mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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243 lines
5.9 KiB
C#
243 lines
5.9 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.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.IO;
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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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using CodeImp.DoomBuilder.VisualModes;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes.Editing
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{
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[EditMode(SwitchAction = "visualmode", // Action name used to switch to this mode
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ButtonDesc = "Visual Mode", // Description on the button in toolbar/menu
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ButtonImage = "VisualMode.png", // Image resource name for the button
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ButtonOrder = 0)] // Position of the button (lower is more to the left)
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public class BaseVisualMode : VisualMode
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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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// All constructed visual sectors
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private Dictionary<Sector, BaseVisualSector> allsectors;
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// List of visible sectors
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private Dictionary<Sector, BaseVisualSector> visiblesectors;
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public BaseVisualMode()
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{
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// Initialize
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allsectors = new Dictionary<Sector, BaseVisualSector>(General.Map.Map.Sectors.Count);
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visiblesectors = new Dictionary<Sector, BaseVisualSector>();
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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public override void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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foreach(KeyValuePair<Sector, BaseVisualSector> s in allsectors) s.Value.Dispose();
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visiblesectors = null;
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allsectors = null;
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// Done
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base.Dispose();
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}
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}
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#endregion
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#region ================== Private Tools
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// This finds the nearest sector to the camera
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private Sector FindStartSector(Vector2D campos)
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{
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float side;
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Linedef l;
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// Get nearest linedef
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l = General.Map.Map.NearestLinedef(campos);
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if(l != null)
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{
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// Check if we are on front or back side
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side = l.SideOfLine(campos);
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if(side > 0)
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{
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// Is there a sidedef here?
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if(l.Back != null)
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return l.Back.Sector;
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else if(l.Front != null)
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return l.Front.Sector;
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else
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return null;
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}
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else
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{
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// Is there a sidedef here?
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if(l.Front != null)
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return l.Front.Sector;
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else if(l.Back != null)
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return l.Back.Sector;
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else
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return null;
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}
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}
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else
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return null;
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}
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// This recursively finds and adds visible sectors
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private void ProcessVisibleSectors(Sector start, Vector2D campos)
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{
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// Add the start sector
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AddVisibleSector(start);
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// Get a range of blocks
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List<VisualBlockEntry> blocks = blockmap.GetSquareRange(campos, General.Settings.ViewDistance);
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foreach(VisualBlockEntry b in blocks)
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{
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// Go for all the linedefs in this block
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foreach(Linedef ld in b.Lines)
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{
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// Add sectors from both sides of the line
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if(ld.Front != null) AddVisibleSector(ld.Front.Sector);
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if(ld.Back != null) AddVisibleSector(ld.Back.Sector);
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}
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}
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}
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// This adds (and creates if needed) the BaseVisualSector for
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// the given sector to the visible sectors list
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private void AddVisibleSector(Sector s)
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{
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BaseVisualSector vs;
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// Find the basesector and make it if needed
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if(allsectors.ContainsKey(s))
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{
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// Take existing visualsector
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vs = allsectors[s];
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}
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else
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{
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// Make new visualsector
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vs = new BaseVisualSector(s);
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allsectors.Add(s, vs);
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}
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// Add sector to visibility list
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visiblesectors[s] = vs;
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}
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#endregion
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#region ================== Methods
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[EndAction("reloadresources", BaseAction = true)]
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public void ReloadResources()
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{
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foreach(KeyValuePair<Sector, BaseVisualSector> s in allsectors) s.Value.Dispose();
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allsectors.Clear();
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visiblesectors.Clear();
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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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// Update the used textures
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General.Map.Data.UpdateUsedTextures();
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base.OnEngage();
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}
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// This draws a frame
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public override void OnRedrawDisplay()
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{
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// Start drawing
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if(renderer.Start())
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{
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// Begin with geometry
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renderer.StartGeometry();
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// Render all visible sectors
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foreach(KeyValuePair<Sector, BaseVisualSector> vs in visiblesectors)
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renderer.RenderGeometry(vs.Value);
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// Done rendering geometry
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renderer.FinishGeometry();
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// Present!
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renderer.Finish();
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}
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// Call base
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base.OnRedrawDisplay();
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}
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// This processes a frame
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public override void OnProcess()
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{
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Vector2D campos;
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// Process base class first
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base.OnProcess();
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// Get the 2D camera position
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campos = new Vector2D(base.CameraPosition.x, base.CameraPosition.y);
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// Make new visibility list
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visiblesectors = new Dictionary<Sector, BaseVisualSector>(General.Map.Map.Sectors.Count);
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// Process all visible sectors starting with the nearest
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ProcessVisibleSectors(FindStartSector(campos), campos);
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}
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#endregion
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}
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}
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