UltimateZoneBuilder/Source/Plugins/BuilderModes/General/Association.cs

823 lines
28 KiB
C#
Executable file

#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.Drawing;
using System.Linq;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.Windows;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
public class Association
{
private HashSet<int> tags;
private Vector2D center;
private UniversalType type;
private int directlinktype;
private Dictionary<string, List<Line3D>> eventlines;
private IRenderer2D renderer;
private SelectableElement element;
private List<PixelColor> distinctcolors;
private Font font;
private Dictionary<string, Vector2D> textwidths;
private Dictionary<string, List<TextLabel>> textlabels;
// Map elements that are associated
private List<Thing> things;
private List<Sector> sectors;
private List<Linedef> linedefs;
public HashSet<int> Tags { get { return tags; } }
public Vector2D Center { get { return center; } }
public UniversalType Type { get { return type; } }
public int DirectLinkType { get { return directlinktype; } }
public List<Thing> Things { get { return things; } }
public List<Sector> Sectors { get { return sectors; } }
public List<Linedef> Linedefs { get { return linedefs; } }
public bool IsEmpty { get { return things.Count == 0 && sectors.Count == 0 && linedefs.Count == 0; } }
//mxd. This sets up the association
public Association(IRenderer2D renderer)
{
this.tags = new HashSet<int> { 0 };
this.renderer = renderer;
things = new List<Thing>();
sectors = new List<Sector>();
linedefs = new List<Linedef>();
eventlines = new Dictionary<string, List<Line3D>>();
try
{
font = new Font(new FontFamily(General.Settings.TextLabelFontName), General.Settings.TextLabelFontSize, (General.Settings.TextLabelFontBold ? FontStyle.Bold : FontStyle.Regular));
}
catch (Exception) // Fallback if the font couldn't be loaded
{
font = ((MainForm)General.Interface).Font;
}
distinctcolors = new List<PixelColor>
{
General.Colors.InfoLine,
PixelColor.FromInt(0x84d5a4).WithAlpha(255),
PixelColor.FromInt(0xc059cb).WithAlpha(255),
PixelColor.FromInt(0xd0533d).WithAlpha(255),
// PixelColor.FromInt(0x415354).WithAlpha(255), // too dark
PixelColor.FromInt(0xcea953).WithAlpha(255),
PixelColor.FromInt(0x91d44b).WithAlpha(255),
PixelColor.FromInt(0xcd5b89).WithAlpha(255),
PixelColor.FromInt(0xa8b6c0).WithAlpha(255),
PixelColor.FromInt(0x797ecb).WithAlpha(255),
// PixelColor.FromInt(0x567539).WithAlpha(255), // too dark
// PixelColor.FromInt(0x72422f).WithAlpha(255), // too dark
// PixelColor.FromInt(0x5d3762).WithAlpha(255), // too dark
PixelColor.FromInt(0xffed6f).WithAlpha(255),
PixelColor.FromInt(0xccebc5).WithAlpha(255),
PixelColor.FromInt(0xbc80bd).WithAlpha(255),
// PixelColor.FromInt(0xd9d9d9).WithAlpha(255), // too gray
PixelColor.FromInt(0xfccde5).WithAlpha(255),
PixelColor.FromInt(0x80b1d3).WithAlpha(255),
PixelColor.FromInt(0xfdb462).WithAlpha(255),
PixelColor.FromInt(0xb3de69).WithAlpha(255),
PixelColor.FromInt(0xfb8072).WithAlpha(255),
PixelColor.FromInt(0xbebada).WithAlpha(255), // too blue/gray?
PixelColor.FromInt(0xffffb3).WithAlpha(255),
PixelColor.FromInt(0x8dd3c7).WithAlpha(255),
};
}
/// <summary>
/// Sets the association to a map element. Only works with an instance of Thing, Sector, or Linedef.
/// Also gets the forward and reverse associations
/// </summary>
/// <param name="element">An instance of Thing, Sector, or Linedef</param>
public void Set(SelectableElement element)
{
this.element = element;
things = new List<Thing>();
sectors = new List<Sector>();
linedefs = new List<Linedef>();
eventlines = new Dictionary<string, List<Line3D>>();
if (element is Sector)
{
Sector s = element as Sector;
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));
type = UniversalType.SectorTag;
tags = new HashSet<int>(s.Tags);
}
else if(element is Linedef)
{
Linedef ld = element as Linedef;
center = ld.GetCenterPoint();
type = UniversalType.LinedefTag;
tags = new HashSet<int>(ld.Tags);
}
else if(element is Thing)
{
Thing t = element as Thing;
center = t.Position;
ThingTypeInfo ti = General.Map.Data.GetThingInfoEx(t.Type);
if (ti != null)
directlinktype = ti.ThingLink;
else
directlinktype = 0;
type = UniversalType.ThingTag;
tags = new HashSet<int>(new int[] { t.Tag });
}
// Remove the tag 0, because nothing sensible will come from it
tags.Remove(0);
// Get forward and reverse associations
GetAssociations();
// Cache width of label text and generate the labels
textwidths = new Dictionary<string, Vector2D>(eventlines.Count);
textlabels = new Dictionary<string, List<TextLabel>>(eventlines.Count);
foreach(KeyValuePair<string, List<Line3D>> kvp in eventlines)
{
SizeF size = General.Interface.MeasureString(kvp.Key, font);
textwidths[kvp.Key] = new Vector2D(size.Width, size.Height);
// Create one label for each line. We might not need them all, but better
// to have them all at the beginning than to generate them later
textlabels[kvp.Key] = new List<TextLabel>(kvp.Value.Count);
for (int i = 0; i < kvp.Value.Count; i++)
{
// We don't need to set the position here, since it'll be done on the fly later
TextLabel l = new TextLabel();
l.AlignX = TextAlignmentX.Center;
l.AlignY = TextAlignmentY.Middle;
l.TransformCoords = true;
l.Text = kvp.Key;
textlabels[kvp.Key].Add(l);
}
textwidths[kvp.Key] = new Vector2D(textlabels[kvp.Key][0].TextSize.Width, textlabels[kvp.Key][0].TextSize.Height);
}
SetEventLineColors();
}
/// <summary>
/// Clears out all lists so that the association appears empty
/// </summary>
public void Clear()
{
tags = new HashSet<int>();
things = new List<Thing>();
sectors = new List<Sector>();
linedefs = new List<Linedef>();
eventlines = new Dictionary<string, List<Line3D>>();
}
/// <summary>
/// Get the forward and reverse associations between the element and other map elements
/// </summary>
private void GetAssociations()
{
Dictionary<int, HashSet<int>> actiontags = new Dictionary<int, HashSet<int>>();
bool showforwardlabel = BuilderPlug.Me.EventLineLabelVisibility == 1 || BuilderPlug.Me.EventLineLabelVisibility == 3;
bool showreverselabel = BuilderPlug.Me.EventLineLabelVisibility == 2 || BuilderPlug.Me.EventLineLabelVisibility == 3;
// Special handling for Doom format maps where there the linedef's tag references sectors
if (General.Map.Config.LineTagIndicatesSectors)
{
if (tags.Count == 0)
return;
// Forward association from linedef to sector
if (element is Linedef)
{
foreach (Sector s in General.Map.Map.Sectors)
{
if (tags.Contains(s.Tag))
{
Vector2D sectorcenter = (s.Labels.Count > 0 ? s.Labels[0].position : new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2));
sectors.Add(s);
AddLineToAction(showforwardlabel ? GetActionDescription(element) : string.Empty, center, sectorcenter);
}
}
}
else if(element is Sector)
{
foreach(Linedef ld in General.Map.Map.Linedefs)
{
if(tags.Contains(ld.Tag))
{
linedefs.Add(ld);
AddLineToAction(showreverselabel ? GetActionDescription(ld) : string.Empty, ld.GetCenterPoint(), center);
}
}
}
return;
}
// Get tags of map elements the element is referencing. This is used for the forward associations
if (element is Linedef || element is Thing)
actiontags = GetTagsByType();
// Store presence of different types once, so that we don't have to do a lookup for each map element
bool hassectortags = actiontags.ContainsKey((int)UniversalType.SectorTag);
bool haslinedeftags = actiontags.ContainsKey((int)UniversalType.LinedefTag);
bool hasthingtag = actiontags.ContainsKey((int)UniversalType.ThingTag);
// Process all sectors in the map
foreach (Sector s in General.Map.Map.Sectors)
{
bool addforward = false;
bool addreverse = false;
// Check for forward association (from the element to the sector)
if (hassectortags && actiontags[(int)UniversalType.SectorTag].Overlaps(s.Tags))
addforward = true;
// Check the reverse association (from the sector to the element)
// Nothing here yet
if (addforward || addreverse)
{
Vector2D sectorcenter = (s.Labels.Count > 0 ? s.Labels[0].position : new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2));
sectors.Add(s);
if (addforward)
AddLineToAction(showforwardlabel ? GetActionDescription(element) : string.Empty, center, sectorcenter);
if (addreverse)
AddLineToAction(showreverselabel ? GetActionDescription(element) : string.Empty, sectorcenter, center);
}
}
// Process all linedefs in the map
foreach(Linedef ld in General.Map.Map.Linedefs)
{
bool addforward = false;
bool addreverse = false;
// Check the forward association (from the element to the linedef)
if (haslinedeftags && actiontags[(int)UniversalType.LinedefTag].Overlaps(ld.Tags))
addforward = true;
// Check the reverse association (from the linedef to the element)
if (IsAssociatedToLinedef(ld))
addreverse = true;
if (addforward || addreverse)
{
linedefs.Add(ld);
if (addforward)
AddLineToAction(showforwardlabel ? GetActionDescription(element) : string.Empty, center, ld.GetCenterPoint());
if (addreverse)
AddLineToAction(showreverselabel ? GetActionDescription(ld) : string.Empty, ld.GetCenterPoint(), center);
}
}
// Doom format only knows associations between linedefs and sectors, but not thing, so stop here
if (General.Map.DOOM)
return;
// Process all things in the map
foreach(Thing t in General.Map.Map.Things)
{
bool addforward = false;
bool addreverse = false;
// Check the forward association (from the element to the thing)
if (hasthingtag && actiontags[(int)UniversalType.ThingTag].Contains(t.Tag))
addforward = true;
// Check the reverse association (from the thing to the element). Only works for Hexen and UDMF,
// as Doom format doesn't have any way to reference other map elements
if (IsAssociatedToThing(t))
addreverse = true;
if (addforward || addreverse)
{
things.Add(t);
if (addforward)
AddLineToAction(showforwardlabel ? GetActionDescription(element) : string.Empty, center, t.Position);
if (addreverse)
AddLineToAction(showreverselabel ? GetActionDescription(t) : string.Empty, t.Position, center);
}
}
}
/// <summary>
/// Gets a dictionary of sector tags, linedef tags, and thing tags, grouped by their type, that the map element is referencing
/// </summary>
/// <returns>Dictionary of sector tags, linedef tags, and thing tags that the map element is referencing</returns>
private Dictionary<int, HashSet<int>> GetTagsByType()
{
LinedefActionInfo action = null;
int[] actionargs = new int[5];
Dictionary<int, HashSet<int>> actiontags = new Dictionary<int, HashSet<int>>();
// Get the action and its arguments from a linedef or a thing, if they have them
if (element is Linedef)
{
Linedef ld = element as Linedef;
if (ld.Action > 0 && General.Map.Config.LinedefActions.ContainsKey(ld.Action))
action = General.Map.Config.LinedefActions[ld.Action];
actionargs = ld.Args;
}
else if (element is Thing)
{
Thing t = element as Thing;
if (t.Action > 0 && General.Map.Config.LinedefActions.ContainsKey(t.Action))
action = General.Map.Config.LinedefActions[t.Action];
actionargs = t.Args;
}
else // element is a Sector
{
return actiontags;
}
if (action != null)
{
// Collect what map element the action arguments are referencing. Ignore the argument if it's 0, so that they
// are not associated to everything untagged
for (int i = 0; i < Linedef.NUM_ARGS; i++)
{
if ((action.Args[i].Type == (int)UniversalType.SectorTag ||
action.Args[i].Type == (int)UniversalType.LinedefTag ||
action.Args[i].Type == (int)UniversalType.ThingTag) &&
actionargs[i] > 0)
{
if (!actiontags.ContainsKey(action.Args[i].Type))
actiontags[action.Args[i].Type] = new HashSet<int>();
actiontags[action.Args[i].Type].Add(actionargs[i]);
}
}
}
else if (element is Thing && directlinktype >= 0 && Math.Abs(directlinktype) != ((Thing)element).Type)
{
// The direct link shenanigans if the thing doesn't have an action, but still reference something through
// the action parameters
Thing t = element as Thing;
ThingTypeInfo ti = General.Map.Data.GetThingInfoEx(t.Type);
if (ti != null && directlinktype >= 0 && Math.Abs(directlinktype) != t.Type)
{
for (int i = 0; i < Linedef.NUM_ARGS; i++)
{
if ((ti.Args[i].Type == (int)UniversalType.SectorTag ||
ti.Args[i].Type == (int)UniversalType.LinedefTag ||
ti.Args[i].Type == (int)UniversalType.ThingTag))
{
if (!actiontags.ContainsKey(ti.Args[i].Type))
actiontags[ti.Args[i].Type] = new HashSet<int>();
actiontags[ti.Args[i].Type].Add(actionargs[i]);
}
}
}
}
return actiontags;
}
/// <summary>
/// Checks if there's an association between the element and a Linedef
/// </summary>
/// <param name="linedef">Linedef to check the association against</param>
/// <returns>true if the Linedef and the element are associated, false if not</returns>
private bool IsAssociatedToLinedef(Linedef linedef)
{
// Doom style reference from linedef to sector?
if (General.Map.Config.LineTagIndicatesSectors && element is Sector)
{
if (linedef.Action > 0 && tags.Overlaps(linedef.Tags))
return true;
}
// Known action on this line?
if ((linedef.Action > 0) && General.Map.Config.LinedefActions.ContainsKey(linedef.Action))
{
LinedefActionInfo action = General.Map.Config.LinedefActions[linedef.Action];
if (((action.Args[0].Type == (int)type) && (linedef.Args[0] != 0) && (tags.Contains(linedef.Args[0]))) ||
((action.Args[1].Type == (int)type) && (linedef.Args[1] != 0) && (tags.Contains(linedef.Args[1]))) ||
((action.Args[2].Type == (int)type) && (linedef.Args[2] != 0) && (tags.Contains(linedef.Args[2]))) ||
((action.Args[3].Type == (int)type) && (linedef.Args[3] != 0) && (tags.Contains(linedef.Args[3]))) ||
((action.Args[4].Type == (int)type) && (linedef.Args[4] != 0) && (tags.Contains(linedef.Args[4]))))
{
return true;
}
}
return false;
}
/// <summary>
/// Checks if there's an association between the element and a Thing
/// </summary>
/// <param name="thing">Thing to check the association against</param>
/// <returns>true if the Thing and the element are associated, false if not</returns>
private bool IsAssociatedToThing(Thing thing)
{
// Get the thing type info
ThingTypeInfo ti = General.Map.Data.GetThingInfoEx(thing.Type);
// Known action on this thing?
if ((thing.Action > 0) && General.Map.Config.LinedefActions.ContainsKey(thing.Action))
{
//Do not draw the association if this is a child link.
// This prevents a reverse link to a thing via an argument, when it should be a direct tag-to-tag link instead.
if (ti != null && directlinktype < 0 && directlinktype != -thing.Type)
return false;
LinedefActionInfo action = General.Map.Config.LinedefActions[thing.Action];
if (((action.Args[0].Type == (int)type) && (tags.Contains(thing.Args[0]))) ||
((action.Args[1].Type == (int)type) && (tags.Contains(thing.Args[1]))) ||
((action.Args[2].Type == (int)type) && (tags.Contains(thing.Args[2]))) ||
((action.Args[3].Type == (int)type) && (tags.Contains(thing.Args[3]))) ||
((action.Args[4].Type == (int)type) && (tags.Contains(thing.Args[4]))))
{
return true;
}
//If there is a link setup on this thing, and it matches the association, then draw a direct link to any matching tag
if (ti != null && directlinktype == thing.Type && tags.Contains(thing.Tag))
{
return true;
}
}
//mxd. Thing action on this thing?
else if (thing.Action == 0)
{
// Gets the association, unless it is a child link.
// This prevents a reverse link to a thing via an argument, when it should be a direct tag-to-tag link instead.
if (ti != null && directlinktype >= 0 && Math.Abs(directlinktype) != thing.Type)
{
if (((ti.Args[0].Type == (int)type) && (tags.Contains(thing.Args[0]))) ||
((ti.Args[1].Type == (int)type) && (tags.Contains(thing.Args[1]))) ||
((ti.Args[2].Type == (int)type) && (tags.Contains(thing.Args[2]))) ||
((ti.Args[3].Type == (int)type) && (tags.Contains(thing.Args[3]))) ||
((ti.Args[4].Type == (int)type) && (tags.Contains(thing.Args[4]))))
{
return true;
}
}
}
return false;
}
/// <summary>
/// Returns a string that contains the description of the action and its arguments, based on the given Linedef or Thing
/// </summary>
/// <param name="se">An instance of Thing or Linedef</param>
/// <returns>String that contains the description of the action and its arguments for a given Linedef or Thing</returns>
private string GetActionDescription(SelectableElement se)
{
int action = 0;
int[] actionargs = new int[5];
if (se is Thing)
{
action = ((Thing)se).Action;
actionargs = ((Thing)se).Args;
}
else if(se is Linedef)
{
action = ((Linedef)se).Action;
actionargs = ((Linedef)se).Args;
}
if (action > 0)
{
LinedefActionInfo lai = General.Map.Config.GetLinedefActionInfo(action);
List<string> argdescription = new List<string>();
string description = lai.Index + ": " + lai.Title;
// Label style: only action, or if the element can't have any parameters
if (BuilderPlug.Me.EventLineLabelStyle == 0 || General.Map.Config.LineTagIndicatesSectors)
return description;
for (int i=0; i < 5; i++)
{
if(lai.Args[i].Used)
{
string argstring = "";
if(BuilderPlug.Me.EventLineLabelStyle == 2) // Label style: full arguments
argstring = lai.Args[i].Title + ": ";
EnumItem ei = lai.Args[i].Enum.GetByEnumIndex(actionargs[i].ToString());
if (ei != null && BuilderPlug.Me.EventLineLabelStyle == 2) // Label style: full arguments
argstring += ei.ToString();
else // Argument has no EnumItem or label style: short arguments
argstring += actionargs[i].ToString();
argdescription.Add(argstring);
}
}
description += " (" + string.Join(", ", argdescription) + ")";
return description;
}
return null;
}
/// <summary>
/// Sets a different color for each event
/// </summary>
private void SetEventLineColors()
{
int colorindex = 0;
foreach(KeyValuePair<string, List<TextLabel>> kvp in textlabels)
{
foreach (Line3D l in eventlines[kvp.Key])
l.Color = distinctcolors[colorindex];
foreach (TextLabel l in kvp.Value)
l.Color = distinctcolors[colorindex];
if(BuilderPlug.Me.EventLineDistinctColors)
if (++colorindex >= distinctcolors.Count)
colorindex = 0;
}
}
/// <summary>
/// Adds a line to an action
/// </summary>
/// <param name="action">Name of the action</param>
/// <param name="start">Start of the line</param>
/// <param name="end">End of the line</param>
private void AddLineToAction(string action, Vector2D start, Vector2D end)
{
if (action == null)
return;
if (!eventlines.ContainsKey(action))
eventlines[action] = new List<Line3D>();
eventlines[action].Add(new Line3D(start, end, true));
}
/// <summary>
/// Generates a label position given a start and end point of a line. Taken (with modifications) from LineLengthLabel.Move()
/// </summary>
/// <param name="start">Start of the line</param>
/// <param name="end">End of the line</param>
/// <returns></returns>
private Vector2D GetLabelPosition(Vector2D start, Vector2D end)
{
// Check if start/end point is on screen...
Vector2D lt = General.Map.Renderer2D.DisplayToMap(new Vector2D(0.0, General.Interface.Display.Size.Height));
Vector2D rb = General.Map.Renderer2D.DisplayToMap(new Vector2D(General.Interface.Display.Size.Width, 0.0));
RectangleF viewport = new RectangleF((float)lt.x, (float)lt.y, (float)(rb.x - lt.x), (float)(rb.y - lt.y));
bool startvisible = viewport.Contains((float)start.x, (float)start.y);
bool endvisible = viewport.Contains((float)end.x, (float)end.y);
// Do this only when one point is visible, an the other isn't
if ((!startvisible && endvisible) || (startvisible && !endvisible))
{
Line2D drawnline = new Line2D(start, end);
Line2D[] viewportsides = new[] {
new Line2D(lt, rb.x, lt.y), // top
new Line2D(lt.x, rb.y, rb.x, rb.y), // bottom
new Line2D(lt, lt.x, rb.y), // left
new Line2D(rb.x, lt.y, rb.x, rb.y), // right
};
foreach (Line2D side in viewportsides)
{
// Modify the start point so it stays on screen
double u;
if (!startvisible && side.GetIntersection(drawnline, out u))
{
start = drawnline.GetCoordinatesAt(u);
break;
}
// Modify the end point so it stays on screen
if (!endvisible && side.GetIntersection(drawnline, out u))
{
end = drawnline.GetCoordinatesAt(u);
break;
}
}
}
// Create position
Vector2D delta = end - start;
return new Vector2D(start.x + delta.x * 0.5, start.y + delta.y * 0.5);
}
/// <summary>
/// Merges label positions based on a merge distance
/// </summary>
/// <param name="positions">Positions to merge</param>
/// <param name="distance">Distance to merge positions at</param>
/// <returns>List of new positions</returns>
List<Vector2D> MergePositions(List<Vector2D> positions, Vector2D distance)
{
List<Vector2D> allpositions = positions.OrderBy(o => o.x).ToList();
List<Vector2D> newpositions = new List<Vector2D>(positions.Count);
Vector2D mergedistance = distance / renderer.Scale * 1.5;
// Keep going while we have positions me might want to merge
while (allpositions.Count > 0)
{
Vector2D curposition = allpositions[0];
allpositions.RemoveAt(0);
bool hasclosepositions = true;
// Keep merging as long as there are close positions nearby
while(hasclosepositions)
{
// Get all positions that are close to the current position
List<Vector2D> closepositions = allpositions.Where(o => Math.Abs(curposition.x - o.x) < mergedistance.x && Math.Abs(curposition.y - o.y) < mergedistance.y).ToList();
if (closepositions.Count > 0)
{
Vector2D tl = curposition;
Vector2D br = curposition;
// Get the max dimensions of the positions...
foreach (Vector2D v in closepositions)
{
if (v.x < tl.x) tl.x = v.x;
if (v.x > br.x) br.x = v.x;
if (v.y > tl.y) tl.y = v.y;
if (v.y < br.y) br.y = v.y;
// Remove the position from the list so that it doesn't get checked again
allpositions.Remove(v);
}
// ... and set the current position to the center of that
curposition.x = tl.x + (br.x - tl.x) / 2.0;
curposition.y = tl.y + (br.y - tl.y) / 2.0;
}
else
{
// The current position is a new final position
newpositions.Add(curposition);
hasclosepositions = false;
allpositions.Reverse();
}
}
}
return newpositions;
}
/// <summary>
/// Renders associated things and sectors in the indication color.
/// Also renders event lines, if that option is enabled
/// </summary>
public void Render()
{
bool showlabels = BuilderPlug.Me.EventLineLabelVisibility > 0; // Show labels at all?
foreach (Thing t in things)
renderer.RenderThing(t, General.Colors.Indication, General.Settings.ActiveThingsAlpha);
// There must be a better way to do this
foreach(Sector s in sectors)
{
int highlightedColor = General.Colors.Highlight.WithAlpha(128).ToInt();
FlatVertex[] verts = new FlatVertex[s.FlatVertices.Length];
s.FlatVertices.CopyTo(verts, 0);
for (int i = 0; i < verts.Length; i++) verts[i].c = highlightedColor;
renderer.RenderGeometry(verts, null, true);
}
if (General.Settings.GZShowEventLines)
{
List<Line3D> lines = new List<Line3D>(eventlines.Count);
List<ITextLabel> labels = new List<ITextLabel>(eventlines.Count);
foreach(KeyValuePair<string, List<Line3D>> kvp in eventlines)
{
bool emptylabel = string.IsNullOrEmpty(kvp.Key); // Can be true if only either forward or reverse labels are shown
List<Vector2D> allpositions = new List<Vector2D>(kvp.Value.Count);
foreach (Line3D line in kvp.Value)
{
if (showlabels && !emptylabel)
allpositions.Add(GetLabelPosition(line.Start, line.End));
lines.Add(line);
}
if (showlabels && !emptylabel)
{
List<Vector2D> positions = MergePositions(allpositions, textwidths[kvp.Key]);
int labelcounter = 0;
// Set the position of the pre-generated labels. Only add the labels that are needed
foreach (Vector2D pos in positions)
{
textlabels[kvp.Key][labelcounter].Location = pos;
labels.Add(textlabels[kvp.Key][labelcounter]);
labelcounter++;
}
}
}
renderer.RenderArrows(lines);
if (showlabels)
renderer.RenderText(labels);
}
}
/// <summary>
/// Plots associated linedefs and sectors
/// </summary>
public void Plot()
{
foreach(Linedef ld in linedefs)
renderer.PlotLinedef(ld, General.Colors.Indication);
foreach (Sector s in sectors)
renderer.PlotSector(s, General.Colors.Indication);
}
// This compares an association
public static bool operator ==(Association a, Association b)
{
if(!(a is Association) || !(b is Association)) return false; //mxd
return (a.type == b.type) && a.tags.SetEquals(b.tags);
}
// This compares an association
public static bool operator !=(Association a, Association b)
{
if(!(a is Association) || !(b is Association)) return true; //mxd
return (a.type != b.type) || !a.tags.SetEquals(b.tags);
}
//mxd
public override int GetHashCode()
{
return base.GetHashCode();
}
//mxd
public override bool Equals(object obj)
{
if(!(obj is Association)) return false;
Association b = (Association)obj;
return (type == b.type) && tags.SetEquals(b.tags);
}
}
}