UltimateZoneBuilder/Source/Plugins/StairSectorBuilder/BuilderPlug.cs

177 lines
5.4 KiB
C#
Executable file

#region ================== Copyright (c) 2009 Boris Iwanski
/*
* Copyright (c) 2009 Boris Iwanski
* 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.Collections.Generic;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Plugins;
using CodeImp.DoomBuilder.Actions;
#endregion
namespace CodeImp.DoomBuilder.StairSectorBuilderMode
{
//
// MANDATORY: The plug!
// This is an important class to the Doom Builder core. Every plugin must
// have exactly 1 class that inherits from Plug. When the plugin is loaded,
// this class is instantiated and used to receive events from the core.
// Make sure the class is public, because only public classes can be seen
// by the core.
//
internal class ToastMessages
{
public static readonly string ENGAGEFAILED = "engagefailed";
}
public class BuilderPlug : Plug
{
public struct Prefab
{
public string name;
// General
public int numberofsectors;
public int innervertexmultiplier;
public int outervertexmultiplier;
public int stairtype;
// Straight stairs
public int sectordepth;
public int spacing;
public bool frontside;
public bool singlesteps;
public bool distinctsectors;
public bool singledirection;
public bool distinctbaseheights;
// Auto curve
public int flipping;
// Catmull Rom spline
public int numberofcontrolpoints;
// Height info
public bool applyfloormod;
public int floormod;
public int floorbase;
public bool applyceilingmod;
public int ceilingmod;
public int ceilingbase;
// Textures
public bool applyfloortexture;
public string floortexture;
public bool applyceilingtexture;
public string ceilingtexture;
public bool applyuppertexture;
public string uppertexture;
public bool upperunpegged;
public bool applymiddletexture;
public string middletexture;
public bool applylowertexture;
public string lowertexture;
public bool lowerunpegged;
}
// Static instance. We can't use a real static class, because BuilderPlug must
// be instantiated by the core, so we keep a static reference. (this technique
// should be familiar to object-oriented programmers)
private static BuilderPlug me;
// Static property to access the BuilderPlug
public static BuilderPlug Me { get { return me; } }
private List<Prefab> prefabs;
public List<Prefab> Prefabs { get { return prefabs; } }
// This plugin relies on some functionality that wasn't there in older versions
public override int MinimumRevision { get { return 1310; } }
// This event is called when the plugin is initialized
public override void OnInitialize()
{
base.OnInitialize();
// This binds the methods in this class that have the BeginAction
// and EndAction attributes with their actions. Without this, the
// attributes are useless. Note that in classes derived from EditMode
// this is not needed, because they are bound automatically when the
// editing mode is engaged.
General.Actions.BindMethods(this);
prefabs = new List<Prefab>();
// TODO: Add DB2 version check so that old DB2 versions won't crash
// General.ErrorLogger.Add(ErrorType.Error, "zomg!");
// Keep a static reference
me = this;
// Register toasts
General.ToastManager.RegisterToast(ToastMessages.ENGAGEFAILED, "Stair Sector Builder Mode starting failed", "When no linedefs or sectors are selected when entering Stair Sector Builder Mode");
}
// This is called when the plugin is terminated
public override void Dispose()
{
base.Dispose();
// This must be called to remove bound methods for actions.
General.Actions.UnbindMethods(this);
}
#region ================== Actions
[BeginAction("selectsectorsoutline")]
public void SelectSectorsOutline()
{
// Must have sectors selected. Having sectors selected implies
// that there are also linedefs selected
if(General.Map.Map.SelectedSectorsCount == 0) return;
// Get the list of selected sectors since it'll be empty after
// switching to linedefs mode
List<Sector> sectors = new List<Sector>(General.Map.Map.GetSelectedSectors(true));
General.Editing.ChangeMode("LinedefsMode");
// Go through all selected linedefs and unselect/unmark all which
// have a selected sector on both sides
foreach(Linedef ld in General.Map.Map.GetSelectedLinedefs(true))
{
if(sectors.Contains(ld.Front.Sector) && ld.Back != null && sectors.Contains(ld.Back.Sector))
{
ld.Selected = false;
ld.Marked = false;
}
}
General.Editing.Mode.UpdateSelectionInfo();
General.Interface.RedrawDisplay();
}
#endregion
#region ================== Methods
#endregion
}
}