UltimateZoneBuilder/Source/Plugins/3DFloorMode/ThreeDFloorMode.cs
biwa d0f45982c1 3D Floor Mode: fixed a typo in an error message
3D Floor Mode: only 3D floors with the "user_managed_3d_floor" field set to true will be modified in UDMF maps
2021-04-22 18:45:28 +02:00

1699 lines
48 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden, 2014 Boris Iwanski
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* Copyright (c) 2014 Boris Iwanski
* 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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using System.Linq;
using System.Diagnostics;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using System.Drawing;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.BuilderModes;
using CodeImp.DoomBuilder.BuilderModes.Interface;
using CodeImp.DoomBuilder.Controls;
using CodeImp.DoomBuilder.Config;
// using CodeImp.DoomBuilder.GZBuilder.Geometry;
#endregion
namespace CodeImp.DoomBuilder.ThreeDFloorMode
{
[EditMode(DisplayName = "3D Floor Mode",
SwitchAction = "threedfloorhelpermode", // Action name used to switch to this mode
ButtonImage = "ThreeDFloorIcon.png", // Image resource name for the button
ButtonOrder = int.MinValue + 501, // Position of the button (lower is more to the left)
ButtonGroup = "000_editing",
SupportedMapFormats = new[] { "HexenMapSetIO", "UniversalMapSetIO" },
RequiredMapFeatures = new[] { "Effect3DFloorSupport" },
UseByDefault = true,
SafeStartMode = false,
Volatile = false)]
public class ThreeDFloorHelperMode : ClassicMode
{
#region ================== Constants
private const string duplicateundodescription = "Duplicate 3D floor control sectors before pasting";
#endregion
#region ================== Variables
// Highlighted item
protected Sector highlighted;
protected ThreeDFloor highlighted3dfloor;
private Association highlightasso;
private FlatVertex[] overlayGeometry;
private FlatVertex[] overlaygeometry3dfloors;
private FlatVertex[] overlaygeometry3dfloors_highlighted;
private FlatVertex[] overlaygeometry3dfloors_selected;
// Interface
private ThreeDFloorPanel panel;
private Docker docker;
// Labels
private Dictionary<Sector, TextLabel[]> labels;
private Dictionary<Sector, string[]> selected3Dfloorlabels;
private Dictionary<Sector, string[]> unselected3Dfloorlabels;
List<ThreeDFloorHelperTooltipElementControl> tooltipelements;
ControlSectorArea.Highlight csahighlight = ControlSectorArea.Highlight.None;
bool dragging = false;
bool withdrawduplicateundo;
bool paintselectpressed;
private List<ThreeDFloor> threedfloors;
private BlockMap<BlockEntry> blockmap;
#endregion
#region ================== Properties
public override object HighlightedObject { get { return highlighted; } }
public List<ThreeDFloor> ThreeDFloors { get { return threedfloors; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public ThreeDFloorHelperMode()
{
threedfloors = BuilderPlug.GetThreeDFloors(General.Map.Map.Sectors.ToList());
highlightasso = new Association(renderer);
withdrawduplicateundo = false;
// If we're coming from EditSelectionMode, and that modes was cancelled check if the last undo was to create
// duplicated 3D floors. If that's the case we want to withdraw that undo, too. Don't do it here, though, as the other
// mode is still active, do it in OnEngage instead
if (General.Editing.Mode is EditSelectionMode &&
((EditSelectionMode)General.Editing.Mode).Cancelled &&
General.Map.UndoRedo.NextUndo != null &&
General.Map.UndoRedo.NextUndo.Description == duplicateundodescription)
{
withdrawduplicateundo = true;
}
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Dispose old labels
foreach(KeyValuePair<Sector, TextLabel[]> lbl in labels)
foreach(TextLabel l in lbl.Value) l.Dispose();
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Methods
// This makes a CRC for the selection
public int CreateSelectionCRC()
{
CRC crc = new CRC();
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
crc.Add(orderedselection.Count);
foreach(Sector s in orderedselection)
{
crc.Add(s.FixedIndex);
}
return (int)(crc.Value & 0xFFFFFFFF);
}
// This sets up new labels
private void SetupLabels()
{
if(labels != null)
{
// Dispose old labels
foreach(KeyValuePair<Sector, TextLabel[]> lbl in labels)
foreach(TextLabel l in lbl.Value) l.Dispose();
}
// Make text labels for sectors
labels = new Dictionary<Sector, TextLabel[]>(General.Map.Map.Sectors.Count);
foreach(Sector s in General.Map.Map.Sectors)
{
// Setup labels
TextLabel[] labelarray = new TextLabel[s.Labels.Count];
for(int i = 0; i < s.Labels.Count; i++)
{
labelarray[i] = new TextLabel();
labelarray[i].TransformCoords = true;
labelarray[i].Location = s.Labels[i].position;
labelarray[i].AlignX = TextAlignmentX.Center;
labelarray[i].AlignY = TextAlignmentY.Middle;
labelarray[i].Color = General.Colors.Highlight.WithAlpha(255);
labelarray[i].BackColor = General.Colors.Background.WithAlpha(128);
}
labels.Add(s, labelarray);
}
}
// This updates the overlay
private void UpdateOverlay()
{
if(renderer.StartOverlay(true))
{
if (BuilderPlug.Me.UseHighlight)
{
renderer.RenderHighlight(overlayGeometry, General.Colors.Selection.WithAlpha(64).ToInt());
}
if (BuilderPlug.Me.UseHighlight && highlighted != null)
{
renderer.RenderHighlight(highlighted.FlatVertices, General.Colors.Highlight.WithAlpha(64).ToInt());
if (highlighted3dfloor != null)
{
renderer.RenderHighlight(overlaygeometry3dfloors, General.Colors.ModelWireframe.WithAlpha(64).ToInt());
//show the selected sectors in a darker shade
PixelColor darker = General.Colors.ModelWireframe;
darker.r = (byte)(darker.r * 0.5);
darker.g = (byte)(darker.g * 0.5);
darker.b = (byte)(darker.b * 0.5);
renderer.RenderHighlight(overlaygeometry3dfloors_selected, darker.WithAlpha(64).ToInt());
//show the highlighted sectors in a lighter shade
PixelColor lighter = General.Colors.ModelWireframe;
lighter.r = (byte)(lighter.r + (0.5 * (255 - lighter.r)));
lighter.g = (byte)(lighter.g + (0.5 * (255 - lighter.g)));
lighter.b = (byte)(lighter.b + (0.5 * (255 - lighter.b)));
renderer.RenderHighlight(overlaygeometry3dfloors_highlighted, lighter.WithAlpha(64).ToInt());
}
}
if (BuilderModes.BuilderPlug.Me.ViewSelectionNumbers)
{
// Go for all selected sectors
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
foreach(Sector s in orderedselection)
{
// Render labels
TextLabel[] labelarray = labels[s];
for(int i = 0; i < s.Labels.Count; i++)
{
TextLabel l = labelarray[i];
// Render only when enough space for the label to see
float requiredsize = (l.TextSize.Height / 2) / renderer.Scale;
if(requiredsize < s.Labels[i].radius) renderer.RenderText(l);
}
}
}
Render3DFloorLabels(unselected3Dfloorlabels);
if (!BuilderModes.BuilderPlug.Me.ViewSelectionNumbers)
Render3DFloorLabels(selected3Dfloorlabels);
BuilderPlug.Me.ControlSectorArea.Draw(renderer, csahighlight);
renderer.Finish();
}
}
private void Render3DFloorLabels(Dictionary<Sector, string[]> labelsgroup)
{
Dictionary<string, float> sizecache = new Dictionary<string, float>();
List<ITextLabel> textlabels = new List<ITextLabel>();
foreach (KeyValuePair<Sector, string[]> group in labelsgroup)
{
// Render labels
TextLabel[] labelarray = labels[group.Key];
for (int i = 0; i < group.Key.Labels.Count; i++)
{
TextLabel l = labelarray[i];
l.Color = General.Colors.InfoLine;
// Render only when enough space for the label to see. MeasureString is expensive, so cache the result
if (!sizecache.ContainsKey(group.Value[0]))
sizecache[group.Value[0]] = (General.Interface.MeasureString(group.Value[0], l.Font).Width / 2) / renderer.Scale;
float requiredsize = sizecache[group.Value[0]];
if (requiredsize > group.Key.Labels[i].radius)
{
if (!sizecache.ContainsKey(group.Value[1]))
sizecache[group.Value[1]] = (General.Interface.MeasureString(group.Value[1], l.Font).Width / 2) / renderer.Scale;
requiredsize = sizecache[group.Value[1]];
if (requiredsize > group.Key.Labels[i].radius)
l.Text = (requiredsize > group.Key.Labels[i].radius * 4 ? string.Empty : "+");
else
l.Text = group.Value[1];
}
else
{
l.Text = group.Value[0];
}
if(!string.IsNullOrEmpty(l.Text))
textlabels.Add(l);
}
}
renderer.RenderText(textlabels);
}
// Generates the tooltip for the 3D floors
private void UpdateDocker(Sector s)
{
List<ThreeDFloor> tdfs = new List<ThreeDFloor>();
int count = 0;
// 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(s)).OrderByDescending(o => o.TopHeight))
tdfs.Add(tdf);
// Hide all controls if no sector is selected or selected sector has no 3D floors
if (s == null || tdfs.Count == 0)
{
foreach (Control c in tooltipelements)
{
c.Visible = false;
}
return;
}
foreach (ThreeDFloor tdf in tdfs)
{
// Add another control if the list if full
if (count >= tooltipelements.Count)
{
var tte = new ThreeDFloorHelperTooltipElementControl();
panel.flowLayoutPanel1.Controls.Add(tte);
tooltipelements.Add(tte);
}
General.DisplayZoomedImage(tooltipelements[count].sectorBottomFlat, General.Map.Data.GetFlatImage(tdf.BottomFlat).GetPreview());
General.DisplayZoomedImage(tooltipelements[count].sectorBorderTexture, General.Map.Data.GetFlatImage(tdf.BorderTexture).GetPreview());
General.DisplayZoomedImage(tooltipelements[count].sectorTopFlat, General.Map.Data.GetFlatImage(tdf.TopFlat).GetPreview());
tooltipelements[count].bottomHeight.Text = tdf.BottomHeight.ToString();
tooltipelements[count].topHeight.Text = tdf.TopHeight.ToString();
tooltipelements[count].borderHeight.Text = (tdf.TopHeight - tdf.BottomHeight).ToString();
if (tdf == highlighted3dfloor)
// tooltipelements[count].BackColor = General.Colors.ModelWireframe.ToColor();
tooltipelements[count].Highlighted = true;
else
// tooltipelements[count].BackColor = SystemColors.Control;
tooltipelements[count].Highlighted = false;
tooltipelements[count].Refresh();
tooltipelements[count].Visible = true;
count++;
}
// Hide superfluous controls
for (; count < tooltipelements.Count; count++)
{
tooltipelements[count].Visible = false;
}
}
private void updateOverlaySurfaces()
{
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
List<FlatVertex> vertsList = new List<FlatVertex>();
List<FlatVertex> vertsList_highlighted = new List<FlatVertex>();
List<FlatVertex> vertsList_selected = new List<FlatVertex>();
// Go for all selected sectors
foreach (Sector s in orderedselection) vertsList.AddRange(s.FlatVertices);
overlayGeometry = vertsList.ToArray();
if (highlighted3dfloor != null)
{
vertsList = new List<FlatVertex>();
vertsList_highlighted = new List<FlatVertex>();
vertsList_selected = new List<FlatVertex>();
foreach (Sector s in highlighted3dfloor.TaggedSectors)
{
//bin the verticies so that then can be properly colored
if (s == highlighted)
vertsList_highlighted.AddRange(s.FlatVertices);
else if (s.Selected)
vertsList_selected.AddRange(s.FlatVertices);
else
vertsList.AddRange(s.FlatVertices);
}
overlaygeometry3dfloors = vertsList.ToArray();
overlaygeometry3dfloors_highlighted = vertsList_highlighted.ToArray();
overlaygeometry3dfloors_selected = vertsList_selected.ToArray();
}
}
// Support function for joining and merging sectors
private void JoinMergeSectors(bool removelines)
{
// Remove lines in betwen joining sectors?
if(removelines)
{
// Go for all selected linedefs
List<Linedef> selectedlines = new List<Linedef>(General.Map.Map.GetSelectedLinedefs(true));
foreach(Linedef ld in selectedlines)
{
// Front and back side?
if((ld.Front != null) && (ld.Back != null))
{
// Both a selected sector, but not the same?
if(ld.Front.Sector.Selected && ld.Back.Sector.Selected &&
(ld.Front.Sector != ld.Back.Sector))
{
// Remove this line
ld.Dispose();
}
}
}
}
// Find the first sector that is not disposed
List<Sector> orderedselection = new List<Sector>(General.Map.Map.GetSelectedSectors(true));
Sector first = null;
foreach(Sector s in orderedselection)
if(!s.IsDisposed) { first = s; break; }
// Join all selected sectors with the first
for(int i = 0; i < orderedselection.Count; i++)
if((orderedselection[i] != first) && !orderedselection[i].IsDisposed)
orderedselection[i].Join(first);
// Clear selection
General.Map.Map.ClearAllSelected();
// Update
General.Map.Map.Update();
// Make text labels for sectors
SetupLabels();
UpdateLabels();
}
// This highlights a new item
protected void Highlight(Sector s)
{
bool completeredraw = false;
// Often we can get away by simply undrawing the previous
// highlight and drawing the new highlight. But if associations
// are or were drawn we need to redraw the entire display.
// Previous association highlights something?
if((highlighted != null) && (highlighted.Tag > 0)) completeredraw = true;
// Set highlight association
if (s != null)
{
Vector2D center = (s.Labels.Count > 0 ? s.Labels[0].position : new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2));
highlightasso.Set(s);
}
else
highlightasso.Clear();
// New association highlights something?
if((s != null) && (s.Tag > 0)) completeredraw = true;
// Change label color
if((highlighted != null) && !highlighted.IsDisposed)
{
TextLabel[] labelarray = labels[highlighted];
foreach(TextLabel l in labelarray) l.Color = General.Colors.Selection;
}
// Change label color
if((s != null) && !s.IsDisposed)
{
TextLabel[] labelarray = labels[s];
foreach(TextLabel l in labelarray) l.Color = General.Colors.Highlight;
}
// If we're changing associations, then we
// need to redraw the entire display
if(completeredraw)
{
// Set new highlight and redraw completely
highlighted = s;
highlighted3dfloor = null;
General.Interface.RedrawDisplay();
}
else
{
// Update display
if(renderer.StartPlotter(false))
{
// Undraw previous highlight
if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotSector(highlighted);
// Set new highlight
highlighted = s;
// Render highlighted item
if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotSector(highlighted, General.Colors.Highlight);
// Done
renderer.Finish();
}
UpdateOverlay();
renderer.Present();
}
// Update the panel with the 3D floors
UpdateDocker(s);
// Show highlight info
if((highlighted != null) && !highlighted.IsDisposed)
General.Interface.ShowSectorInfo(highlighted);
else
General.Interface.HideInfo();
}
// This selectes or deselects a sector
protected void SelectSector(Sector s, bool selectstate, bool update)
{
bool selectionchanged = false;
if(!s.IsDisposed)
{
// Select the sector?
if(selectstate && !s.Selected)
{
s.Selected = true;
selectionchanged = true;
// Setup labels
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
TextLabel[] labelarray = labels[s];
foreach(TextLabel l in labelarray)
{
l.Text = orderedselection.Count.ToString();
l.Color = General.Colors.Selection;
}
}
// 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;
}
// Also (de)select things?
if (General.Interface.AltState ^ BuilderModes.BuilderPlug.Me.SyncronizeThingEdit)
{
List<BlockEntry> belist = blockmap.GetSquareRange(s.BBox);
foreach (BlockEntry be in belist)
{
foreach (Thing t in be.Things)
{
// Always determine the thing's current sector because it might have change since the last determination
t.DetermineSector(blockmap);
if (t.Sector == s && t.Selected != s.Selected) t.Selected = s.Selected;
}
}
}
// 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() });
}
*/
}
/// <summary>
/// Create a blockmap containing sectors and things. This is used to speed determining which sector a
/// thing is in when synchronized thing editing is enabled
/// </summary>
private void CreateBlockmap()
{
RectangleF area = MapSet.CreateArea(General.Map.Map.Vertices);
area = MapSet.IncreaseArea(area, General.Map.Map.Things);
blockmap = new BlockMap<BlockEntry>(area);
blockmap.AddSectorsSet(General.Map.Map.Sectors);
blockmap.AddThingsSet(General.Map.Map.Things);
// Don't add linedefs here. They are only needed for paint select, so let's save some
// time (and add them when paint select is used t he first time)
//addedlinedefstoblockmap = false;
}
#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;
// Synchronize thing editing from BuilderModes
General.Interface.AddButton(BuilderModes.BuilderPlug.Me.MenusForm.SyncronizeThingEditButton);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.RelocateControlSectors);
// Convert geometry selection to sectors only
General.Map.Map.ConvertSelection(SelectionType.Sectors);
// Create the blockmap
CreateBlockmap();
// Select things in the selected sectors if synchronized thing editing is enabled
if (BuilderModes.BuilderPlug.Me.SyncronizeThingEdit)
{
ICollection<Sector> sectors = General.Map.Map.GetSelectedSectors(true);
foreach (Sector s in sectors)
{
List<BlockEntry> belist = blockmap.GetSquareRange(s.BBox);
foreach (BlockEntry be in belist)
{
foreach (Thing t in be.Things)
{
// Always determine the thing's current sector because it might have change since the last determination
t.DetermineSector(blockmap);
if (t.Sector == s && t.Selected != s.Selected) t.Selected = s.Selected;
}
}
}
}
// 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(BuilderModes.BuilderPlug.Me.MenusForm.SyncronizeThingEditButton);
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();
// Thing selection state may've changed
if (General.Interface.AltState ^ BuilderModes.BuilderPlug.Me.SyncronizeThingEdit) General.Interface.RedrawDisplay();
}
}
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 dimension 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;
List<DrawnVertex> drawnvertices;
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;
}
try
{
drawnvertices = BuilderPlug.Me.ControlSectorArea.GetNewControlSectorVertices(duplicatethreedfloors.Count);
}
catch (NoSpaceInCSAException e)
{
General.Interface.DisplayStatus(StatusType.Warning, string.Format("Could not create 3D floor control sector geometry: {0}", e.Message));
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;
if(!tdf.CreateGeometry(new List<int>(), drawnvertices, tdf.LinedefProperties, tdf.SectorProperties, true, out newtag))
{
// No need to show a warning here, that was already done by CreateGeometry
General.Map.UndoRedo.WithdrawUndo();
return;
}
tagreplacements[oldtag] = newtag;
}
// 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
}
}