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}
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else
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{
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if(vertex.IgnoredErrorChecks.Contains(t)) vertex.IgnoredErrorChecks.Remove(t);
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if(line.IgnoredErrorChecks.Contains(t)) line.IgnoredErrorChecks.Remove(t);
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}
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}
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// This must return the string that is displayed in the listbox
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public override string ToString()
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{
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return "Vertex " + vertex.Index + " overlaps line " + line.Index + " without splitting it";
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}
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// Rendering
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public override void PlotSelection(IRenderer2D renderer)
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{
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renderer.PlotLinedef(line, General.Colors.Selection);
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renderer.PlotVertex(line.Start, ColorCollection.VERTICES);
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renderer.PlotVertex(line.End, ColorCollection.VERTICES);
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renderer.PlotVertex(vertex, ColorCollection.SELECTION);
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}
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// Fix by splitting the line
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public override bool Button1Click(bool batchMode)
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{
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if(!batchMode) General.Map.UndoRedo.CreateUndo("Split Linedef");
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line.Split(vertex);
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//check that we don't have duplicate lines
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List<Linedef> lines = new List<Linedef>(vertex.Linedefs);
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for(int i = 0; i < lines.Count - 1; i++)
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{
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for(int c = i + 1; c < lines.Count; c++)
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{
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if( (lines[i].Start == lines[c].Start && lines[i].End == lines[c].End) ||
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(lines[i].Start == lines[c].End && lines[i].End == lines[c].Start))
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{
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lines[c].Join(lines[i]);
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//mxd. Textures may've become unused
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if(lines[c].Front != null) lines[c].Front.RemoveUnneededTextures(lines[c].Back != null, false, true);
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if(lines[c].Back != null) lines[c].Back.RemoveUnneededTextures(lines[c].Front != null, false, true);
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}
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}
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}
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General.Map.Map.Update();
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return true;
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}
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#endregion
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}
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}
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