UltimateZoneBuilder/Source/Plugins/BuilderModes/FindReplace/FindSectorFloorFlat.cs
2017-01-15 00:35:40 +02:00

64 lines
2.1 KiB
C#
Executable file

#region ================== Namespaces
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Map;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[FindReplace("Sector Flat (Floor)", BrowseButton = true)]
internal class FindSectorFloorFlat : FindSectorFlat
{
#region ================== Methods
// This is called to perform a search (and replace)
// Returns a list of items to show in the results list
// replacewith is null when not replacing
public override FindReplaceObject[] Find(string value, bool withinselection, bool replace, string replacewith, bool keepselection)
{
List<FindReplaceObject> objs = new List<FindReplaceObject>();
// Interpret the replacement
if(replace && (string.IsNullOrEmpty(replacewith) || replacewith.Length > General.Map.Config.MaxTextureNameLength))
{
MessageBox.Show("Invalid replace value for this search type!", "Find and Replace", MessageBoxButtons.OK, MessageBoxIcon.Error);
return objs.ToArray();
}
// Interpret the find
bool isregex = (value.IndexOf('*') != -1 || value.IndexOf('?') != -1); //mxd
MatchingTextureSet set = new MatchingTextureSet(new Collection<string> { value.Trim() }); //mxd
// Where to search?
ICollection<Sector> list = withinselection ? General.Map.Map.GetSelectedSectors(true) : General.Map.Map.Sectors;
// Go for all sectors
foreach(Sector s in list)
{
// Floor flat matches?
if(set.IsMatch(s.FloorTexture))
{
// Replace and add to list
if(replace) s.SetFloorTexture(replacewith);
objs.Add(new FindReplaceObject(s, "Sector " + s.Index + " (floor)" + (isregex ? " - " + s.FloorTexture : null)));
}
}
// When replacing, make sure we keep track of used textures
if(replace)
{
General.Map.Data.UpdateUsedTextures();
General.Map.Map.Update(); //mxd. And don't forget to update the view itself
General.Map.IsChanged = true;
}
return objs.ToArray();
}
#endregion
}
}