mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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57b184a9e6
Added some error handling to duplicating 3D floors
1605 lines
44 KiB
C#
1605 lines
44 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden, 2014 Boris Iwanski
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* Copyright (c) 2014 Boris Iwanski
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using System.Linq;
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using System.Diagnostics;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Editing;
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using System.Drawing;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.BuilderModes;
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using CodeImp.DoomBuilder.BuilderModes.Interface;
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using CodeImp.DoomBuilder.Controls;
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using CodeImp.DoomBuilder.Config;
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// using CodeImp.DoomBuilder.GZBuilder.Geometry;
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#endregion
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namespace CodeImp.DoomBuilder.ThreeDFloorMode
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{
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[EditMode(DisplayName = "3D Floor Mode",
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SwitchAction = "threedfloorhelpermode", // Action name used to switch to this mode
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ButtonImage = "ThreeDFloorIcon.png", // Image resource name for the button
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ButtonOrder = int.MinValue + 501, // Position of the button (lower is more to the left)
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ButtonGroup = "000_editing",
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SupportedMapFormats = new[] { "HexenMapSetIO", "UniversalMapSetIO" },
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UseByDefault = true,
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SafeStartMode = false,
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Volatile = false)]
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public class ThreeDFloorHelperMode : ClassicMode
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{
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#region ================== Constants
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private const string duplicateundodescription = "Duplicate 3D floor control sectors before pasting";
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#endregion
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#region ================== Variables
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// Highlighted item
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protected Sector highlighted;
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protected ThreeDFloor highlighted3dfloor;
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private Association highlightasso = new Association();
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private FlatVertex[] overlayGeometry;
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private FlatVertex[] overlaygeometry3dfloors;
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private FlatVertex[] overlaygeometry3dfloors_highlighted;
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private FlatVertex[] overlaygeometry3dfloors_selected;
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// Interface
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private ThreeDFloorPanel panel;
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private Docker docker;
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// Labels
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private Dictionary<Sector, TextLabel[]> labels;
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private Dictionary<Sector, string[]> selected3Dfloorlabels;
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private Dictionary<Sector, string[]> unselected3Dfloorlabels;
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List<ThreeDFloorHelperTooltipElementControl> tooltipelements;
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ControlSectorArea.Highlight csahighlight = ControlSectorArea.Highlight.None;
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bool dragging = false;
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bool withdrawduplicateundo;
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bool paintselectpressed;
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private List<ThreeDFloor> threedfloors;
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#endregion
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#region ================== Properties
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public override object HighlightedObject { get { return highlighted; } }
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public List<ThreeDFloor> ThreeDFloors { get { return threedfloors; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public ThreeDFloorHelperMode()
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{
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threedfloors = BuilderPlug.GetThreeDFloors(General.Map.Map.Sectors.ToList());
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withdrawduplicateundo = false;
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// If we're coming from EditSelectionMode, and that modes was cancelled check if the last undo was to create
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// duplicated 3D floors. If that's the case we want to withdraw that undo, too. Don't do it here, though, as the other
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// mode is still active, do it in OnEngage instead
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if (General.Editing.Mode is EditSelectionMode &&
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((EditSelectionMode)General.Editing.Mode).Cancelled &&
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General.Map.UndoRedo.NextUndo != null &&
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General.Map.UndoRedo.NextUndo.Description == duplicateundodescription)
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{
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withdrawduplicateundo = true;
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}
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}
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// Disposer
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public override void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Dispose old labels
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foreach(KeyValuePair<Sector, TextLabel[]> lbl in labels)
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foreach(TextLabel l in lbl.Value) l.Dispose();
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// Dispose base
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base.Dispose();
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}
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}
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#endregion
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#region ================== Methods
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// This makes a CRC for the selection
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public int CreateSelectionCRC()
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{
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CRC crc = new CRC();
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ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
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crc.Add(orderedselection.Count);
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foreach(Sector s in orderedselection)
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{
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crc.Add(s.FixedIndex);
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}
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return (int)(crc.Value & 0xFFFFFFFF);
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}
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// This sets up new labels
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private void SetupLabels()
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{
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if(labels != null)
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{
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// Dispose old labels
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foreach(KeyValuePair<Sector, TextLabel[]> lbl in labels)
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foreach(TextLabel l in lbl.Value) l.Dispose();
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}
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// Make text labels for sectors
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labels = new Dictionary<Sector, TextLabel[]>(General.Map.Map.Sectors.Count);
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foreach(Sector s in General.Map.Map.Sectors)
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{
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// Setup labels
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TextLabel[] labelarray = new TextLabel[s.Labels.Count];
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for(int i = 0; i < s.Labels.Count; i++)
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{
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labelarray[i] = new TextLabel();
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labelarray[i].TransformCoords = true;
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labelarray[i].Location = s.Labels[i].position;
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labelarray[i].AlignX = TextAlignmentX.Center;
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labelarray[i].AlignY = TextAlignmentY.Middle;
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labelarray[i].Color = General.Colors.Highlight.WithAlpha(255);
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labelarray[i].BackColor = General.Colors.Background.WithAlpha(128);
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}
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labels.Add(s, labelarray);
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}
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}
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// This updates the overlay
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private void UpdateOverlay()
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{
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if(renderer.StartOverlay(true))
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{
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if (BuilderPlug.Me.UseHighlight)
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{
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renderer.RenderHighlight(overlayGeometry, General.Colors.Selection.WithAlpha(64).ToInt());
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}
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if (BuilderPlug.Me.UseHighlight && highlighted != null)
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{
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renderer.RenderHighlight(highlighted.FlatVertices, General.Colors.Highlight.WithAlpha(64).ToInt());
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if (highlighted3dfloor != null)
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{
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renderer.RenderHighlight(overlaygeometry3dfloors, General.Colors.ModelWireframe.WithAlpha(64).ToInt());
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//show the selected sectors in a darker shade
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PixelColor darker = General.Colors.ModelWireframe;
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darker.r = (byte)(darker.r * 0.5);
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darker.g = (byte)(darker.g * 0.5);
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darker.b = (byte)(darker.b * 0.5);
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renderer.RenderHighlight(overlaygeometry3dfloors_selected, darker.WithAlpha(64).ToInt());
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//show the highlighted sectors in a lighter shade
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PixelColor lighter = General.Colors.ModelWireframe;
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lighter.r = (byte)(lighter.r + (0.5 * (255 - lighter.r)));
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lighter.g = (byte)(lighter.g + (0.5 * (255 - lighter.g)));
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lighter.b = (byte)(lighter.b + (0.5 * (255 - lighter.b)));
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renderer.RenderHighlight(overlaygeometry3dfloors_highlighted, lighter.WithAlpha(64).ToInt());
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}
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}
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if (BuilderModes.BuilderPlug.Me.ViewSelectionNumbers)
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{
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// Go for all selected sectors
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ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
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foreach(Sector s in orderedselection)
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{
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// Render labels
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TextLabel[] labelarray = labels[s];
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for(int i = 0; i < s.Labels.Count; i++)
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{
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TextLabel l = labelarray[i];
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// Render only when enough space for the label to see
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float requiredsize = (l.TextSize.Height / 2) / renderer.Scale;
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if(requiredsize < s.Labels[i].radius) renderer.RenderText(l);
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}
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}
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}
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Render3DFloorLabels(unselected3Dfloorlabels);
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if (!BuilderModes.BuilderPlug.Me.ViewSelectionNumbers)
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Render3DFloorLabels(selected3Dfloorlabels);
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BuilderPlug.Me.ControlSectorArea.Draw(renderer, csahighlight);
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renderer.Finish();
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}
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}
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private void Render3DFloorLabels(Dictionary<Sector, string[]> labelsgroup)
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{
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foreach (KeyValuePair<Sector, string[]> group in labelsgroup)
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{
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// Render labels
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TextLabel[] labelarray = labels[group.Key];
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for (int i = 0; i < group.Key.Labels.Count; i++)
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{
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TextLabel l = labelarray[i];
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l.Color = General.Colors.InfoLine;
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// Render only when enough space for the label to see
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float requiredsize = (General.Interface.MeasureString(group.Value[0], l.Font).Width / 2) / renderer.Scale;
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if (requiredsize > group.Key.Labels[i].radius)
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{
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l.Text = group.Value[1];
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}
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else
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{
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l.Text = group.Value[0];
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}
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renderer.RenderText(l);
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}
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}
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}
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// Generates the tooltip for the 3D floors
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private void UpdateDocker(Sector s)
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{
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List<ThreeDFloor> tdfs = new List<ThreeDFloor>();
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int count = 0;
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// Get all 3D floors that have the currently highlighted sector tagged. Also order them by their vertical position
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foreach (ThreeDFloor tdf in threedfloors.Where(o => o.TaggedSectors.Contains(s)).OrderByDescending(o => o.TopHeight))
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tdfs.Add(tdf);
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// Hide all controls if no sector is selected or selected sector has no 3D floors
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if (s == null || tdfs.Count == 0)
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{
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foreach (Control c in tooltipelements)
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{
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c.Visible = false;
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}
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return;
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}
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foreach (ThreeDFloor tdf in tdfs)
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{
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// Add another control if the list if full
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if (count >= tooltipelements.Count)
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{
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var tte = new ThreeDFloorHelperTooltipElementControl();
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panel.flowLayoutPanel1.Controls.Add(tte);
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tooltipelements.Add(tte);
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}
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General.DisplayZoomedImage(tooltipelements[count].sectorBottomFlat, General.Map.Data.GetFlatImage(tdf.BottomFlat).GetPreview());
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General.DisplayZoomedImage(tooltipelements[count].sectorBorderTexture, General.Map.Data.GetFlatImage(tdf.BorderTexture).GetPreview());
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General.DisplayZoomedImage(tooltipelements[count].sectorTopFlat, General.Map.Data.GetFlatImage(tdf.TopFlat).GetPreview());
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tooltipelements[count].bottomHeight.Text = tdf.BottomHeight.ToString();
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tooltipelements[count].topHeight.Text = tdf.TopHeight.ToString();
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tooltipelements[count].borderHeight.Text = (tdf.TopHeight - tdf.BottomHeight).ToString();
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if (tdf == highlighted3dfloor)
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// tooltipelements[count].BackColor = General.Colors.ModelWireframe.ToColor();
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tooltipelements[count].Highlighted = true;
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else
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// tooltipelements[count].BackColor = SystemColors.Control;
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tooltipelements[count].Highlighted = false;
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tooltipelements[count].Refresh();
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tooltipelements[count].Visible = true;
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count++;
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}
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// Hide superfluous controls
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for (; count < tooltipelements.Count; count++)
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{
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tooltipelements[count].Visible = false;
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}
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}
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private void updateOverlaySurfaces()
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{
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ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
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List<FlatVertex> vertsList = new List<FlatVertex>();
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List<FlatVertex> vertsList_highlighted = new List<FlatVertex>();
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List<FlatVertex> vertsList_selected = new List<FlatVertex>();
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// Go for all selected sectors
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foreach (Sector s in orderedselection) vertsList.AddRange(s.FlatVertices);
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overlayGeometry = vertsList.ToArray();
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if (highlighted3dfloor != null)
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{
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vertsList = new List<FlatVertex>();
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vertsList_highlighted = new List<FlatVertex>();
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vertsList_selected = new List<FlatVertex>();
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foreach (Sector s in highlighted3dfloor.TaggedSectors)
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{
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//bin the verticies so that then can be properly colored
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if (s == highlighted)
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vertsList_highlighted.AddRange(s.FlatVertices);
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else if (s.Selected)
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vertsList_selected.AddRange(s.FlatVertices);
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else
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vertsList.AddRange(s.FlatVertices);
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}
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overlaygeometry3dfloors = vertsList.ToArray();
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overlaygeometry3dfloors_highlighted = vertsList_highlighted.ToArray();
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overlaygeometry3dfloors_selected = vertsList_selected.ToArray();
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}
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}
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// Support function for joining and merging sectors
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private void JoinMergeSectors(bool removelines)
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{
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// Remove lines in betwen joining sectors?
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if(removelines)
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{
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// Go for all selected linedefs
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List<Linedef> selectedlines = new List<Linedef>(General.Map.Map.GetSelectedLinedefs(true));
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foreach(Linedef ld in selectedlines)
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{
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// Front and back side?
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if((ld.Front != null) && (ld.Back != null))
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{
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// Both a selected sector, but not the same?
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if(ld.Front.Sector.Selected && ld.Back.Sector.Selected &&
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(ld.Front.Sector != ld.Back.Sector))
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{
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// Remove this line
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ld.Dispose();
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}
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}
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}
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}
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// Find the first sector that is not disposed
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List<Sector> orderedselection = new List<Sector>(General.Map.Map.GetSelectedSectors(true));
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Sector first = null;
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foreach(Sector s in orderedselection)
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if(!s.IsDisposed) { first = s; break; }
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// Join all selected sectors with the first
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for(int i = 0; i < orderedselection.Count; i++)
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if((orderedselection[i] != first) && !orderedselection[i].IsDisposed)
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orderedselection[i].Join(first);
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// Clear selection
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General.Map.Map.ClearAllSelected();
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// Update
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General.Map.Map.Update();
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// Make text labels for sectors
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SetupLabels();
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UpdateLabels();
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}
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// This highlights a new item
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protected void Highlight(Sector s)
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{
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bool completeredraw = false;
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// Often we can get away by simply undrawing the previous
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// highlight and drawing the new highlight. But if associations
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// are or were drawn we need to redraw the entire display.
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// Previous association highlights something?
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if((highlighted != null) && (highlighted.Tag > 0)) completeredraw = true;
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// Set highlight association
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if (s != null)
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{
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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));
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highlightasso.Set(center, s.Tag, UniversalType.SectorTag);
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}
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else
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highlightasso.Set(new Vector2D(), 0, 0);
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// New association highlights something?
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if((s != null) && (s.Tag > 0)) completeredraw = true;
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// Change label color
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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TextLabel[] labelarray = labels[highlighted];
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foreach(TextLabel l in labelarray) l.Color = General.Colors.Selection;
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}
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// Change label color
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if((s != null) && !s.IsDisposed)
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{
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TextLabel[] labelarray = labels[s];
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foreach(TextLabel l in labelarray) l.Color = General.Colors.Highlight;
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}
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// If we're changing associations, then we
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// need to redraw the entire display
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if(completeredraw)
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{
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// Set new highlight and redraw completely
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highlighted = s;
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highlighted3dfloor = null;
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General.Interface.RedrawDisplay();
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}
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else
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{
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// Update display
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if(renderer.StartPlotter(false))
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{
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// Undraw previous highlight
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if((highlighted != null) && !highlighted.IsDisposed)
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renderer.PlotSector(highlighted);
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// Set new highlight
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highlighted = s;
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// Render highlighted item
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if((highlighted != null) && !highlighted.IsDisposed)
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renderer.PlotSector(highlighted, General.Colors.Highlight);
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// Done
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renderer.Finish();
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}
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UpdateOverlay();
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renderer.Present();
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}
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// Update the panel with the 3D floors
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UpdateDocker(s);
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// Show highlight info
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if((highlighted != null) && !highlighted.IsDisposed)
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General.Interface.ShowSectorInfo(highlighted);
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else
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General.Interface.HideInfo();
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}
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// This selectes or deselects a sector
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protected void SelectSector(Sector s, bool selectstate, bool update)
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{
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bool selectionchanged = false;
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if(!s.IsDisposed)
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{
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// Select the sector?
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if(selectstate && !s.Selected)
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{
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s.Selected = true;
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selectionchanged = true;
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// Setup labels
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ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
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TextLabel[] labelarray = labels[s];
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foreach(TextLabel l in labelarray)
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{
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l.Text = orderedselection.Count.ToString();
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l.Color = General.Colors.Selection;
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}
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}
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// Deselect the sector?
|
|
else if(!selectstate && s.Selected)
|
|
{
|
|
s.Selected = false;
|
|
selectionchanged = true;
|
|
|
|
// Clear labels
|
|
TextLabel[] labelarray = labels[s];
|
|
foreach(TextLabel l in labelarray) l.Text = "";
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
// Update all other labels
|
|
UpdateLabels();
|
|
}
|
|
|
|
if(update)
|
|
{
|
|
UpdateOverlay();
|
|
renderer.Present();
|
|
}
|
|
}
|
|
}
|
|
|
|
private void UpdateLabels()
|
|
{
|
|
Update3DFloorLabels();
|
|
|
|
if (BuilderModes.BuilderPlug.Me.ViewSelectionNumbers)
|
|
UpdateSelectedLabels();
|
|
}
|
|
|
|
// 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++;
|
|
}
|
|
}
|
|
|
|
// Update labels for 3D floors
|
|
private void Update3DFloorLabels()
|
|
{
|
|
Dictionary<Sector, int> num3dfloors = new Dictionary<Sector, int>();
|
|
selected3Dfloorlabels = new Dictionary<Sector, string[]>();
|
|
unselected3Dfloorlabels = new Dictionary<Sector, string[]>();
|
|
|
|
foreach (ThreeDFloor tdf in threedfloors)
|
|
{
|
|
foreach (Sector s in tdf.TaggedSectors)
|
|
{
|
|
if (num3dfloors.ContainsKey(s))
|
|
num3dfloors[s]++;
|
|
else
|
|
num3dfloors.Add(s, 1);
|
|
}
|
|
}
|
|
|
|
foreach (KeyValuePair<Sector, int> group in num3dfloors)
|
|
{
|
|
if (group.Key.Selected)
|
|
selected3Dfloorlabels.Add(group.Key, new string[] { group.Value + (group.Value == 1 ? " floor" : " floors"), group.Value.ToString() });
|
|
else
|
|
unselected3Dfloorlabels.Add(group.Key, new string[] { group.Value + (group.Value == 1 ? " floor" : " floors"), group.Value.ToString() });
|
|
}
|
|
|
|
/*
|
|
foreach (Sector s in General.Map.Map.GetSelectedSectors(true))
|
|
{
|
|
List<ThreeDFloor> tdfs = BuilderPlug.GetThreeDFloors(new List<Sector> { s });
|
|
|
|
if (tdfs.Count == 0)
|
|
selected3Dfloorlabels.Add(s, new string[] { "", "" });
|
|
else
|
|
selected3Dfloorlabels.Add(s, new string[] { tdfs.Count + (tdfs.Count == 1 ? " floor" : " floors"), tdfs.Count.ToString() });
|
|
}
|
|
|
|
foreach (Sector s in General.Map.Map.GetSelectedSectors(false))
|
|
{
|
|
List<ThreeDFloor> tdfs = BuilderPlug.GetThreeDFloors(new List<Sector> { s });
|
|
|
|
if (tdfs.Count == 0)
|
|
unselected3Dfloorlabels.Add(s, new string[] { "", "" });
|
|
else
|
|
unselected3Dfloorlabels.Add(s, new string[] { tdfs.Count + (tdfs.Count == 1 ? " floor" : " floors"), tdfs.Count.ToString() });
|
|
}
|
|
*/
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Events
|
|
|
|
public override void OnHelp()
|
|
{
|
|
General.ShowHelp("gzdb/features/classic_modes/mode_3dfloor.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);
|
|
|
|
tooltipelements = new List<ThreeDFloorHelperTooltipElementControl>();
|
|
|
|
// Add docker
|
|
panel = new ThreeDFloorPanel();
|
|
docker = new Docker("threedfloorhelper", "3D floors", panel);
|
|
General.Interface.AddDocker(docker);
|
|
General.Interface.SelectDocker(docker);
|
|
|
|
// Add the view selection number button from BuilderModes. Also add a click event handler
|
|
// so we can update the labels when the button is pressed
|
|
General.Interface.AddButton(BuilderModes.BuilderPlug.Me.MenusForm.ViewSelectionNumbers);
|
|
BuilderModes.BuilderPlug.Me.MenusForm.ViewSelectionNumbers.Click += ViewSelectionNumbers_Click;
|
|
|
|
General.Interface.AddButton(BuilderPlug.Me.MenusForm.RelocateControlSectors);
|
|
|
|
// Convert geometry selection to sectors only
|
|
General.Map.Map.ConvertSelection(SelectionType.Sectors);
|
|
|
|
// Make text labels for sectors
|
|
SetupLabels();
|
|
|
|
// Update
|
|
UpdateLabels();
|
|
updateOverlaySurfaces();
|
|
UpdateOverlay();
|
|
|
|
// Withdraw the undo that was created when
|
|
if (withdrawduplicateundo)
|
|
General.Map.UndoRedo.WithdrawUndo();
|
|
}
|
|
|
|
void ViewSelectionNumbers_Click(object sender, EventArgs e)
|
|
{
|
|
UpdateLabels();
|
|
|
|
OnRedrawDisplay();
|
|
}
|
|
|
|
// Mode disengages
|
|
public override void OnDisengage()
|
|
{
|
|
base.OnDisengage();
|
|
|
|
// Remove docker
|
|
General.Interface.RemoveDocker(docker);
|
|
|
|
// Remove the button and event handler for view selection numbers
|
|
General.Interface.RemoveButton(BuilderModes.BuilderPlug.Me.MenusForm.ViewSelectionNumbers);
|
|
BuilderModes.BuilderPlug.Me.MenusForm.ViewSelectionNumbers.Click -= ViewSelectionNumbers_Click;
|
|
|
|
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.RelocateControlSectors);
|
|
|
|
// 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);
|
|
}
|
|
}
|
|
}
|
|
|
|
BuilderPlug.Me.ControlSectorArea.SaveConfig();
|
|
|
|
// 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);
|
|
// 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 selection
|
|
if(renderer.StartOverlay(true))
|
|
{
|
|
|
|
// if((highlighted != null) && !highlighted.IsDisposed) BuilderPlug.Me.RenderReverseAssociations(renderer, highlightasso);
|
|
if(selecting) RenderMultiSelection();
|
|
|
|
renderer.Finish();
|
|
}
|
|
|
|
// Render overlay
|
|
UpdateOverlay();
|
|
|
|
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)
|
|
{
|
|
// 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();
|
|
UpdateOverlay();
|
|
renderer.Present();
|
|
}
|
|
}
|
|
|
|
base.OnSelectEnd();
|
|
}
|
|
|
|
// Start editing
|
|
protected override void OnEditBegin()
|
|
{
|
|
// Item highlighted?
|
|
if (((highlighted != null) && !highlighted.IsDisposed) || csahighlight == ControlSectorArea.Highlight.Body)
|
|
{
|
|
// Edit pressed in this mode
|
|
editpressed = true;
|
|
|
|
if (csahighlight != ControlSectorArea.Highlight.Body)
|
|
{
|
|
// 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);
|
|
updateOverlaySurfaces();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
// Update display
|
|
if (renderer.StartPlotter(false))
|
|
{
|
|
// Redraw highlight to show selection
|
|
renderer.PlotSector(highlighted);
|
|
renderer.Finish();
|
|
renderer.Present();
|
|
}
|
|
}
|
|
}
|
|
|
|
base.OnEditBegin();
|
|
}
|
|
|
|
// Done editing
|
|
protected override void OnEditEnd()
|
|
{
|
|
// Edit pressed in this mode?
|
|
if(editpressed && !dragging)
|
|
{
|
|
if (csahighlight == ControlSectorArea.Highlight.Body)
|
|
{
|
|
BuilderPlug.Me.ControlSectorArea.Edit();
|
|
}
|
|
else
|
|
{
|
|
// Anything selected?
|
|
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
|
|
if (selected.Count > 0)
|
|
{
|
|
if (General.Interface.IsActiveWindow)
|
|
{
|
|
// Show sector edit dialog
|
|
// General.Interface.ShowEditSectors(selected);
|
|
DialogResult result = BuilderPlug.Me.ThreeDFloorEditor();
|
|
|
|
if (result == DialogResult.OK)
|
|
{
|
|
BuilderPlug.ProcessThreeDFloors(BuilderPlug.TDFEW.ThreeDFloors);
|
|
General.Map.Map.Update();
|
|
|
|
threedfloors = BuilderPlug.GetThreeDFloors(General.Map.Map.Sectors.ToList());
|
|
}
|
|
|
|
// When a single sector was selected, deselect it now
|
|
if (selected.Count == 1)
|
|
{
|
|
General.Map.Map.ClearSelectedSectors();
|
|
General.Map.Map.ClearSelectedLinedefs();
|
|
}
|
|
|
|
SetupLabels();
|
|
UpdateLabels();
|
|
|
|
// Update entire display
|
|
updateOverlaySurfaces();
|
|
UpdateOverlay();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
editpressed = false;
|
|
base.OnEditEnd();
|
|
}
|
|
|
|
// Mouse moves
|
|
public override void OnMouseMove(MouseEventArgs e)
|
|
{
|
|
base.OnMouseMove(e);
|
|
|
|
if (selectpressed && !editpressed && !selecting)
|
|
{
|
|
// Check if moved enough pixels for multiselect
|
|
Vector2D delta = mousedownpos - mousepos;
|
|
if ((Math.Abs(delta.x) > 2) || (Math.Abs(delta.y) > 2))
|
|
{
|
|
// 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
|
|
double 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.AdditivePaintSelect)
|
|
SelectSector(highlighted, true, true);
|
|
else if (General.Interface.CtrlState)
|
|
SelectSector(highlighted, false, true);
|
|
else
|
|
SelectSector(highlighted, !highlighted.Selected, true);
|
|
|
|
// Update entire display
|
|
updateOverlaySurfaces();
|
|
UpdateOverlay();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
else if (highlighted != null)
|
|
{
|
|
Highlight(null);
|
|
|
|
// Update entire display
|
|
updateOverlaySurfaces();
|
|
UpdateOverlay();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
UpdateSelectionInfo(); //mxd
|
|
}
|
|
}
|
|
else if (e.Button == MouseButtons.None)
|
|
{
|
|
csahighlight = BuilderPlug.Me.ControlSectorArea.CheckHighlight(mousemappos, renderer.Scale);
|
|
|
|
if (csahighlight != ControlSectorArea.Highlight.None)
|
|
{
|
|
switch (csahighlight)
|
|
{
|
|
case ControlSectorArea.Highlight.OuterTop:
|
|
case ControlSectorArea.Highlight.OuterBottom:
|
|
General.Interface.SetCursor(Cursors.SizeNS);
|
|
break;
|
|
case ControlSectorArea.Highlight.OuterLeft:
|
|
case ControlSectorArea.Highlight.OuterRight:
|
|
General.Interface.SetCursor(Cursors.SizeWE);
|
|
break;
|
|
case ControlSectorArea.Highlight.OuterTopLeft:
|
|
case ControlSectorArea.Highlight.OuterBottomRight:
|
|
General.Interface.SetCursor(Cursors.SizeNWSE);
|
|
break;
|
|
case ControlSectorArea.Highlight.OuterTopRight:
|
|
case ControlSectorArea.Highlight.OuterBottomLeft:
|
|
General.Interface.SetCursor(Cursors.SizeNESW);
|
|
break;
|
|
case ControlSectorArea.Highlight.Body:
|
|
General.Interface.SetCursor(Cursors.Hand);
|
|
break;
|
|
}
|
|
|
|
Highlight(null);
|
|
return;
|
|
}
|
|
|
|
General.Interface.SetCursor(Cursors.Default);
|
|
|
|
// 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
|
|
double 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
|
|
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
|
|
Highlight(null);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Highlight nothing
|
|
Highlight(null);
|
|
}
|
|
}
|
|
else if (dragging && csahighlight != ControlSectorArea.Highlight.None)
|
|
{
|
|
BuilderPlug.Me.ControlSectorArea.SnapToGrid(csahighlight, mousemappos, renderer.DisplayToMap(mouselastpos));
|
|
Highlight(null);
|
|
}
|
|
}
|
|
|
|
// Mouse leaves
|
|
public override void OnMouseLeave(EventArgs e)
|
|
{
|
|
base.OnMouseLeave(e);
|
|
|
|
// Highlight nothing
|
|
Highlight(null);
|
|
}
|
|
|
|
// Mouse wants to drag
|
|
protected override void OnDragStart(MouseEventArgs e)
|
|
{
|
|
base.OnDragStart(e);
|
|
|
|
if(e.Button == MouseButtons.Right)
|
|
dragging = true;
|
|
|
|
}
|
|
|
|
protected override void OnDragStop(MouseEventArgs e)
|
|
{
|
|
dragging = false;
|
|
|
|
BuilderPlug.Me.ControlSectorArea.SaveConfig();
|
|
}
|
|
|
|
// 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(BuilderPlug.Me.AutoClearSelection && !selectionvolume)
|
|
{
|
|
General.Map.Map.ClearSelectedLinedefs();
|
|
General.Map.Map.ClearSelectedSectors();
|
|
}
|
|
|
|
if(selectionvolume)
|
|
{
|
|
if(General.Interface.ShiftState ^ BuilderPlug.Me.AdditiveSelect)
|
|
{
|
|
// Go for all lines
|
|
foreach(Linedef l in General.Map.Map.Linedefs)
|
|
{
|
|
l.Selected |= ((l.Start.Position.x >= selectionrect.Left) &&
|
|
(l.Start.Position.y >= selectionrect.Top) &&
|
|
(l.Start.Position.x <= selectionrect.Right) &&
|
|
(l.Start.Position.y <= selectionrect.Bottom) &&
|
|
(l.End.Position.x >= selectionrect.Left) &&
|
|
(l.End.Position.y >= selectionrect.Top) &&
|
|
(l.End.Position.x <= selectionrect.Right) &&
|
|
(l.End.Position.y <= selectionrect.Bottom));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Go for all lines
|
|
foreach(Linedef l in General.Map.Map.Linedefs)
|
|
{
|
|
l.Selected = ((l.Start.Position.x >= selectionrect.Left) &&
|
|
(l.Start.Position.y >= selectionrect.Top) &&
|
|
(l.Start.Position.x <= selectionrect.Right) &&
|
|
(l.Start.Position.y <= selectionrect.Bottom) &&
|
|
(l.End.Position.x >= selectionrect.Left) &&
|
|
(l.End.Position.y >= selectionrect.Top) &&
|
|
(l.End.Position.x <= selectionrect.Right) &&
|
|
(l.End.Position.y <= selectionrect.Bottom));
|
|
}
|
|
}
|
|
|
|
// Go for all sectors
|
|
foreach(Sector s in General.Map.Map.Sectors)
|
|
{
|
|
// Go for all sidedefs
|
|
bool allselected = true;
|
|
foreach(Sidedef sd in s.Sidedefs)
|
|
{
|
|
if(!sd.Line.Selected)
|
|
{
|
|
allselected = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Sector completely selected?
|
|
SelectSector(s, allselected, false);
|
|
}
|
|
|
|
// Make sure all linedefs reflect selected sectors
|
|
foreach(Sidedef sd in General.Map.Map.Sidedefs)
|
|
if(!sd.Sector.Selected && ((sd.Other == null) || !sd.Other.Sector.Selected))
|
|
sd.Line.Selected = false;
|
|
|
|
updateOverlaySurfaces();
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
General.Map.Map.MarkAllSelectedGeometry(true, false, true, true, false);
|
|
|
|
return General.Map.Map.GetMarkedSectors(true).Count > 0;
|
|
}
|
|
|
|
public override bool OnPasteBegin(PasteOptions options)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// This is called when something was pasted.
|
|
public override void OnPasteEnd(PasteOptions options)
|
|
{
|
|
General.Map.Map.ClearAllSelected();
|
|
General.Map.Map.SelectMarkedGeometry(true, true);
|
|
General.Map.Renderer2D.UpdateExtraFloorFlag(); //mxd
|
|
|
|
// Switch to EditSelectionMode
|
|
EditSelectionMode editmode = new EditSelectionMode();
|
|
editmode.Pasting = true;
|
|
editmode.UpdateSlopes = true;
|
|
editmode.PasteOptions = options;
|
|
General.Editing.ChangeMode(editmode);
|
|
}
|
|
|
|
// 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()
|
|
{
|
|
// Get all 3D floors in case th undo did affect them
|
|
threedfloors = BuilderPlug.GetThreeDFloors(General.Map.Map.Sectors.ToList());
|
|
|
|
// Clear labels
|
|
SetupLabels();
|
|
UpdateLabels();
|
|
}
|
|
|
|
// 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()
|
|
{
|
|
// Get all 3D floors in case th redo did affect them
|
|
threedfloors = BuilderPlug.GetThreeDFloors(General.Map.Map.Sectors.ToList());
|
|
|
|
// Clear labels
|
|
SetupLabels();
|
|
UpdateLabels();
|
|
}
|
|
|
|
//mxd
|
|
[BeginAction("classicpaintselect", Library = "BuilderModes" )]
|
|
void OnPaintSelectBegin()
|
|
{
|
|
if (highlighted != null)
|
|
{
|
|
if (General.Interface.ShiftState ^ BuilderPlug.Me.AdditivePaintSelect)
|
|
SelectSector(highlighted, true, true);
|
|
else if (General.Interface.CtrlState)
|
|
SelectSector(highlighted, false, true);
|
|
else
|
|
SelectSector(highlighted, !highlighted.Selected, true);
|
|
|
|
// Update entire display
|
|
updateOverlaySurfaces();
|
|
UpdateOverlay();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
paintselectpressed = true;
|
|
}
|
|
|
|
[EndAction("classicpaintselect", Library = "BuilderModes")]
|
|
void OnPaintSelectEnd()
|
|
{
|
|
paintselectpressed = false;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Actions
|
|
|
|
// This clears the selection
|
|
[BeginAction("clearselection", BaseAction = true)]
|
|
public void ClearSelection()
|
|
{
|
|
// Clear selection
|
|
General.Map.Map.ClearAllSelected();
|
|
|
|
// Clear labels
|
|
foreach (TextLabel[] labelarray in labels.Values)
|
|
foreach (TextLabel l in labelarray) l.Text = "";
|
|
|
|
SetupLabels();
|
|
UpdateLabels();
|
|
|
|
updateOverlaySurfaces();
|
|
|
|
// Redraw
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
[BeginAction("cyclehighlighted3dfloorup")]
|
|
public void CycleHighlighted3DFloorUp()
|
|
{
|
|
if (highlighted == null)
|
|
return;
|
|
|
|
List<ThreeDFloor> tdfs = new List<ThreeDFloor>();
|
|
|
|
// Get all 3D floors that have the currently highlighted sector tagged. Also order them by their vertical position
|
|
foreach (ThreeDFloor tdf in threedfloors.Where(o => o.TaggedSectors.Contains(highlighted)).OrderByDescending(o => o.TopHeight))
|
|
tdfs.Add(tdf);
|
|
|
|
if (tdfs.Count == 0) // Nothing to highlight
|
|
{
|
|
highlighted3dfloor = null;
|
|
}
|
|
else if (highlighted3dfloor == null) // No 3D floor currently highlighted? Just get the last one
|
|
{
|
|
highlighted3dfloor = tdfs.Last();
|
|
}
|
|
else // Find the currently highlighted 3D floor in the list and take the next one
|
|
{
|
|
int i;
|
|
|
|
for (i = tdfs.Count-1; i >= 0; i--)
|
|
{
|
|
if (tdfs[i] == highlighted3dfloor)
|
|
{
|
|
if (i > 0)
|
|
{
|
|
highlighted3dfloor = tdfs[i - 1];
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Beginning of the list was reached, so don't highlight any 3D floor
|
|
if (i < 0)
|
|
highlighted3dfloor = null;
|
|
}
|
|
|
|
UpdateDocker(highlighted);
|
|
|
|
updateOverlaySurfaces();
|
|
|
|
General.Interface.RedrawDisplay();
|
|
|
|
}
|
|
|
|
[BeginAction("cyclehighlighted3dfloordown")]
|
|
public void CycleHighlighted3DFloorDown()
|
|
{
|
|
if (highlighted == null)
|
|
return;
|
|
|
|
List<ThreeDFloor> tdfs = new List<ThreeDFloor>();
|
|
|
|
// Get all 3D floors that have the currently highlighted sector tagged. Also order them by their vertical position
|
|
foreach (ThreeDFloor tdf in threedfloors.Where(o => o.TaggedSectors.Contains(highlighted)).OrderByDescending(o => o.TopHeight))
|
|
tdfs.Add(tdf);
|
|
|
|
if (tdfs.Count == 0) // Nothing to highlight
|
|
{
|
|
highlighted3dfloor = null;
|
|
}
|
|
else if (highlighted3dfloor == null) // No 3D floor currently highlighted? Just get the first one
|
|
{
|
|
highlighted3dfloor = tdfs[0];
|
|
}
|
|
else // Find the currently highlighted 3D floor in the list and take the next one
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < tdfs.Count; i++)
|
|
{
|
|
if (tdfs[i] == highlighted3dfloor)
|
|
{
|
|
if (i < tdfs.Count-1)
|
|
{
|
|
highlighted3dfloor = tdfs[i + 1];
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// End of the list was reached, so don't highlight any 3D floor
|
|
if (i == tdfs.Count)
|
|
highlighted3dfloor = null;
|
|
}
|
|
|
|
UpdateDocker(highlighted);
|
|
|
|
updateOverlaySurfaces();
|
|
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
[BeginAction("relocate3dfloorcontrolsectors")]
|
|
public void RelocateControlSectors()
|
|
{
|
|
List<Vector2D> positions;
|
|
|
|
if (threedfloors.Count == 0)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, "There are no control sectors to relocate");
|
|
return;
|
|
}
|
|
|
|
try
|
|
{
|
|
positions = BuilderPlug.Me.ControlSectorArea.GetRelocatePositions(threedfloors.Count);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, e.Message + ". Please increase the size of the control sector area");
|
|
return;
|
|
}
|
|
|
|
// Some sanity checks
|
|
if (positions.Count != threedfloors.Count)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Mismatch between number of relocation points and control sectors. Aborted");
|
|
return;
|
|
}
|
|
|
|
// Control sectors are not allowed to be bigger than what the CSA expects, otherwise sectors might overlap
|
|
// Abort relocation if one of the control sectors is too big (that should only happen if the user edited the
|
|
// sector manually
|
|
foreach (ThreeDFloor tdf in threedfloors)
|
|
{
|
|
if (tdf.Sector.BBox.Width > BuilderPlug.Me.ControlSectorArea.SectorSize || tdf.Sector.BBox.Height > BuilderPlug.Me.ControlSectorArea.SectorSize)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, string.Format("Control sector {0} exceeds horizontal or vertical dimenstion of {1}. Aborted", tdf.Sector.Index, BuilderPlug.Me.ControlSectorArea.SectorSize));
|
|
return;
|
|
}
|
|
}
|
|
|
|
General.Map.UndoRedo.CreateUndo("Relocate 3D floor control sectors");
|
|
|
|
// Counter for the new positions
|
|
int i = 0;
|
|
|
|
// Move the control sectors
|
|
foreach (ThreeDFloor tdf in threedfloors)
|
|
{
|
|
Vector2D offset = new Vector2D(tdf.Sector.BBox.Left - positions[i].x, tdf.Sector.BBox.Bottom - positions[i].y);
|
|
HashSet<Vertex> vertices = new HashSet<Vertex>();
|
|
|
|
// Get all vertices
|
|
foreach (Sidedef sd in tdf.Sector.Sidedefs)
|
|
{
|
|
vertices.Add(sd.Line.Start);
|
|
vertices.Add(sd.Line.End);
|
|
}
|
|
|
|
foreach (Vertex v in vertices)
|
|
v.Move(v.Position - offset);
|
|
|
|
i++;
|
|
}
|
|
|
|
General.Map.Map.Update();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
[BeginAction("select3dfloorcontrolsector")]
|
|
public void Select3DFloorControlSector()
|
|
{
|
|
//if there is no 3d floor highlighted, then try to select the first one from the top-down, if possible
|
|
if (highlighted3dfloor == null)
|
|
{
|
|
CycleHighlighted3DFloorDown();
|
|
}
|
|
|
|
if (highlighted3dfloor == null)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, "You have to highlight a 3D floor to select its control sector");
|
|
return;
|
|
}
|
|
|
|
SelectSector(highlighted3dfloor.Sector, true, true);
|
|
|
|
updateOverlaySurfaces();
|
|
|
|
General.Interface.RedrawDisplay();
|
|
|
|
General.Interface.DisplayStatus(StatusType.Info, String.Format("3D floor control sector selected. {0} sector(s) selected.", General.Map.Map.GetSelectedSectors(true).Count));
|
|
}
|
|
|
|
[BeginAction("duplicate3dfloorgeometry")]
|
|
public void Duplicate3DFloorGeometry()
|
|
{
|
|
List<Sector> selectedsectors;
|
|
List<ThreeDFloor> duplicatethreedfloors;
|
|
Dictionary<int, int> tagreplacements = new Dictionary<int, int>();
|
|
List<int> tagblacklist = new List<int>();
|
|
|
|
// 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);
|
|
}
|
|
|
|
selectedsectors = General.Map.Map.GetSelectedSectors(true).ToList();
|
|
|
|
// Get the 3D floors we need to duplicate
|
|
duplicatethreedfloors = BuilderPlug.GetThreeDFloors(selectedsectors);
|
|
|
|
// Create a list of all tags used by the control sectors. This is necessary so that
|
|
// tags that will be assigned to not yet existing geometry will not be used
|
|
foreach (ThreeDFloor tdf in threedfloors)
|
|
foreach (int tag in tdf.Tags)
|
|
if (!tagblacklist.Contains(tag))
|
|
tagblacklist.Add(tag);
|
|
|
|
if (duplicatethreedfloors.Count == 0)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Selected geometry doesn't contain 3D floors");
|
|
return;
|
|
}
|
|
|
|
General.Map.UndoRedo.CreateUndo(duplicateundodescription);
|
|
|
|
// Create a new control sector for each 3D floor that needs to be duplicated. Force it to generate
|
|
// a new tag, and store the old (current) and new tag
|
|
foreach (ThreeDFloor tdf in duplicatethreedfloors)
|
|
{
|
|
int newtag;
|
|
int oldtag = tdf.UDMFTag;
|
|
|
|
try
|
|
{
|
|
tdf.CreateGeometry(new List<int>(), true, out newtag);
|
|
tagreplacements[oldtag] = newtag;
|
|
}
|
|
catch(NoSpaceInCSAException e)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, string.Format("Could not create 3D floor control sector geometry: {0}", e.Message));
|
|
General.Map.UndoRedo.WithdrawUndo();
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Replace the old tags of the selected sectors with the new tags
|
|
foreach (Sector s in selectedsectors)
|
|
{
|
|
foreach (int oldtag in tagreplacements.Keys)
|
|
{
|
|
if (s.Tags.Contains(oldtag))
|
|
{
|
|
s.Tags.Remove(oldtag);
|
|
s.Tags.Add(tagreplacements[oldtag]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Store the selected sectors (with the new tags) in the clipboard
|
|
if(!CopyPasteManager.DoCopySelection("3D floor test copy!"))
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Something failed trying to copy the selection");
|
|
General.Map.UndoRedo.WithdrawUndo();
|
|
return;
|
|
}
|
|
|
|
// Now set the tags of the selected sectors back to the old tags
|
|
foreach(Sector s in selectedsectors)
|
|
{
|
|
foreach(int oldtag in tagreplacements.Keys)
|
|
{
|
|
if(s.Tags.Contains(tagreplacements[oldtag]))
|
|
{
|
|
s.Tags.Remove(tagreplacements[oldtag]);
|
|
s.Tags.Add(oldtag);
|
|
}
|
|
}
|
|
}
|
|
|
|
// For this operation we have to make sure the tags and actions are not changed, no matter
|
|
// what the user preference is, otherwise it will not work
|
|
PasteOptions po = new PasteOptions() { ChangeTags = 0, RemoveActions = false };
|
|
|
|
CopyPasteManager.DoPasteSelection(po);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|