UltimateZoneBuilder/Source/Plugins/BuilderModes/ClassicModes/MakeSectorMode.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

548 lines
13 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.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 System.Drawing;
using CodeImp.DoomBuilder.Actions;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(DisplayName = "Make Sectors Mode",
SwitchAction = "makesectormode",
ButtonImage = "NewSector2.png", // Image resource name for the button
ButtonOrder = int.MinValue + 202, // Position of the button (lower is more to the left)
ButtonGroup = "000_editing",
UseByDefault = true)]
public class MakeSectorMode : BaseClassicMode
{
#region ================== Constants
private const float FLASH_DURATION = 300.0f;
#endregion
#region ================== Variables
// Nearest sidedef
private LinedefSide editside;
private LinedefSide nearestside;
private List<LinedefSide> allsides;
private List<Linedef> alllines;
// Flash polygon
private FlatVertex[] flashpolygon;
private float flashintensity;
private float flashstarttime;
// Interface
protected bool selectpressed;
protected bool editpressed;
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
// Constructor
public MakeSectorMode()
{
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
nearestside = null;
allsides = null;
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Methods
// This draws the geometry
private void DrawGeometry()
{
Dictionary<Sector, Sector> associates = new Dictionary<Sector, Sector>();
// Render lines and vertices
if(renderer.StartPlotter(true))
{
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
// Render sector indication
if(allsides != null)
{
foreach(LinedefSide sd in allsides)
{
if(sd.Front)
{
if(sd.Line.Front != null)
{
if(!associates.ContainsKey(sd.Line.Front.Sector))
{
renderer.PlotSector(sd.Line.Front.Sector, General.Colors.Indication);
associates[sd.Line.Front.Sector] = sd.Line.Front.Sector;
}
}
}
else
{
if(sd.Line.Back != null)
{
if(!associates.ContainsKey(sd.Line.Back.Sector))
{
renderer.PlotSector(sd.Line.Back.Sector, General.Colors.Indication);
associates[sd.Line.Back.Sector] = sd.Line.Back.Sector;
}
}
}
}
}
// Render highlight
if(alllines != null)
{
foreach(Linedef l in alllines) renderer.PlotLinedef(l, General.Colors.Highlight);
}
renderer.PlotVerticesSet(General.Map.Map.Vertices);
renderer.Finish();
}
}
// This draws the overlay
private void DrawOverlay()
{
// Redraw overlay
if(renderer.StartOverlay(true))
{
if((flashpolygon != null) && (flashintensity > 0.0f))
{
renderer.RenderGeometry(flashpolygon, null, true);
}
renderer.Finish();
}
}
// This highlights a new region
protected void Highlight(bool buttonspressed)
{
LinedefSide newnearest;
// Mouse inside?
if(mouseinside)
{
// Highlighting from a new sidedef?
Linedef nl = General.Map.Map.NearestLinedef(mousemappos);
if(nl != null)
{
float side = nl.SideOfLine(mousemappos);
newnearest = new LinedefSide(nl, (side <= 0.0f));
if(newnearest != nearestside)
{
// Only change when buttons are not pressed
if(!buttonspressed || (editside == newnearest))
{
// Find new sector
General.Interface.SetCursor(Cursors.AppStarting);
nearestside = newnearest;
allsides = Tools.FindPotentialSectorAt(mousemappos);
if(allsides != null)
{
alllines = new List<Linedef>(allsides.Count);
foreach(LinedefSide sd in allsides) alllines.Add(sd.Line);
}
else
{
alllines = null;
}
General.Interface.SetCursor(Cursors.Default);
}
else
{
// Don't highlight this one
nearestside = null;
allsides = null;
alllines = null;
}
// Redraw overlay
DrawGeometry();
renderer.Present();
}
}
}
else
{
// No valid region
nearestside = null;
allsides = null;
alllines = null;
// Redraw overlay
DrawGeometry();
renderer.Present();
}
}
// This makes this highlighted potential sector
private Sector MakeSector()
{
General.Interface.SetCursor(Cursors.WaitCursor);
General.Settings.FindDefaultDrawSettings();
General.Map.UndoRedo.CreateUndo("Make Sector");
// Mark the lines we are going to use for this sector
General.Map.Map.ClearAllMarks(true);
foreach(LinedefSide ls in allsides) ls.Line.Marked = false;
List<Linedef> oldlines = General.Map.Map.GetMarkedLinedefs(true);
// Make the sector
Sector s = Tools.MakeSector(allsides, oldlines);
if(s != null)
{
// Now we go for all the lines along the sector to
// see if they only have a back side. In that case we want
// to flip the linedef to that it only has a front side.
foreach(Sidedef sd in s.Sidedefs)
{
if((sd.Line.Front == null) && (sd.Line.Back != null))
{
// Flip linedef
sd.Line.FlipVertices();
sd.Line.FlipSidedefs();
}
}
General.Map.Data.UpdateUsedTextures();
General.Interface.SetCursor(Cursors.Default);
return s;
}
else
{
General.Map.UndoRedo.WithdrawUndo();
return null;
}
}
#endregion
#region ================== Events
public override void OnHelp()
{
General.ShowHelp("e_makesectors.html");
}
// When the mapset changes (undo/redo)
public override void OnMapSetChangeBegin()
{
// No valid region
nearestside = null;
allsides = null;
alllines = null;
base.OnMapSetChangeBegin();
}
// Cancel mode
public override void OnCancel()
{
base.OnCancel();
// Return to base mode
General.Editing.ChangeMode(new SectorsMode());
}
// Mode engages
public override void OnEngage()
{
base.OnEngage();
// Make customized presentation
CustomPresentation p = new CustomPresentation();
p.AddLayer(new PresentLayer(RendererLayer.Background, BlendingMode.Mask, General.Settings.BackgroundAlpha));
p.AddLayer(new PresentLayer(RendererLayer.Surface, BlendingMode.Mask));
p.AddLayer(new PresentLayer(RendererLayer.Grid, BlendingMode.Mask));
p.AddLayer(new PresentLayer(RendererLayer.Overlay, BlendingMode.Alpha, 1f, true));
p.AddLayer(new PresentLayer(RendererLayer.Things, BlendingMode.Alpha, Presentation.THINGS_BACK_ALPHA, false));
p.AddLayer(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 1f, true));
renderer.SetPresentation(p);
General.Map.Map.SelectionType = SelectionType.All;
}
// Mode disengages
public override void OnDisengage()
{
base.OnDisengage();
// Check which mode we are switching to
if(General.Editing.NewMode is VerticesMode)
{
// Convert selection to vertices
// Clear selected sectors
General.Map.Map.ClearSelectedSectors();
}
else if(General.Editing.NewMode is LinedefsMode)
{
// Convert selection to linedefs
// Clear selected sectors
General.Map.Map.ClearSelectedSectors();
}
// Hide highlight info
General.Interface.HideInfo();
// Stop processing
General.Interface.DisableProcessing();
}
// This redraws the display
public override void OnRedrawDisplay()
{
renderer.RedrawSurface();
// Render lines and vertices
DrawGeometry();
// Render things
if(renderer.StartThings(true))
{
renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA);
renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, 1.0f);
renderer.Finish();
}
// Render overlay
DrawOverlay();
renderer.Present();
}
// Start select
protected override void OnSelectBegin()
{
// Select pressed in this mode
selectpressed = true;
editside = nearestside;
base.OnEditBegin();
}
// Done selecting
protected override void OnSelectEnd()
{
// Select was pressed in this mode?
if(selectpressed && (editside == nearestside) && (nearestside != null))
{
// Possible to make a sector?
if(allsides != null)
{
// Make the sector
Sector s = MakeSector();
if(s != null)
{
// Quickly flash this sector to indicate it was created
General.Map.IsChanged = true;
General.Map.Map.Update();
General.Interface.RedrawDisplay();
flashpolygon = new FlatVertex[s.FlatVertices.Length];
s.FlatVertices.CopyTo(flashpolygon, 0);
flashintensity = 1.0f;
flashstarttime = General.Clock.CurrentTime;
General.Interface.EnableProcessing();
}
// Redraw overlay
DrawGeometry();
DrawOverlay();
renderer.Present();
}
}
selectpressed = false;
base.OnSelectEnd();
}
// Start editing
protected override void OnEditBegin()
{
// Edit pressed in this mode
editpressed = true;
editside = nearestside;
base.OnEditBegin();
}
// Done editing
protected override void OnEditEnd()
{
// Edit was pressed in this mode?
if(editpressed && (editside == nearestside) && (nearestside != null))
{
// Possible to make a sector?
if(allsides != null)
{
// Make the sector
Sector s = MakeSector();
if(s != null)
{
General.Map.Map.Update();
// Edit the sector
List<Sector> secs = new List<Sector>(); secs.Add(s);
if(General.Interface.ShowEditSectors(secs) == DialogResult.OK)
{
// Quickly flash this sector to indicate it was created
General.Map.IsChanged = true;
General.Map.Map.Update();
flashpolygon = new FlatVertex[s.FlatVertices.Length];
s.FlatVertices.CopyTo(flashpolygon, 0);
flashintensity = 1.0f;
flashstarttime = General.Clock.CurrentTime;
General.Interface.EnableProcessing();
}
else
{
// Undo
General.Map.UndoRedo.WithdrawUndo();
}
}
// Redraw overlay
DrawGeometry();
DrawOverlay();
renderer.Present();
}
}
editpressed = false;
base.OnEditEnd();
}
// Mouse moves
public override void OnMouseMove(MouseEventArgs e)
{
base.OnMouseMove(e);
// Highlight the region
Highlight((e.Button != MouseButtons.None));
}
// Mouse leaves
public override void OnMouseLeave(EventArgs e)
{
base.OnMouseLeave(e);
// Highlight nothing
Highlight(false);
}
// Something is undone
public override void OnUndoEnd()
{
base.OnUndoEnd();
editside = null;
nearestside = null;
if(alllines != null)
alllines.Clear();
if(allsides != null)
allsides.Clear();
}
// Something is redone
public override void OnRedoEnd()
{
base.OnRedoEnd();
editside = null;
nearestside = null;
if(alllines != null)
alllines.Clear();
if(allsides != null)
allsides.Clear();
}
// Processing
public override void OnProcess(float deltatime)
{
base.OnProcess(deltatime);
// Process flash
if(flashpolygon != null)
{
// Determine the intensity of the flash by time elapsed
float curtime = General.Clock.CurrentTime;
flashintensity = 1f - (float)((curtime - flashstarttime) / FLASH_DURATION);
if(flashintensity > 0.0f)
{
// Update vertices in polygon
PixelColor pc = new PixelColor((byte)(flashintensity * 255.0f), 255, 255, 255);
int intcolor = pc.ToInt();
for(int i = 0; i < flashpolygon.Length; i++) flashpolygon[i].c = intcolor;
}
else
{
// End of flash, trash the polygon
flashpolygon = null;
flashintensity = 0.0f;
General.Interface.DisableProcessing();
}
// Redraw overlay
DrawOverlay();
renderer.Present();
}
}
#endregion
#region ================== Actions
#endregion
}
}