UltimateZoneBuilder/Source/Plugins/BuilderModes/ClassicModes/SectorsMode.cs
MaxED c325d7ec14 Changed, "Snap selected map elements to grid" action: the action now works on any selected map element type.
Fixed, Sectors mode: holding Alt to (de)select things inside of sectors worked only in band selection mode. Now it also works when selecting individual sectors and when using paint selection mode.
Fixed, Statistics Control: forgot to remove some test code in r2176...
Internal: removed several unused icons.
2015-01-10 23:12:19 +00:00

2279 lines
68 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.Generic;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using System.Drawing;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.BuilderModes.Interface;
using CodeImp.DoomBuilder.GZBuilder.Tools;
using CodeImp.DoomBuilder.Config;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(DisplayName = "Sectors Mode",
SwitchAction = "sectorsmode", // Action name used to switch to this mode
ButtonImage = "SectorsMode.png", // Image resource name for the button
ButtonOrder = int.MinValue + 200, // Position of the button (lower is more to the left)
ButtonGroup = "000_editing",
UseByDefault = true,
SafeStartMode = true)]
public class SectorsMode : BaseClassicMode
{
#region ================== Constants
#endregion
#region ================== Variables
// Highlighted item
protected Sector highlighted;
private Association highlightasso = new Association();
// Interface
protected bool editpressed;
// Labels
private Dictionary<Sector, TextLabel[]> labels;
//mxd. Effects
private readonly Dictionary<int, string[]> effects;
//mxd. Cached overlays stuff
private FlatVertex[] overlayGeometry;
private Dictionary<Sector, string[]> selectedEffectLabels;
private Dictionary<Sector, string[]> unselectedEffectLabels;
//mxd. "Make Door" textures
private static string doortex = "-";
private static string tracktex = "-";
private static bool resetoffsets = true;
#endregion
#region ================== Properties
public override object HighlightedObject { get { return highlighted; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public SectorsMode()
{
//mxd
effects = new Dictionary<int, string[]>();
foreach (SectorEffectInfo info in General.Map.Config.SortedSectorEffects)
{
string name = info.Index + ": " + info.Title;
effects.Add(info.Index, new[] { name, "E" + info.Index });
}
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Dispose old labels
foreach(KeyValuePair<Sector, TextLabel[]> lbl in labels)
foreach(TextLabel l in lbl.Value) l.Dispose();
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Methods
// This makes a CRC for the selection
public int CreateSelectionCRC()
{
CRC crc = new CRC();
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
crc.Add(orderedselection.Count);
foreach(Sector s in orderedselection)
{
crc.Add(s.FixedIndex);
}
return (int)(crc.Value & 0xFFFFFFFF);
}
//mxd. This makes a CRC for given selection
private static int CreateSelectionCRC(ICollection<Sector> selection)
{
CRC crc = new CRC();
crc.Add(selection.Count);
foreach(Sector s in selection) crc.Add(s.FixedIndex);
return (int)(crc.Value & 0xFFFFFFFF);
}
// This sets up new labels
private void SetupLabels()
{
if(labels != null)
{
// Dispose old labels
foreach(KeyValuePair<Sector, TextLabel[]> lbl in labels)
foreach(TextLabel l in lbl.Value) l.Dispose();
}
// Make text labels for sectors
labels = new Dictionary<Sector, TextLabel[]>(General.Map.Map.Sectors.Count);
foreach(Sector s in General.Map.Map.Sectors)
{
// Setup labels
TextLabel[] labelarray = new TextLabel[s.Labels.Count];
for(int i = 0; i < s.Labels.Count; i++)
{
Vector2D v = s.Labels[i].position;
labelarray[i] = new TextLabel(20);
labelarray[i].TransformCoords = true;
labelarray[i].Rectangle = new RectangleF(v.x, v.y, 0.0f, 0.0f);
labelarray[i].AlignX = TextAlignmentX.Center;
labelarray[i].AlignY = TextAlignmentY.Middle;
labelarray[i].Scale = 14f;
labelarray[i].Color = General.Colors.Highlight.WithAlpha(255);
labelarray[i].Backcolor = General.Colors.Background.WithAlpha(255);
}
labels.Add(s, labelarray);
}
}
// This updates the overlay
private void UpdateOverlay()
{
if(renderer.StartOverlay(true))
{
// Go for all selected sectors
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
//mxd. Render selected sectors
if (BuilderPlug.Me.UseHighlight)
{
renderer.RenderHighlight(overlayGeometry, General.Colors.Selection.WithAlpha(64).ToInt());
}
//mxd. Render highlighted sector
if(BuilderPlug.Me.UseHighlight && highlighted != null)
{
renderer.RenderHighlight(highlighted.FlatVertices, General.Colors.Highlight.WithAlpha(64).ToInt());
}
if (BuilderPlug.Me.ViewSelectionNumbers)
{
foreach (Sector s in orderedselection)
{
// Render labels
TextLabel[] labelarray = labels[s];
for (int i = 0; i < s.Labels.Count; i++)
{
TextLabel l = labelarray[i];
// Render only when enough space for the label to see
float requiredsize = (l.TextSize.Height / 2) / renderer.Scale;
if (requiredsize < s.Labels[i].radius) renderer.RenderText(l);
}
}
}
//mxd. Render effect labels
if (BuilderPlug.Me.ViewSelectionEffects)
{
if(!BuilderPlug.Me.ViewSelectionNumbers) RenderEffectLabels(selectedEffectLabels);
RenderEffectLabels(unselectedEffectLabels);
}
renderer.Finish();
}
}
//mxd
private void RenderEffectLabels(Dictionary<Sector, string[]> labelsGroup)
{
foreach(KeyValuePair<Sector, string[]> group in labelsGroup)
{
// Render labels
TextLabel[] labelarray = labels[group.Key];
for(int i = 0; i < group.Key.Labels.Count; i++)
{
TextLabel l = labelarray[i];
l.Color = General.Colors.InfoLine;
// Render only when enough space for the label to see
float requiredsize = (General.Map.GetTextSize(group.Value[0], l.Scale).Width) / renderer.Scale;
if(requiredsize > group.Key.Labels[i].radius)
{
requiredsize = (General.Map.GetTextSize(group.Value[1], l.Scale).Width) / renderer.Scale;
l.Text = (requiredsize > group.Key.Labels[i].radius ? "+" : group.Value[1]);
}
else
{
l.Text = group.Value[0];
}
renderer.RenderText(l);
}
}
}
//mxd
private string[] GetEffectText(Sector s)
{
string[] result = new []{string.Empty, string.Empty};
if(s.Effect != 0)
{
if(effects.ContainsKey(s.Effect))
{
if(s.Tag != 0)
{
result[0] = "Tag " + s.Tag + ", " + effects[s.Effect][0];
result[1] = "T" + s.Tag + " " + "E" + s.Effect;
}
else
{
result[0] = effects[s.Effect][0];
result[1] = "E" + s.Effect;
}
}
else
{
string effect = s.Effect + " - " + General.Map.Config.GetGeneralizedSectorEffectName(s.Effect);
if(s.Tag != 0)
{
result[0] = "Tag " + s.Tag + ", Effect " + effect;
result[1] = "T" + s.Tag + " " + "E" + s.Effect;
}
else
{
result[0] = "Effect " + effect;
result[1] = "E" + s.Effect;
}
}
}
else if(s.Tag != 0)
{
result[0] = "Tag " + s.Tag;
result[1] = "T" + s.Tag;
}
return result;
}
//mxd
private void UpdateOverlaySurfaces()
{
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
List<FlatVertex> vertsList = new List<FlatVertex>();
// Go for all selected sectors
foreach(Sector s in orderedselection) vertsList.AddRange(s.FlatVertices);
overlayGeometry = vertsList.ToArray();
}
//mxd
private void UpdateEffectLabels()
{
selectedEffectLabels = new Dictionary<Sector, string[]>();
unselectedEffectLabels = new Dictionary<Sector, string[]>();
//update effect labels for selected sectors
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
foreach(Sector s in orderedselection)
{
string[] labelText = GetEffectText(s);
if(!string.IsNullOrEmpty(labelText[0]))
selectedEffectLabels.Add(s, labelText);
}
//update effect labels for unselected sectors
orderedselection = General.Map.Map.GetSelectedSectors(false);
foreach(Sector s in orderedselection)
{
string[] labelText = GetEffectText(s);
if(!string.IsNullOrEmpty(labelText[0]))
unselectedEffectLabels.Add(s, labelText);
}
}
// Support function for joining and merging sectors
private void JoinMergeSectors(bool removelines)
{
// Remove lines in betwen joining sectors?
if(removelines)
{
// Go for all selected linedefs
List<Linedef> selectedlines = new List<Linedef>(General.Map.Map.GetSelectedLinedefs(true));
foreach(Linedef ld in selectedlines)
{
// Front and back side?
if((ld.Front != null) && (ld.Back != null))
{
// Both a selected sector, but not the same?
if(ld.Front.Sector.Selected && ld.Back.Sector.Selected &&
(ld.Front.Sector != ld.Back.Sector))
{
// Remove this line
ld.Dispose();
}
}
}
}
// Find the first sector that is not disposed
List<Sector> orderedselection = new List<Sector>(General.Map.Map.GetSelectedSectors(true));
Sector first = null;
foreach(Sector s in orderedselection)
if(!s.IsDisposed) { first = s; break; }
// Join all selected sectors with the first
for(int i = 0; i < orderedselection.Count; i++)
if((orderedselection[i] != first) && !orderedselection[i].IsDisposed)
orderedselection[i].Join(first);
// Clear selection
General.Map.Map.ClearAllSelected();
// Update
General.Map.Map.Update();
// Make text labels for sectors
SetupLabels();
UpdateSelectedLabels();
}
// This highlights a new item
protected void Highlight(Sector s)
{
// Often we can get away by simply undrawing the previous
// highlight and drawing the new highlight. But if associations
// are or were drawn we need to redraw the entire display.
// Previous association highlights something?
bool completeredraw = (highlighted != null) && (highlighted.Tag > 0);
// Set highlight association
if (s != null)
{
Vector2D center = (s.Labels.Count > 0 ? s.Labels[0].position : new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2));
highlightasso.Set(center, s.Tag, UniversalType.SectorTag);
}
else
{
highlightasso.Set(new Vector2D(), 0, 0);
}
// New association highlights something?
if((s != null) && (s.Tag > 0)) completeredraw = true;
// Change label color
if((highlighted != null) && !highlighted.IsDisposed)
{
TextLabel[] labelarray = labels[highlighted];
foreach(TextLabel l in labelarray) l.Color = General.Colors.Selection;
}
// Change label color
if((s != null) && !s.IsDisposed)
{
TextLabel[] labelarray = labels[s];
foreach(TextLabel l in labelarray) l.Color = General.Colors.Highlight;
}
// If we're changing associations, then we
// need to redraw the entire display
if(completeredraw)
{
// Set new highlight and redraw completely
highlighted = s;
General.Interface.RedrawDisplay();
}
else
{
// Update display
if(renderer.StartPlotter(false))
{
// Undraw previous highlight
if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotSector(highlighted);
/*
// Undraw highlighted things
if(highlighted != null)
foreach(Thing t in highlighted.Things)
renderer.RenderThing(t, renderer.DetermineThingColor(t));
*/
// Set new highlight
highlighted = s;
// Render highlighted item
if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotSector(highlighted, General.Colors.Highlight);
/*
// Render highlighted things
if(highlighted != null)
foreach(Thing t in highlighted.Things)
renderer.RenderThing(t, General.Colors.Highlight);
*/
// Done
renderer.Finish();
}
UpdateOverlay();
renderer.Present();
}
// Show highlight info
if((highlighted != null) && !highlighted.IsDisposed)
General.Interface.ShowSectorInfo(highlighted);
else
General.Interface.HideInfo();
}
// This selectes or deselects a sector
protected void SelectSector(Sector s, bool selectstate, bool update)
{
bool selectionchanged = false;
if(!s.IsDisposed)
{
// Select the sector?
if(selectstate && !s.Selected)
{
s.Selected = true;
selectionchanged = true;
// Setup labels
if(update)
{
//mxd
string selectedCount = General.Map.Map.SelectedSectorsCount.ToString();
TextLabel[] labelarray = labels[s];
foreach(TextLabel l in labelarray)
{
l.Text = selectedCount;
l.Color = General.Colors.Selection;
}
UpdateEffectLabels();
}
}
// Deselect the sector?
else if(!selectstate && s.Selected)
{
s.Selected = false;
selectionchanged = true;
// Clear labels
if(update)
{
TextLabel[] labelarray = labels[s];
foreach(TextLabel l in labelarray) l.Text = "";
// Update all other labels
UpdateSelectedLabels();
}
}
// Selection changed?
if(selectionchanged)
{
// Make update lines selection
foreach(Sidedef sd in s.Sidedefs)
{
bool front, back;
if(sd.Line.Front != null) front = sd.Line.Front.Sector.Selected; else front = false;
if(sd.Line.Back != null) back = sd.Line.Back.Sector.Selected; else back = false;
sd.Line.Selected = front | back;
}
//mxd. Also (de)select things?
if (General.Interface.AltState)
{
foreach(Thing t in General.Map.ThingsFilter.VisibleThings)
{
t.DetermineSector();
if(t.Sector != s) continue;
t.Selected = s.Selected;
}
}
if(update)
{
UpdateOverlay();
renderer.Present();
}
}
}
}
// This updates labels from the selected sectors
private void UpdateSelectedLabels()
{
// Go for all labels in all selected sectors
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
int index = 0;
foreach(Sector s in orderedselection)
{
TextLabel[] labelarray = labels[s];
foreach(TextLabel l in labelarray)
{
// Make sure the text and color are right
int labelnum = index + 1;
l.Text = labelnum.ToString();
l.Color = General.Colors.Selection;
}
index++;
}
//mxd
UpdateEffectLabels();
}
//mxd
private bool IsInSelectionRect(Sector s, List<Line2D> selectionOutline)
{
if(selectionrect.Contains(s.BBox)) return true;
if(BuilderPlug.Me.MarqueSelectTouching && s.BBox.IntersectsWith(selectionrect))
{
//check endpoints
foreach(Sidedef side in s.Sidedefs)
{
if((selectionrect.Contains(side.Line.Start.Position.x, side.Line.Start.Position.y)
|| selectionrect.Contains(side.Line.End.Position.x, side.Line.End.Position.y)))
return true;
}
//check line intersections
foreach(Sidedef side in s.Sidedefs)
{
foreach(Line2D line in selectionOutline)
{
if(Line2D.GetIntersection(side.Line.Line, line)) return true;
}
}
}
return false;
}
//mxd
public override void SelectMapElement(SelectableElement element)
{
if(element is Sector)
{
SelectSector(element as Sector, true, true);
// Update overlay
UpdateOverlaySurfaces();
UpdateSelectionInfo();
}
}
#endregion
#region ================== Events
public override void OnHelp()
{
General.ShowHelp("e_sectors.html");
}
// Cancel mode
public override void OnCancel()
{
base.OnCancel();
// Return to this mode
General.Editing.ChangeMode(new SectorsMode());
}
// Mode engages
public override void OnEngage()
{
base.OnEngage();
renderer.SetPresentation(Presentation.Standard);
// Add toolbar buttons
General.Interface.AddButton(BuilderPlug.Me.MenusForm.CopyProperties);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.PasteProperties);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.PastePropertiesOptions); //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.SeparatorCopyPaste);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.ViewSelectionNumbers);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.ViewSelectionEffects);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.SeparatorSectors1);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.MakeDoor); //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.MakeGradientBrightness);
if(General.Map.UDMF) General.Interface.AddButton(BuilderPlug.Me.MenusForm.BrightnessGradientMode); //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.MakeGradientFloors);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.MakeGradientCeilings);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.MarqueSelectTouching); //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.DragThingsInSelectedSectors); //mxd
if(General.Map.UDMF) General.Interface.AddButton(BuilderPlug.Me.MenusForm.TextureOffsetLock, ToolbarSection.Geometry); //mxd
// Convert geometry selection to sectors only
General.Map.Map.ConvertSelection(SelectionType.Sectors);
// Make text labels for sectors
SetupLabels();
// Update
UpdateSelectedLabels();
UpdateOverlaySurfaces();//mxd
UpdateSelectionInfo(); //mxd
UpdateOverlay();
}
// Mode disengages
public override void OnDisengage()
{
base.OnDisengage();
// Remove toolbar buttons
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.CopyProperties);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.PasteProperties);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.PastePropertiesOptions); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.SeparatorCopyPaste);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.ViewSelectionNumbers);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.ViewSelectionEffects);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.SeparatorSectors1);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MakeDoor); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MakeGradientBrightness);
if(General.Map.UDMF) General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.BrightnessGradientMode); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MakeGradientFloors);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MakeGradientCeilings);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MarqueSelectTouching); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.DragThingsInSelectedSectors); //mxd
if(General.Map.UDMF) General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.TextureOffsetLock); //mxd
// Keep only sectors selected
General.Map.Map.ClearSelectedLinedefs();
// Going to EditSelectionMode?
if(General.Editing.NewMode is EditSelectionMode)
{
// Not pasting anything?
EditSelectionMode editmode = (General.Editing.NewMode as EditSelectionMode);
if(!editmode.Pasting)
{
// No selection made? But we have a highlight!
if((General.Map.Map.GetSelectedSectors(true).Count == 0) && (highlighted != null))
{
// Make the highlight the selection
SelectSector(highlighted, true, false);
UpdateSelectedLabels(); //mxd
}
}
}
// Hide highlight info
General.Interface.HideInfo();
}
// This redraws the display
public override void OnRedrawDisplay()
{
renderer.RedrawSurface();
// Render lines and vertices
if(renderer.StartPlotter(true))
{
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
renderer.PlotVerticesSet(General.Map.Map.Vertices);
if((highlighted != null) && !highlighted.IsDisposed)
{
renderer.PlotSector(highlighted, General.Colors.Highlight);
if(!panning) BuilderPlug.Me.PlotReverseAssociations(renderer, highlightasso);
}
renderer.Finish();
}
// 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
UpdateOverlay();
// Render selection
if(renderer.StartOverlay(false))
{
if(!panning && highlighted != null && !highlighted.IsDisposed) BuilderPlug.Me.RenderReverseAssociations(renderer, highlightasso); //mxd
if(selecting) RenderMultiSelection();
renderer.Finish();
}
renderer.Present();
}
// Selection
protected override void OnSelectBegin()
{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Update display
if(renderer.StartPlotter(false))
{
// Redraw highlight to show selection
renderer.PlotSector(highlighted);
renderer.Finish();
renderer.Present();
}
}
base.OnSelectBegin();
}
// End selection
protected override void OnSelectEnd()
{
// Not stopping from multiselection?
if(!selecting)
{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
//mxd. Flip selection
SelectSector(highlighted, !highlighted.Selected, true);
// Update display
if(renderer.StartPlotter(false))
{
// Render highlighted item
renderer.PlotSector(highlighted, General.Colors.Highlight);
renderer.Finish();
renderer.Present();
}
// Update overlay
TextLabel[] labelarray = labels[highlighted];
foreach(TextLabel l in labelarray) l.Color = General.Colors.Highlight;
UpdateOverlaySurfaces(); //mxd
UpdateOverlay();
renderer.Present();
//mxd. Thing selection state may've changed
if(General.Interface.AltState) General.Interface.RedrawDisplay();
}
else if(BuilderPlug.Me.AutoClearSelection && General.Map.Map.SelectedSectorsCount > 0) //mxd
{
General.Map.Map.ClearSelectedLinedefs();
General.Map.Map.ClearSelectedSectors();
UpdateOverlaySurfaces(); //mxd
General.Interface.RedrawDisplay();
}
UpdateSelectionInfo(); //mxd
}
base.OnSelectEnd();
}
// Start editing
protected override void OnEditBegin()
{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Edit pressed in this mode
editpressed = true;
// Highlighted item not selected?
if(!highlighted.Selected && (BuilderPlug.Me.AutoClearSelection || (General.Map.Map.SelectedSectorsCount == 0)))
{
// Make this the only selection
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
SelectSector(highlighted, true, false);
UpdateSelectedLabels(); //mxd
UpdateOverlaySurfaces(); //mxd
General.Interface.RedrawDisplay();
}
// Update display
if(renderer.StartPlotter(false))
{
// Redraw highlight to show selection
renderer.PlotSector(highlighted);
renderer.Finish();
renderer.Present();
}
}
else if(!selecting && BuilderPlug.Me.AutoDrawOnEdit) //mxd. We don't want to draw while multiselecting
{
// Start drawing mode
DrawGeometryMode drawmode = new DrawGeometryMode();
bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
DrawnVertex v = DrawGeometryMode.GetCurrentPosition(mousemappos, snaptonearest, snaptogrid, renderer, new List<DrawnVertex>());
if(drawmode.DrawPointAt(v))
General.Editing.ChangeMode(drawmode);
else
General.Interface.DisplayStatus(StatusType.Warning, "Failed to draw point: outside of map boundaries.");
}
base.OnEditBegin();
}
// Done editing
protected override void OnEditEnd()
{
// Edit pressed in this mode?
if(editpressed)
{
// Anything selected?
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
if(selected.Count > 0)
{
if(General.Interface.IsActiveWindow)
{
//mxd. Show realtime vertex edit dialog
General.Interface.OnEditFormValuesChanged += sectorEditForm_OnValuesChanged;
DialogResult result = General.Interface.ShowEditSectors(selected);
General.Interface.OnEditFormValuesChanged -= sectorEditForm_OnValuesChanged;
General.Map.Renderer2D.UpdateExtraFloorFlag(); //mxd
// When a single sector was selected, deselect it now
if (selected.Count == 1)
{
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
UpdateEffectLabels(); //mxd
}
else if(result == DialogResult.Cancel) //mxd. Restore selection...
{
foreach (Sector s in selected) SelectSector(s, true, false);
UpdateSelectedLabels(); //mxd
}
UpdateOverlaySurfaces(); //mxd
General.Interface.RedrawDisplay();
}
}
UpdateSelectionInfo(); //mxd
}
editpressed = false;
base.OnEditEnd();
}
//mxd
private void sectorEditForm_OnValuesChanged(object sender, EventArgs e)
{
// Update entire display
General.Map.Map.Update();
General.Interface.RedrawDisplay();
}
// Mouse moves
public override void OnMouseMove(MouseEventArgs e)
{
base.OnMouseMove(e);
if(panning) return; //mxd. Skip all this jazz while panning
//mxd
if(selectpressed && !editpressed && !selecting)
{
// Check if moved enough pixels for multiselect
Vector2D delta = mousedownpos - mousepos;
if((Math.Abs(delta.x) > MULTISELECT_START_MOVE_PIXELS) ||
(Math.Abs(delta.y) > MULTISELECT_START_MOVE_PIXELS))
{
// Start multiselecting
StartMultiSelection();
}
}
else if(paintselectpressed && !editpressed && !selecting) //mxd. Drag-select
{
// Find the nearest linedef within highlight range
Linedef l = General.Map.Map.NearestLinedefRange(mousemappos, BuilderPlug.Me.HighlightRange / renderer.Scale);
Sector s = null;
if(l != null)
{
// Check on which side of the linedef the mouse is
float side = l.SideOfLine(mousemappos);
if(side > 0)
{
// Is there a sidedef here?
if(l.Back != null) s = l.Back.Sector;
}
else
{
// Is there a sidedef here?
if(l.Front != null) s = l.Front.Sector;
}
if(s != null)
{
if(s != highlighted)
{
//toggle selected state
highlighted = s;
if(General.Interface.ShiftState ^ BuilderPlug.Me.AdditiveSelect)
SelectSector(highlighted, true, true);
else if(General.Interface.CtrlState)
SelectSector(highlighted, false, true);
else
SelectSector(highlighted, !highlighted.Selected, true);
// Update entire display
UpdateOverlaySurfaces();//mxd
General.Interface.RedrawDisplay();
}
}
else if(highlighted != null)
{
highlighted = null;
Highlight(null);
// Update entire display
General.Interface.RedrawDisplay();
}
UpdateSelectionInfo(); //mxd
}
}
else if(e.Button == MouseButtons.None) // Not holding any buttons?
{
// Find the nearest linedef within highlight range
Linedef l = General.Map.Map.NearestLinedef(mousemappos);
if(l != null)
{
// Check on which side of the linedef the mouse is
float side = l.SideOfLine(mousemappos);
if(side > 0)
{
// Is there a sidedef here?
if(l.Back != null)
{
// Highlight if not the same
if(l.Back.Sector != highlighted) Highlight(l.Back.Sector);
}
else
{
// Highlight nothing
if(highlighted != null) Highlight(null);
}
}
else
{
// Is there a sidedef here?
if(l.Front != null)
{
// Highlight if not the same
if(l.Front.Sector != highlighted) Highlight(l.Front.Sector);
}
else
{
// Highlight nothing
if(highlighted != null) Highlight(null);
}
}
}
else
{
// Highlight nothing
if(highlighted != null) Highlight(null);
}
}
}
// Mouse leaves
public override void OnMouseLeave(EventArgs e)
{
base.OnMouseLeave(e);
// Highlight nothing
Highlight(null);
}
//mxd
protected override void OnPaintSelectBegin()
{
if(highlighted != null)
{
if(General.Interface.ShiftState ^ BuilderPlug.Me.AdditiveSelect)
SelectSector(highlighted, true, true);
else if(General.Interface.CtrlState)
SelectSector(highlighted, false, true);
else
SelectSector(highlighted, !highlighted.Selected, true);
// Update entire display
UpdateOverlaySurfaces();//mxd
General.Interface.RedrawDisplay();
}
base.OnPaintSelectBegin();
}
// Mouse wants to drag
protected override void OnDragStart(MouseEventArgs e)
{
base.OnDragStart(e);
// Edit button used?
if(General.Actions.CheckActionActive(null, "classicedit"))
{
// Anything highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Highlighted item not selected?
if(!highlighted.Selected)
{
// Select only this sector for dragging
General.Map.Map.ClearSelectedSectors();
SelectSector(highlighted, true, true);
UpdateOverlaySurfaces(); //mxd
}
// Start dragging the selection
if(!BuilderPlug.Me.DontMoveGeometryOutsideMapBoundary || CanDrag()) //mxd
General.Editing.ChangeMode(new DragSectorsMode(mousedownmappos));
}
}
}
//mxd. Check if any selected sector is outside of map boundary
private bool CanDrag()
{
ICollection<Sector> selectedsectors = General.Map.Map.GetSelectedSectors(true);
int unaffectedCount = 0;
foreach(Sector s in selectedsectors)
{
// Make sure the sector is inside the map boundary
foreach(Sidedef sd in s.Sidedefs)
{
if(sd.Line.Start.Position.x < General.Map.Config.LeftBoundary || sd.Line.Start.Position.x > General.Map.Config.RightBoundary
|| sd.Line.Start.Position.y > General.Map.Config.TopBoundary || sd.Line.Start.Position.y < General.Map.Config.BottomBoundary
|| sd.Line.End.Position.x < General.Map.Config.LeftBoundary || sd.Line.End.Position.x > General.Map.Config.RightBoundary
|| sd.Line.End.Position.y > General.Map.Config.TopBoundary || sd.Line.End.Position.y < General.Map.Config.BottomBoundary)
{
SelectSector(s, false, false);
unaffectedCount++;
break;
}
}
}
if(unaffectedCount == selectedsectors.Count)
{
General.Interface.DisplayStatus(StatusType.Warning, "Unable to drag selection: " + (selectedsectors.Count == 1 ? "selected sector is" : "all of selected sectors are") + " outside of map boundary!");
General.Interface.RedrawDisplay();
return false;
}
if(unaffectedCount > 0)
General.Interface.DisplayStatus(StatusType.Warning, unaffectedCount + " of selected sectors " + (unaffectedCount == 1 ? "is" : "are") + " outside of map boundary!");
UpdateSelectedLabels(); //mxd
return true;
}
// This is called wheh selection ends
protected override void OnEndMultiSelection()
{
bool selectionvolume = ((Math.Abs(base.selectionrect.Width) > 0.1f) && (Math.Abs(base.selectionrect.Height) > 0.1f));
if(selectionvolume)
{
List<Line2D> selectionOutline = new List<Line2D> {
new Line2D(selectionrect.Left, selectionrect.Top, selectionrect.Right, selectionrect.Top),
new Line2D(selectionrect.Right, selectionrect.Top, selectionrect.Right, selectionrect.Bottom),
new Line2D(selectionrect.Left, selectionrect.Bottom, selectionrect.Right, selectionrect.Bottom),
new Line2D(selectionrect.Left, selectionrect.Bottom, selectionrect.Left, selectionrect.Top)
};
//mxd. collect changed sectors
switch(marqueSelectionMode)
{
case MarqueSelectionMode.SELECT:
bool select;
foreach(Sector s in General.Map.Map.Sectors)
{
select = IsInSelectionRect(s, selectionOutline);
if(select && !s.Selected) SelectSector(s, true, false);
else if(!select && s.Selected) SelectSector(s, false, false);
}
if (marqueSelectionIncludesThings)
{
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
foreach (Thing t in General.Map.ThingsFilter.VisibleThings)
{
t.DetermineSector();
if(t.Sector == null) continue;
t.Selected = selectionrect.Contains(t.Position.x, t.Position.y) && selected.Contains(t.Sector);
}
}
break;
case MarqueSelectionMode.ADD:
foreach(Sector s in General.Map.Map.Sectors)
{
if(!s.Selected && IsInSelectionRect(s, selectionOutline))
SelectSector(s, true, false);
}
if (marqueSelectionIncludesThings)
{
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
foreach (Thing t in General.Map.ThingsFilter.VisibleThings)
{
t.DetermineSector();
if(t.Sector == null) continue;
t.Selected |= selectionrect.Contains(t.Position.x, t.Position.y) && selected.Contains(t.Sector);
}
}
break;
case MarqueSelectionMode.SUBTRACT:
foreach(Sector s in General.Map.Map.Sectors)
{
if(!s.Selected) continue;
if(IsInSelectionRect(s, selectionOutline))
SelectSector(s, false, false);
}
if (marqueSelectionIncludesThings)
{
foreach (Thing t in General.Map.ThingsFilter.VisibleThings)
if (selectionrect.Contains(t.Position.x, t.Position.y)) t.Selected = false;
}
break;
default: //should be Intersect
foreach(Sector s in General.Map.Map.Sectors)
{
if(!s.Selected) continue;
if(!IsInSelectionRect(s, selectionOutline))
SelectSector(s, false, false);
}
if (marqueSelectionIncludesThings)
{
foreach(Thing t in General.Map.ThingsFilter.VisibleThings)
if(!selectionrect.Contains(t.Position.x, t.Position.y)) t.Selected = false;
}
break;
}
// Make sure all linedefs reflect selected sectors
foreach(Sidedef sd in General.Map.Map.Sidedefs)
sd.Line.Selected = sd.Sector.Selected || (sd.Other != null && sd.Other.Sector.Selected);
//mxd. Clear labels for unselected sectors
if(marqueSelectionMode != MarqueSelectionMode.ADD)
{
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(false);
foreach(Sector s in orderedselection)
{
TextLabel[] labelarray = labels[s];
foreach(TextLabel l in labelarray) l.Text = "";
}
}
UpdateSelectedLabels(); //mxd
UpdateSelectionInfo(); //mxd
UpdateOverlaySurfaces(); //mxd
}
base.OnEndMultiSelection();
if(renderer.StartOverlay(true)) renderer.Finish();
General.Interface.RedrawDisplay();
}
// This is called when the selection is updated
protected override void OnUpdateMultiSelection()
{
base.OnUpdateMultiSelection();
// Render selection
if(renderer.StartOverlay(true))
{
RenderMultiSelection();
renderer.Finish();
renderer.Present();
}
}
// When copying
public override bool OnCopyBegin()
{
// No selection made? But we have a highlight!
if((General.Map.Map.GetSelectedSectors(true).Count == 0) && (highlighted != null))
{
// Make the highlight the selection
SelectSector(highlighted, true, true);
UpdateOverlaySurfaces();//mxd
}
return base.OnCopyBegin();
}
// When undo is used
public override bool OnUndoBegin()
{
// Clear ordered selection
General.Map.Map.ClearAllSelected();
return base.OnUndoBegin();
}
// When undo is performed
public override void OnUndoEnd()
{
// Clear labels
SetupLabels();
UpdateEffectLabels(); //mxd
UpdateOverlaySurfaces(); //mxd
base.OnUndoEnd(); //mxd
}
// When redo is used
public override bool OnRedoBegin()
{
// Clear ordered selection
General.Map.Map.ClearAllSelected();
return base.OnRedoBegin();
}
// When redo is performed
public override void OnRedoEnd()
{
// Clear labels
SetupLabels();
UpdateEffectLabels(); //mxd
UpdateOverlaySurfaces(); //mxd
base.OnRedoEnd(); //mxd
}
//mxd
public override void UpdateSelectionInfo()
{
if(General.Map.Map.SelectedSectorsCount > 0)
General.Interface.DisplayStatus(StatusType.Selection, General.Map.Map.SelectedSectorsCount + (General.Map.Map.SelectedSectorsCount == 1 ? " sector" : " sectors") + " selected.");
else
General.Interface.DisplayStatus(StatusType.Selection, string.Empty);
}
#endregion
#region ================== Actions
// This copies the properties
[BeginAction("classiccopyproperties")]
public void CopyProperties()
{
// Determine source sectors
ICollection<Sector> sel = null;
if(General.Map.Map.SelectedSectorsCount > 0)
sel = General.Map.Map.GetSelectedSectors(true);
else if(highlighted != null)
sel = new List<Sector> {highlighted};
if(sel != null)
{
// Copy properties from first source sectors
BuilderPlug.Me.CopiedSectorProps = new SectorProperties(General.GetByIndex(sel, 0));
General.Interface.DisplayStatus(StatusType.Action, "Copied sector properties.");
}
}
// This pastes the properties
[BeginAction("classicpasteproperties")]
public void PasteProperties()
{
if(BuilderPlug.Me.CopiedSectorProps != null)
{
// Determine target sectors
ICollection<Sector> sel = null;
if(General.Map.Map.SelectedSectorsCount > 0)
sel = General.Map.Map.GetSelectedSectors(true);
else if(highlighted != null)
{
sel = new List<Sector>();
sel.Add(highlighted);
}
if(sel != null)
{
// Apply properties to selection
General.Map.UndoRedo.CreateUndo("Paste sector properties");
foreach(Sector s in sel)
{
BuilderPlug.Me.CopiedSectorProps.Apply(s);
s.UpdateCeilingSurface();
s.UpdateFloorSurface();
}
General.Interface.DisplayStatus(StatusType.Action, "Pasted sector properties.");
// Update and redraw
General.Map.IsChanged = true;
General.Interface.RefreshInfo();
General.Map.Renderer2D.UpdateExtraFloorFlag(); //mxd
UpdateEffectLabels(); //mxd
General.Interface.RedrawDisplay();
}
}
}
// This creates a new vertex at the mouse position
[BeginAction("insertitem", BaseAction = true)]
public virtual void InsertVertexAction()
{
// Start drawing mode
DrawGeometryMode drawmode = new DrawGeometryMode();
if(mouseinside)
{
bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
DrawnVertex v = DrawGeometryMode.GetCurrentPosition(mousemappos, snaptonearest, snaptogrid, renderer, new List<DrawnVertex>());
drawmode.DrawPointAt(v);
}
General.Editing.ChangeMode(drawmode);
}
[BeginAction("makedoor")]
public void MakeDoor()
{
// Highlighted item not selected?
if((highlighted != null) && !highlighted.Selected)
{
// Make this the only selection
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
SelectSector(highlighted, true, false);
UpdateOverlaySurfaces();//mxd
General.Interface.RedrawDisplay();
}
// Anything selected?
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
if(orderedselection.Count > 0)
{
if(doortex == "-") doortex = General.Map.Config.MakeDoorDoor; //mxd
if(tracktex == "-") tracktex = General.Map.Config.MakeDoorTrack; //mxd
string floortex = null;
string ceiltex = null;
// Find ceiling and floor textures
foreach(Sector s in orderedselection)
{
if(floortex == null) floortex = s.FloorTexture; else if(floortex != s.FloorTexture) floortex = "";
if(ceiltex == null) ceiltex = s.CeilTexture; else if(ceiltex != s.CeilTexture) ceiltex = "";
}
// Show the dialog
MakeDoorForm form = new MakeDoorForm();
if(form.Show(General.Interface, doortex, tracktex, ceiltex, floortex, resetoffsets) == DialogResult.OK)
{
doortex = form.DoorTexture;
tracktex = form.TrackTexture;
ceiltex = form.CeilingTexture;
floortex = form.FloorTexture;
resetoffsets = form.ResetOffsets;
// Create undo
General.Map.UndoRedo.CreateUndo("Make door (" + doortex + ")");
General.Interface.DisplayStatus(StatusType.Action, "Created a " + doortex + " door.");
// Go for all selected sectors
foreach(Sector s in orderedselection)
{
// Lower the ceiling down to the floor
s.CeilHeight = s.FloorHeight;
// Make a unique tag (not sure if we need it yet, depends on the args)
int tag = General.Map.Map.GetNewTag();
// Go for all it's sidedefs
foreach(Sidedef sd in s.Sidedefs)
{
// Singlesided?
if(sd.Other == null)
{
// Make this a doortrak
sd.SetTextureHigh("-");
sd.SetTextureMid(tracktex);
sd.SetTextureLow("-");
// Set upper/lower unpegged flags
sd.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, false);
sd.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, true);
}
else
{
// Set textures
if(floortex.Length > 0) s.SetFloorTexture(floortex);
if(ceiltex.Length > 0) s.SetCeilTexture(ceiltex);
if(doortex.Length > 0) sd.Other.SetTextureHigh(doortex);
// Set upper/lower unpegged flags
sd.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, false);
sd.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, false);
// Get door linedef type from config
sd.Line.Action = General.Map.Config.MakeDoorAction;
// Set activation type
sd.Line.Activate = General.Map.Config.MakeDoorActivate;
// Set the flags
foreach(var flagpair in General.Map.Config.MakeDoorFlags)
sd.Line.SetFlag(flagpair.Key, flagpair.Value);
// Set the linedef args
for(int i = 0; i < Linedef.NUM_ARGS; i++)
{
// A -1 arg indicates that the arg must be set to the new sector tag
// and only in this case we set the tag on the sector, because only
// then we know for sure that we need a tag.
if(General.Map.Config.MakeDoorArgs[i] == -1)
{
sd.Line.Args[i] = tag;
s.Tag = tag;
}
else
{
sd.Line.Args[i] = General.Map.Config.MakeDoorArgs[i];
}
}
// Make sure the line is facing outwards
if(sd.IsFront)
{
sd.Line.FlipVertices();
sd.Line.FlipSidedefs();
}
}
// Reset the texture offsets if required
if (resetoffsets)
{
sd.OffsetX = 0;
sd.OffsetY = 0;
if (sd.Other != null)
{
sd.Other.OffsetX = 0;
sd.Other.OffsetY = 0;
}
}
}
}
// When a single sector was selected, deselect it now
if(orderedselection.Count == 1)
{
orderedselection.Clear();
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
UpdateOverlaySurfaces();//mxd
}
}
// Done
form.Dispose();
General.Interface.RedrawDisplay();
}
else //mxd
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires selection!");
}
}
[BeginAction("deleteitem", BaseAction = true)]
public void DeleteItem()
{
// Make list of selected sectors
List<Sector> selected = new List<Sector>(General.Map.Map.GetSelectedSectors(true));
if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed) selected.Add(highlighted);
// Anything to do?
if(selected.Count > 0)
{
// Make undo
if(selected.Count > 1)
{
General.Map.UndoRedo.CreateUndo("Delete " + selected.Count + " sectors");
General.Interface.DisplayStatus(StatusType.Action, "Deleted " + selected.Count + " sectors.");
}
else
{
General.Map.UndoRedo.CreateUndo("Delete sector");
General.Interface.DisplayStatus(StatusType.Action, "Deleted sector.");
}
General.Map.Map.BeginAddRemove(); //mxd
// Dispose selected sectors
foreach(Sector s in selected)
{
//mxd. Get all the linedefs
List<Linedef> lines = new List<Linedef>(s.Sidedefs.Count);
foreach(Sidedef side in s.Sidedefs) lines.Add(side.Line);
// Dispose the sector
s.Dispose();
// Check all the lines
for(int i = lines.Count - 1; i >= 0; i--)
{
// If the line has become orphaned, remove it
if((lines[i].Front == null) && (lines[i].Back == null))
{
// Remove line
lines[i].Dispose();
}
else
{
// If the line only has a back side left, flip the line and sides
if((lines[i].Front == null) && (lines[i].Back != null))
{
lines[i].FlipVertices();
lines[i].FlipSidedefs();
}
//mxd. Check textures.
if(lines[i].Front.MiddleRequired() && lines[i].Front.LongMiddleTexture == MapSet.EmptyLongName)
{
if(lines[i].Front.LongHighTexture != MapSet.EmptyLongName)
{
lines[i].Front.SetTextureMid(lines[i].Front.HighTexture);
}
else if(lines[i].Front.LongLowTexture != MapSet.EmptyLongName)
{
lines[i].Front.SetTextureMid(lines[i].Front.LowTexture);
}
}
//mxd. Do we still need high/low textures?
lines[i].Front.RemoveUnneededTextures(false);
// Update sided flags
lines[i].ApplySidedFlags();
}
}
}
General.Map.Map.EndAddRemove(); //mxd
// Update cache values
General.Map.IsChanged = true;
General.Map.Map.Update();
UpdateOverlaySurfaces(); //mxd
// Make text labels for sectors
SetupLabels();
UpdateSelectedLabels();
// Redraw screen
General.Interface.RedrawDisplay();
}
}
[BeginAction("dissolveitem", BaseAction = true)] //mxd
public void DissolveItem()
{
//TODO handle this differently?..
DeleteItem();
}
// This joins sectors together and keeps all lines
[BeginAction("joinsectors")]
public void JoinSectors()
{
// Worth our money?
int count = General.Map.Map.GetSelectedSectors(true).Count;
if(count > 1)
{
// Make undo
General.Map.UndoRedo.CreateUndo("Join " + count + " sectors");
General.Interface.DisplayStatus(StatusType.Action, "Joined " + count + " sectors.");
// Merge
JoinMergeSectors(false);
// Deselect
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
General.Map.IsChanged = true;
// Redraw display
General.Interface.RedrawDisplay();
}
}
// This joins sectors together and removes the lines in between
[BeginAction("mergesectors")]
public void MergeSectors()
{
// Worth our money?
int count = General.Map.Map.GetSelectedSectors(true).Count;
if(count > 1)
{
// Make undo
General.Map.UndoRedo.CreateUndo("Merge " + count + " sectors");
General.Interface.DisplayStatus(StatusType.Action, "Merged " + count + " sectors.");
// Merge
JoinMergeSectors(true);
// Deselect
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
General.Map.IsChanged = true;
// Redraw display
General.Interface.RedrawDisplay();
}
}
// Make gradient brightness
[BeginAction("gradientbrightness")]
public void MakeGradientBrightness()
{
// Need at least 3 selected sectors
// The first and last are not modified
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
if(orderedselection.Count > 2)
{
General.Interface.DisplayStatus(StatusType.Action, "Created gradient brightness over selected sectors.");
General.Map.UndoRedo.CreateUndo("Gradient brightness");
//mxd
Sector start = General.GetByIndex(orderedselection, 0);
Sector end = General.GetByIndex(orderedselection, orderedselection.Count - 1);
//mxd. Use UDMF light?
string mode = (string)BuilderPlug.Me.MenusForm.BrightnessGradientMode.SelectedItem;
if(General.Map.UDMF && (mode == MenusForm.BrightnessGradientModes.Ceilings || mode == MenusForm.BrightnessGradientModes.Floors))
{
string lightKey;
string lightAbsKey;
float startbrightness, endbrightness;
if(mode == MenusForm.BrightnessGradientModes.Ceilings)
{
lightKey = "lightceiling";
lightAbsKey = "lightceilingabsolute";
}
else //should be floors...
{
lightKey = "lightfloor";
lightAbsKey = "lightfloorabsolute";
}
//get total brightness of start sector
if(start.Fields.GetValue(lightAbsKey, false))
startbrightness = start.Fields.GetValue(lightKey, 0);
else
startbrightness = Math.Min(255, Math.Max(0, (float)start.Brightness + start.Fields.GetValue(lightKey, 0)));
//get total brightness of end sector
if(end.Fields.GetValue(lightAbsKey, false))
endbrightness = end.Fields.GetValue(lightKey, 0);
else
endbrightness = Math.Min(255, Math.Max(0, (float)end.Brightness + end.Fields.GetValue(lightKey, 0)));
float delta = endbrightness - startbrightness;
// Go for all sectors in between first and last
int index = 0;
foreach(Sector s in orderedselection)
{
s.Fields.BeforeFieldsChange();
float u = index / (float)(orderedselection.Count - 1);
float b = startbrightness + delta * u;
//absolute flag set?
if(s.Fields.GetValue(lightAbsKey, false))
{
if(s.Fields.ContainsKey(lightKey))
s.Fields[lightKey].Value = (int)b;
else
s.Fields.Add(lightKey, new UniValue(UniversalType.Integer, (int)b));
}
else
{
UDMFTools.SetInteger(s.Fields, lightKey, (int)b - s.Brightness, 0);
}
index++;
}
}
//mxd. Use UDMF light/fade color?
else if(General.Map.UDMF && (mode == MenusForm.BrightnessGradientModes.Fade || mode == MenusForm.BrightnessGradientModes.Light))
{
string key;
int defaultValue = 0;
if(mode == MenusForm.BrightnessGradientModes.Light)
{
key = "lightcolor";
defaultValue = 0xFFFFFF;
}
else
{
key = "fadecolor";
}
if(!start.Fields.ContainsKey(key) && !end.Fields.ContainsKey(key))
{
General.Interface.DisplayStatus(StatusType.Warning, "First or last sector must have " + key + "!");
}
else
{
Color startColor = PixelColor.FromInt(start.Fields.GetValue(key, defaultValue)).ToColor();
Color endColor = PixelColor.FromInt(end.Fields.GetValue(key, defaultValue)).ToColor();
int dr = endColor.R - startColor.R;
int dg = endColor.G - startColor.G;
int db = endColor.B - startColor.B;
// Go for all sectors in between first and last
int index = 0;
foreach(Sector s in orderedselection)
{
s.Fields.BeforeFieldsChange();
float u = index / (float)(orderedselection.Count - 1);
Color c = Color.FromArgb(0, General.Clamp((int)(startColor.R + dr * u), 0, 255), General.Clamp((int)(startColor.G + dg * u), 0, 255), General.Clamp((int)(startColor.B + db * u), 0, 255));
UDMFTools.SetInteger(s.Fields, key, c.ToArgb(), defaultValue);
s.UpdateNeeded = true;
index++;
}
}
}
else
{
float startbrightness = start.Brightness;
float endbrightness = end.Brightness;
float delta = endbrightness - startbrightness;
// Go for all sectors in between first and last
int index = 0;
foreach(Sector s in orderedselection)
{
float u = index / (float)(orderedselection.Count - 1);
float b = startbrightness + delta * u;
s.Brightness = (int)b;
index++;
}
}
// Update
General.Map.Map.Update();
UpdateOverlay();
renderer.Present();
General.Interface.RedrawDisplay();
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
}
else
{
General.Interface.DisplayStatus(StatusType.Warning, "Select at least 3 sectors first!");
}
}
// Make gradient floors
[BeginAction("gradientfloors")]
public void MakeGradientFloors()
{
// Need at least 3 selected sectors
// The first and last are not modified
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
if(orderedselection.Count > 2)
{
General.Interface.DisplayStatus(StatusType.Action, "Created gradient floor heights over selected sectors.");
General.Map.UndoRedo.CreateUndo("Gradient floor heights");
float startlevel = General.GetByIndex(orderedselection, 0).FloorHeight;
float endlevel = General.GetByIndex(orderedselection, orderedselection.Count - 1).FloorHeight;
float delta = endlevel - startlevel;
// Go for all sectors in between first and last
int index = 0;
foreach(Sector s in orderedselection)
{
float u = index / (float)(orderedselection.Count - 1);
float b = startlevel + delta * u;
s.FloorHeight = (int)b;
index++;
}
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
}
else
{
General.Interface.DisplayStatus(StatusType.Warning, "Select at least 3 sectors first!");
}
}
// Make gradient ceilings
[BeginAction("gradientceilings")]
public void MakeGradientCeilings()
{
// Need at least 3 selected sectors
// The first and last are not modified
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
if(orderedselection.Count > 2)
{
General.Interface.DisplayStatus(StatusType.Action, "Created gradient ceiling heights over selected sectors.");
General.Map.UndoRedo.CreateUndo("Gradient ceiling heights");
float startlevel = General.GetByIndex(orderedselection, 0).CeilHeight;
float endlevel = General.GetByIndex(orderedselection, orderedselection.Count - 1).CeilHeight;
float delta = endlevel - startlevel;
// Go for all sectors in between first and last
int index = 0;
foreach(Sector s in orderedselection)
{
float u = (float)index / (orderedselection.Count - 1);
float b = startlevel + delta * u;
s.CeilHeight = (int)b;
index++;
}
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
}
else
{
General.Interface.DisplayStatus(StatusType.Warning, "Select at least 3 sectors first!");
}
}
// Change heights
[BeginAction("lowerfloor8")]
public void LowerFloors8()
{
// Get selection
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
if(selected.Count == 0 && highlighted != null && !highlighted.IsDisposed)
selected.Add(highlighted);
if(selected.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
// Make undo
General.Interface.DisplayStatus(StatusType.Action, "Lowered floor heights by 8mp.");
General.Map.UndoRedo.CreateUndo("Floor heights change", this, UndoGroup.FloorHeightChange, CreateSelectionCRC(selected));
// Change heights
foreach(Sector s in selected) s.FloorHeight -= 8;
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
}
// Change heights
[BeginAction("raisefloor8")]
public void RaiseFloors8()
{
// Get selection
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
if(selected.Count == 0 && highlighted != null && !highlighted.IsDisposed)
selected.Add(highlighted);
if(selected.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
// Make undo
General.Interface.DisplayStatus(StatusType.Action, "Raised floor heights by 8mp.");
General.Map.UndoRedo.CreateUndo("Floor heights change", this, UndoGroup.FloorHeightChange, CreateSelectionCRC(selected));
// Change heights
foreach(Sector s in selected) s.FloorHeight += 8;
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
}
// Change heights
[BeginAction("lowerceiling8")]
public void LowerCeilings8()
{
// Get selection
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed)
selected.Add(highlighted);
if(selected.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
// Make undo
General.Interface.DisplayStatus(StatusType.Action, "Lowered ceiling heights by 8mp.");
General.Map.UndoRedo.CreateUndo("Ceiling heights change", this, UndoGroup.CeilingHeightChange, CreateSelectionCRC(selected));
// Change heights
foreach(Sector s in selected) s.CeilHeight -= 8;
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
}
// Change heights
[BeginAction("raiseceiling8")]
public void RaiseCeilings8()
{
// Get selection
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
if(selected.Count == 0 && highlighted != null && !highlighted.IsDisposed)
selected.Add(highlighted);
if(selected.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
// Make undo
General.Interface.DisplayStatus(StatusType.Action, "Raised ceiling heights by 8mp.");
General.Map.UndoRedo.CreateUndo("Ceiling heights change", this, UndoGroup.CeilingHeightChange, CreateSelectionCRC(selected));
// Change heights
foreach(Sector s in selected) s.CeilHeight += 8;
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
}
//mxd. Raise brightness
[BeginAction("raisebrightness8")]
public void RaiseBrightness8()
{
// Get selection
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed)
selected.Add(highlighted);
if(selected.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
// Make undo
General.Interface.DisplayStatus(StatusType.Action, "Raised sector brightness by 8.");
General.Map.UndoRedo.CreateUndo("Sector brightness change", this, UndoGroup.SectorBrightnessChange, CreateSelectionCRC(selected));
// Change heights
foreach(Sector s in selected)
{
s.Brightness = General.Map.Config.BrightnessLevels.GetNextHigher(s.Brightness);
s.UpdateNeeded = true;
s.UpdateCache();
}
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
// Redraw
General.Interface.RedrawDisplay();
}
//mxd. Lower brightness
[BeginAction("lowerbrightness8")]
public void LowerBrightness8()
{
// Get selection
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
if(selected.Count == 0 && highlighted != null && !highlighted.IsDisposed)
selected.Add(highlighted);
if (selected.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
// Make undo
General.Interface.DisplayStatus(StatusType.Action, "Lowered sector brightness by 8.");
General.Map.UndoRedo.CreateUndo("Sector brightness change", this, UndoGroup.SectorBrightnessChange, CreateSelectionCRC(selected));
// Change heights
foreach(Sector s in selected)
{
s.Brightness = General.Map.Config.BrightnessLevels.GetNextLower(s.Brightness);
s.UpdateNeeded = true;
s.UpdateCache();
}
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
// Redraw
General.Interface.RedrawDisplay();
}
// This clears the selection
[BeginAction("clearselection", BaseAction = true)]
public void ClearSelection()
{
// Clear selection
General.Map.Map.ClearAllSelected();
//mxd. Clear selection info
General.Interface.DisplayStatus(StatusType.Selection, string.Empty);
// Clear labels
foreach(TextLabel[] labelarray in labels.Values)
foreach(TextLabel l in labelarray) l.Text = "";
UpdateOverlaySurfaces(); //mxd
UpdateEffectLabels(); //mxd
// Redraw
General.Interface.RedrawDisplay();
}
[BeginAction("placethings")] //mxd
public void PlaceThings()
{
// Make list of selected sectors
ICollection<Sector> sectors = General.Map.Map.GetSelectedSectors(true);
List<Vector2D> positions = new List<Vector2D>();
if(sectors.Count == 0)
{
if(highlighted != null && !highlighted.IsDisposed)
{
sectors.Add(highlighted);
}
else
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires selection of some description!");
return;
}
}
// Make list of suitable positions
foreach(Sector s in sectors)
{
Vector2D pos = (s.Labels.Count > 0 ? s.Labels[0].position : new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2));
if(!positions.Contains(pos)) positions.Add(pos);
}
if(positions.Count < 1)
{
General.Interface.DisplayStatus(StatusType.Warning, "Unable to get vertex positions from selection!");
return;
}
PlaceThingsAtPositions(positions);
}
//mxd. rotate clockwise
[BeginAction("rotateclockwise")]
public void RotateCW()
{
RotateTextures(5);
}
//mxd. rotate counterclockwise
[BeginAction("rotatecounterclockwise")]
public void RotateCCW()
{
RotateTextures(-5);
}
//mxd
private void RotateTextures(float increment)
{
if (!General.Map.UDMF)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action works only in UDMF map format!");
return;
}
// Make list of selected sectors
ICollection<Sector> sectors = General.Map.Map.GetSelectedSectors(true);
if(sectors.Count == 0 && highlighted != null && !highlighted.IsDisposed)
sectors.Add(highlighted);
if(sectors.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
string targets;
string target;
switch (General.Map.Renderer2D.ViewMode)
{
case ViewMode.FloorTextures:
target = " a floor";
targets = " floors";
break;
case ViewMode.CeilingTextures:
target = " a ceiling";
targets = " ceilings";
break;
default:
target = " a floor and a ceiling";
targets = " floors and ceilings";
break;
}
// Make undo
if(sectors.Count > 1)
{
General.Map.UndoRedo.CreateUndo("Rotate " + sectors.Count + targets, this, UndoGroup.TextureRotationChange, CreateSelectionCRC(sectors));
General.Interface.DisplayStatus(StatusType.Action, "Rotated " + sectors.Count + targets + ".");
}
else
{
General.Map.UndoRedo.CreateUndo("Rotate" + target, this, UndoGroup.TextureRotationChange, CreateSelectionCRC(sectors));
General.Interface.DisplayStatus(StatusType.Action, "Rotated" + target + ".");
}
//rotate stuff
foreach (Sector s in sectors)
{
s.Fields.BeforeFieldsChange();
//floor
if(General.Map.Renderer2D.ViewMode == ViewMode.FloorTextures || General.Map.Renderer2D.ViewMode != ViewMode.CeilingTextures)
{
UDMFTools.SetFloat(s.Fields, "rotationfloor", General.ClampAngle(UDMFTools.GetFloat(s.Fields, "rotationfloor") + increment));
s.UpdateNeeded = true;
}
//ceiling
if(General.Map.Renderer2D.ViewMode == ViewMode.CeilingTextures || General.Map.Renderer2D.ViewMode != ViewMode.FloorTextures)
{
UDMFTools.SetFloat(s.Fields, "rotationceiling", General.ClampAngle(UDMFTools.GetFloat(s.Fields, "rotationceiling") + increment));
s.UpdateNeeded = true;
}
}
// Redraw screen
General.Map.Map.Update();
General.Interface.RedrawDisplay();
General.Interface.RefreshInfo();
}
//mxd
[BeginAction("selectsimilar")]
public void SelectSimilar()
{
ICollection<Sector> selection = General.Map.Map.GetSelectedSectors(true);
if(selection.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
var form = new SelectSimilarElementOptionsPanel();
if(form.Setup(this)) form.ShowDialog();
}
//mxd
[BeginAction("fliplinedefs")]
public void FlipLinedefs()
{
// Get selection
ICollection<Sector> selection = General.Map.Map.GetSelectedSectors(true);
if(selection.Count == 0 && highlighted != null && !highlighted.IsDisposed)
selection.Add(highlighted);
if(selection.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
// Make undo
if(selection.Count > 1)
{
General.Map.UndoRedo.CreateUndo("Flip linedefs of " + selection.Count + " sectors");
General.Interface.DisplayStatus(StatusType.Action, "Flipped linedefs of " + selection.Count + "sectors.");
}
else
{
General.Map.UndoRedo.CreateUndo("Flip sector linedefs");
General.Interface.DisplayStatus(StatusType.Action, "Flipped sector linedefs.");
}
// Flip lines
Tools.FlipSectorLinedefs(selection, false);
// Redraw
General.Map.Map.Update();
General.Map.IsChanged = true;
General.Interface.RefreshInfo();
General.Interface.RedrawDisplay();
}
#endregion
}
}