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5fd79cd7a2
Fixed, "Find and Replace" mode: "Find and Replace" window no longer closes when no results are found and Replace mode is enabled. Changed, "Find and Replace" mode: renamed some search modes for better grouping.
64 lines
2.1 KiB
C#
64 lines
2.1 KiB
C#
#region ================== Namespaces
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Map;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[FindReplace("Sector Flat (Ceiling)", BrowseButton = true)]
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internal class FindSectorCeilingFlat : FindSectorFlat
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{
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#region ================== Methods
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// This is called to perform a search (and replace)
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// Returns a list of items to show in the results list
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// replacewith is null when not replacing
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public override FindReplaceObject[] Find(string value, bool withinselection, bool replace, string replacewith, bool keepselection)
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{
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List<FindReplaceObject> objs = new List<FindReplaceObject>();
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// Interpret the replacement
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if(replace && (string.IsNullOrEmpty(replacewith) || replacewith.Length > General.Map.Config.MaxTextureNameLength))
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{
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MessageBox.Show("Invalid replace value for this search type!", "Find and Replace", MessageBoxButtons.OK, MessageBoxIcon.Error);
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return objs.ToArray();
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}
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// Interpret the find
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bool isregex = (value.IndexOf('*') != -1 || value.IndexOf('?') != -1); //mxd
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MatchingTextureSet set = new MatchingTextureSet(new Collection<string> { value.Trim() }); //mxd
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// Where to search?
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ICollection<Sector> list = withinselection ? General.Map.Map.GetSelectedSectors(true) : General.Map.Map.Sectors;
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// Go for all sectors
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foreach(Sector s in list)
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{
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// Ceiling flat matches?
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if(set.IsMatch(s.CeilTexture))
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{
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// Replace and add to list
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if(replace) s.SetCeilTexture(replacewith);
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objs.Add(new FindReplaceObject(s, "Sector " + s.Index + " (ceiling)" + (isregex ? " - " + s.CeilTexture : null)));
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}
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}
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// When replacing, make sure we keep track of used textures
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if(replace)
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{
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General.Map.Data.UpdateUsedTextures();
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General.Map.Map.Update(); //mxd. And don't forget to update the view itself
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General.Map.IsChanged = true;
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}
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return objs.ToArray();
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}
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#endregion
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}
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}
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