UltimateZoneBuilder/Source/Core/Geometry/LinedefSide.cs
MaxED 34703ce89d Rewritten vertex/linedef/sector dragging logic. Now it processes line-line intersections. And handles more corner cases. And has less bugs. Probably.
Fixed, Edit Selection mode: texture scale was flipped when "Floor/Ceiling Transform" -> "Scale" was enabled.
Changed: a warning is no longer displayed when trying to compile an empty SCRIPTS lump.
Updated ZDoom_DECORATE.cfg.
2016-05-29 00:38:55 +00:00

120 lines
3.2 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 CodeImp.DoomBuilder.Map;
#endregion
namespace CodeImp.DoomBuilder.Geometry
{
/// <summary>
/// This is used to indicate a side of a line without the need for a sidedef.
/// </summary>
public sealed class LinedefSide
{
#region ================== Constants
#endregion
#region ================== Variables
private Linedef line;
private bool front;
private bool ignore; //mxd
#endregion
#region ================== Properties
public Linedef Line { get { return line; } set { line = value; } }
public bool Front { get { return front; } set { front = value; } }
public bool Ignore { get { return ignore; } set { ignore = value; } } //mxd
#endregion
#region ================== Constructor / Disposer
/// <summary>
/// This is used to indicate a side of a line without the need for a sidedef.
/// </summary>
public LinedefSide(Linedef line, bool front)
{
// Initialize
this.line = line;
this.front = front;
}
/// <summary>
/// This makes a copy of the linedef side.
/// </summary>
public LinedefSide(LinedefSide original)
{
// Initialize
this.line = original.line;
this.front = original.front;
}
#endregion
#region ================== Methods
// This compares a linedef side
public static bool operator ==(LinedefSide a, LinedefSide b)
{
if((object.Equals(a, null)) && (object.Equals(b, null))) return true;
if((!object.Equals(a, null)) && (object.Equals(b, null))) return false;
if(object.Equals(a, null)) return false;
return (a.line == b.line) && (a.front == b.front);
}
// This compares a linedef side
public static bool operator !=(LinedefSide a, LinedefSide b)
{
if((object.Equals(a, null)) && (object.Equals(b, null))) return false;
if((!object.Equals(a, null)) && (object.Equals(b, null))) return true;
if(object.Equals(a, null)) return true;
return (a.line != b.line) || (a.front != b.front);
}
//mxd. Addeed to make compiler a bit more happy...
public override int GetHashCode()
{
return base.GetHashCode();
}
//mxd. Addeed to make compiler a bit more happy...
public override bool Equals(object obj)
{
if(object.Equals(obj, null)) return false;
LinedefSide other = (LinedefSide)obj;
return (this.line == other.line) && (this.front == other.front);
}
#if DEBUG
//mxd. Useful when debugging...
public override string ToString()
{
Sidedef side = (front ? line.Front : line.Back);
Sector sector = (side != null ? side.Sector : null);
return line + " (" + (front ? "front" : "back") + ")" + (sector != null ? ", Sector " + sector.Index : ", no sector");
}
#endif
#endregion
}
}