mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-25 21:31:14 +00:00
702 lines
21 KiB
C#
Executable file
702 lines
21 KiB
C#
Executable file
|
|
#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.Generic;
|
|
using System.ComponentModel;
|
|
using System.Drawing;
|
|
using System.Threading.Tasks;
|
|
using System.Windows.Forms;
|
|
using CodeImp.DoomBuilder.Map;
|
|
using CodeImp.DoomBuilder.Rendering;
|
|
using CodeImp.DoomBuilder.Editing;
|
|
using CodeImp.DoomBuilder.Actions;
|
|
using CodeImp.DoomBuilder.Geometry;
|
|
using CodeImp.DoomBuilder.Windows;
|
|
using System.Diagnostics;
|
|
|
|
#endregion
|
|
|
|
namespace CodeImp.DoomBuilder.SoundPropagationMode
|
|
{
|
|
[EditMode(DisplayName = "Sound Propagation Mode",
|
|
SwitchAction = "soundpropagationmode", // Action name used to switch to this mode
|
|
ButtonImage = "SoundPropagationIcon.png", // Image resource name for the button
|
|
ButtonOrder = int.MinValue + 501, // Position of the button (lower is more to the left)
|
|
ButtonGroup = "000_editing",
|
|
UseByDefault = true,
|
|
SafeStartMode = false,
|
|
Volatile = false)]
|
|
|
|
public class SoundPropagationMode : ClassicMode
|
|
{
|
|
#region ================== Variables
|
|
|
|
// Highlighted item
|
|
private Sector highlighted;
|
|
private Linedef highlightedline; //mxd
|
|
|
|
private FlatVertex[] overlayGeometry;
|
|
|
|
private List<Thing> huntingThings;
|
|
private List<SoundPropagationDomain> propagationdomains;
|
|
private Dictionary<Sector, SoundPropagationDomain> sector2domain;
|
|
private LeakFinder leakfinder;
|
|
private PixelColor doublesidedcolor;
|
|
|
|
// The blockmap makes is used to make finding lines faster
|
|
private BlockMap<BlockEntry> blockmap;
|
|
|
|
private Sector leakstartsector;
|
|
private Sector leakendsector;
|
|
private Vector2D leakstartposition;
|
|
private Vector2D leakendposition;
|
|
private TextLabel leakstartlabel;
|
|
private TextLabel leakendlabel;
|
|
private BackgroundWorker worker;
|
|
|
|
#endregion
|
|
|
|
#region ================== Properties
|
|
|
|
public override object HighlightedObject { get { return highlighted; } }
|
|
internal static string BlockSoundFlag { get { return (General.Map.UDMF ? "blocksound" : "64"); } } //mxd
|
|
|
|
#endregion
|
|
|
|
#region ================== Constructor / Disposer
|
|
|
|
// Disposer
|
|
public override void Dispose()
|
|
{
|
|
// Not already disposed?
|
|
if(!isdisposed)
|
|
{
|
|
// Dispose base
|
|
base.Dispose();
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
private void UpdateData()
|
|
{
|
|
BuilderPlug.Me.DataIsDirty = false;
|
|
List<FlatVertex> vertsList = new List<FlatVertex>();
|
|
|
|
// Go for all sectors
|
|
foreach(Sector s in General.Map.Map.Sectors) vertsList.AddRange(s.FlatVertices);
|
|
overlayGeometry = vertsList.ToArray();
|
|
|
|
for(int i = 0; i < overlayGeometry.Length; i++)
|
|
overlayGeometry[i].c = BuilderPlug.Me.NoSoundColor.WithAlpha(128).ToInt();
|
|
}
|
|
|
|
// This highlights a new item
|
|
private void Highlight(Sector s)
|
|
{
|
|
// Set new highlight
|
|
highlighted = s;
|
|
|
|
UpdateSoundPropagation();
|
|
}
|
|
|
|
//mxd
|
|
private void ResetSoundPropagation()
|
|
{
|
|
sector2domain.Clear();
|
|
propagationdomains.Clear();
|
|
BuilderPlug.Me.BlockingLinedefs.Clear();
|
|
UpdateSoundPropagation();
|
|
}
|
|
|
|
private void UpdateSoundPropagation()
|
|
{
|
|
huntingThings.Clear();
|
|
BuilderPlug.Me.BlockingLinedefs.Clear();
|
|
|
|
foreach(Linedef ld in General.Map.Map.Linedefs)
|
|
{
|
|
if(ld.IsFlagSet(BlockSoundFlag)) BuilderPlug.Me.BlockingLinedefs.Add(ld);
|
|
}
|
|
|
|
//mxd. Create sound propagation for the whole map
|
|
int counter = 0;
|
|
foreach(Sector sector in General.Map.Map.Sectors)
|
|
{
|
|
if(!sector2domain.ContainsKey(sector))
|
|
{
|
|
SoundPropagationDomain spd = new SoundPropagationDomain(sector);
|
|
foreach(Sector s in spd.Sectors) sector2domain[s] = spd;
|
|
spd.Color = BuilderPlug.Me.DistinctColors[counter++ % BuilderPlug.Me.DistinctColors.Count].WithAlpha(255).ToInt();
|
|
propagationdomains.Add(spd);
|
|
}
|
|
}
|
|
|
|
if(highlighted == null || highlighted.IsDisposed) return;
|
|
|
|
//mxd. Create the list of sectors, which will be affected by noise made in highlighted sector
|
|
SoundPropagationDomain curdomain = sector2domain[highlighted];
|
|
Dictionary<int, Sector> noisysectors = new Dictionary<int, Sector>(curdomain.Sectors.Count);
|
|
foreach(Sector s in curdomain.Sectors)
|
|
{
|
|
noisysectors.Add(s.Index, s);
|
|
}
|
|
|
|
foreach(Sector s in curdomain.AdjacentSectors)
|
|
{
|
|
SoundPropagationDomain aspd = sector2domain[s];
|
|
foreach(Sector adjs in aspd.Sectors)
|
|
{
|
|
if(!noisysectors.ContainsKey(adjs.Index)) noisysectors.Add(adjs.Index, adjs);
|
|
}
|
|
}
|
|
|
|
// Update the list of things that will actually go for the player when hearing a noise
|
|
foreach(Thing thing in General.Map.Map.Things)
|
|
{
|
|
if(!General.Map.ThingsFilter.VisibleThings.Contains(thing)) continue;
|
|
if(thing.IsFlagSet(General.Map.UDMF ? "ambush" : "8")) continue;
|
|
if(thing.Sector != null && noisysectors.ContainsKey(thing.Sector.Index)) huntingThings.Add(thing);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a blockmap containing linedefs. This is used to speed up determining the closest line
|
|
/// to the mouse cursor
|
|
/// </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.AddLinedefsSet(General.Map.Map.Linedefs);
|
|
blockmap.AddSectorsSet(General.Map.Map.Sectors);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Events
|
|
|
|
public override void OnHelp()
|
|
{
|
|
General.ShowHelp("gzdb/features/classic_modes/mode_soundpropagation.html");
|
|
}
|
|
|
|
// Cancel mode
|
|
public override void OnCancel()
|
|
{
|
|
// Cancel base class
|
|
base.OnCancel();
|
|
|
|
// Return to previous mode
|
|
General.Editing.ChangeMode(new SoundPropagationMode());
|
|
}
|
|
|
|
// Mode engages
|
|
public override void OnEngage()
|
|
{
|
|
base.OnEngage();
|
|
|
|
huntingThings = new List<Thing>();
|
|
propagationdomains = new List<SoundPropagationDomain>();
|
|
sector2domain = new Dictionary<Sector, SoundPropagationDomain>();
|
|
BuilderPlug.Me.BlockingLinedefs = new List<Linedef>();
|
|
|
|
doublesidedcolor = General.Colors.Linedefs.WithAlpha(General.Settings.DoubleSidedAlphaByte);
|
|
|
|
UpdateData();
|
|
|
|
General.Interface.AddButton(BuilderPlug.Me.MenusForm.ColorConfiguration);
|
|
|
|
CustomPresentation presentation = new CustomPresentation();
|
|
presentation.AddLayer(new PresentLayer(RendererLayer.Background, BlendingMode.Mask, General.Settings.BackgroundAlpha));
|
|
presentation.AddLayer(new PresentLayer(RendererLayer.Grid, BlendingMode.Mask));
|
|
presentation.AddLayer(new PresentLayer(RendererLayer.Overlay, BlendingMode.Alpha, 1.0f, true)); // First overlay (0)
|
|
presentation.AddLayer(new PresentLayer(RendererLayer.Things, BlendingMode.Alpha, 1.0f));
|
|
presentation.AddLayer(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 1.0f, true));
|
|
presentation.AddLayer(new PresentLayer(RendererLayer.Overlay, BlendingMode.Alpha, 1.0f, true)); // Second overlay (1)
|
|
renderer.SetPresentation(presentation);
|
|
|
|
leakstartlabel = new TextLabel
|
|
{
|
|
TransformCoords = true,
|
|
AlignX = TextAlignmentX.Center,
|
|
AlignY = TextAlignmentY.Middle,
|
|
Color = General.Colors.Selection,
|
|
BackColor = General.Colors.Background,
|
|
Text = "S"
|
|
};
|
|
|
|
leakendlabel = new TextLabel
|
|
{
|
|
TransformCoords = true,
|
|
AlignX = TextAlignmentX.Center,
|
|
AlignY = TextAlignmentY.Middle,
|
|
Color = General.Colors.Selection,
|
|
BackColor = General.Colors.Background,
|
|
Text = "E"
|
|
};
|
|
|
|
// Create the blockmap
|
|
CreateBlockmap();
|
|
|
|
// To show things that will wake up we need to know the sector they are in
|
|
Parallel.ForEach(General.Map.Map.Things, t => t.DetermineSector(blockmap));
|
|
|
|
// Convert geometry selection to sectors only
|
|
General.Map.Map.ConvertSelection(SelectionType.Sectors);
|
|
|
|
UpdateSoundPropagation();
|
|
}
|
|
|
|
// Mode disengages
|
|
public override void OnDisengage()
|
|
{
|
|
base.OnDisengage();
|
|
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.ColorConfiguration);
|
|
|
|
// Hide highlight info
|
|
General.Interface.HideInfo();
|
|
|
|
if (worker != null)
|
|
{
|
|
worker.CancelAsync();
|
|
worker.Dispose();
|
|
}
|
|
}
|
|
|
|
// This redraws the display
|
|
public override void OnRedrawDisplay()
|
|
{
|
|
List<SoundPropagationDomain> renderedspds = new List<SoundPropagationDomain>();
|
|
if (BuilderPlug.Me.DataIsDirty) UpdateData();
|
|
|
|
// We don't care for the actualy surfaces, but without this the render targets will not be recreated
|
|
// when the window is resized
|
|
renderer.RedrawSurface();
|
|
|
|
// Render lines and vertices
|
|
if (renderer.StartPlotter(true))
|
|
{
|
|
|
|
// Plot lines by hand, so that no coloring (line specials, 3D floors etc.) distracts from
|
|
// the sound propagation. Also don't draw the line's normal. They are not needed here anyway
|
|
// and can make it harder to see the sound environment propagation
|
|
if (General.Settings.ParallelizedLinedefPlotting)
|
|
{
|
|
Parallel.ForEach(General.Map.Map.Linedefs, ld =>
|
|
{
|
|
PixelColor c = ld.IsFlagSet(General.Map.Config.ImpassableFlag) ? General.Colors.Linedefs : doublesidedcolor;
|
|
renderer.PlotLine(ld.Start.Position, ld.End.Position, c, BuilderPlug.LINE_LENGTH_SCALER);
|
|
});
|
|
}
|
|
else
|
|
{
|
|
foreach (Linedef ld in General.Map.Map.Linedefs)
|
|
{
|
|
PixelColor c = ld.IsFlagSet(General.Map.Config.ImpassableFlag) ? General.Colors.Linedefs : doublesidedcolor;
|
|
renderer.PlotLine(ld.Start.Position, ld.End.Position, c, BuilderPlug.LINE_LENGTH_SCALER);
|
|
}
|
|
}
|
|
|
|
// Since there will usually be way less blocking linedefs than total linedefs, it's presumably
|
|
// faster to draw them on their own instead of checking if each linedef is in BlockingLinedefs
|
|
foreach (Linedef ld in BuilderPlug.Me.BlockingLinedefs)
|
|
renderer.PlotLine(ld.Start.Position, ld.End.Position, BuilderPlug.Me.BlockSoundColor, BuilderPlug.LINE_LENGTH_SCALER);
|
|
|
|
//mxd. Render highlighted line
|
|
if (highlightedline != null)
|
|
renderer.PlotLine(highlightedline.Start.Position, highlightedline.End.Position, General.Colors.Highlight, BuilderPlug.LINE_LENGTH_SCALER);
|
|
|
|
renderer.Finish();
|
|
}
|
|
|
|
// Render things
|
|
if (renderer.StartThings(true))
|
|
{
|
|
renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, General.Settings.HiddenThingsAlpha);
|
|
renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, General.Settings.InactiveThingsAlpha);
|
|
renderer.RenderThingSet(huntingThings, General.Colors.Selection, General.Settings.ActiveThingsAlpha);
|
|
|
|
renderer.Finish();
|
|
}
|
|
|
|
// The sound propagation domain overlay
|
|
if (renderer.StartOverlay(true))
|
|
{
|
|
// Render highlighted domain and domains adjacent to it
|
|
if (highlighted != null && !highlighted.IsDisposed)
|
|
{
|
|
renderer.RenderGeometry(overlayGeometry, null, true); //mxd
|
|
|
|
SoundPropagationDomain spd = sector2domain[highlighted];
|
|
renderer.RenderGeometry(spd.Level1Geometry, null, true);
|
|
|
|
foreach (Sector s in spd.AdjacentSectors)
|
|
{
|
|
SoundPropagationDomain aspd = sector2domain[s];
|
|
if (!renderedspds.Contains(aspd))
|
|
{
|
|
renderer.RenderGeometry(aspd.Level2Geometry, null, true);
|
|
renderedspds.Add(aspd);
|
|
}
|
|
}
|
|
|
|
renderer.RenderHighlight(highlighted.FlatVertices, BuilderPlug.Me.HighlightColor.WithAlpha(128).ToInt()); //mxd
|
|
}
|
|
else
|
|
{
|
|
//mxd. Render all domains using domain colors
|
|
foreach (SoundPropagationDomain spd in propagationdomains)
|
|
renderer.RenderHighlight(spd.Level1Geometry, spd.Color);
|
|
}
|
|
|
|
renderer.Finish();
|
|
}
|
|
|
|
// The sound leak overlay. This is done so that the path and labels are drawn at the very top
|
|
if (renderer.StartOverlay(true, 1))
|
|
{
|
|
if (leakfinder != null && leakfinder.Finished)
|
|
leakfinder.End.RenderPath(renderer);
|
|
|
|
if (leakstartsector != null)
|
|
renderer.RenderText(leakstartlabel);
|
|
|
|
if (leakendsector != null)
|
|
renderer.RenderText(leakendlabel);
|
|
|
|
renderer.Finish();
|
|
}
|
|
|
|
renderer.Present();
|
|
}
|
|
|
|
//mxd. If a linedef is highlighted, toggle the sound blocking flag
|
|
protected override void OnSelectEnd()
|
|
{
|
|
if(highlightedline == null) return;
|
|
|
|
// Make undo
|
|
General.Map.UndoRedo.CreateUndo("Toggle Linedef Sound Blocking");
|
|
|
|
// Toggle flag
|
|
highlightedline.SetFlag(BlockSoundFlag, !highlightedline.IsFlagSet(BlockSoundFlag));
|
|
|
|
// Update
|
|
ResetSoundPropagation();
|
|
|
|
FindSoundLeak();
|
|
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
public override bool OnUndoBegin()
|
|
{
|
|
base.OnUndoBegin();
|
|
|
|
if (worker != null)
|
|
{
|
|
worker.CancelAsync();
|
|
worker.Dispose();
|
|
worker = null;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//mxd
|
|
public override void OnUndoEnd()
|
|
{
|
|
base.OnUndoEnd();
|
|
|
|
// Recreate the blockmap
|
|
CreateBlockmap();
|
|
|
|
// To show things that will wake up we need to know the sector they are in
|
|
Parallel.ForEach(General.Map.Map.Things, t => t.DetermineSector(blockmap));
|
|
|
|
// Recreate the overlay geometry
|
|
UpdateData();
|
|
|
|
// Update
|
|
ResetSoundPropagation();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
public override bool OnRedoBegin()
|
|
{
|
|
base.OnRedoBegin();
|
|
|
|
if (worker != null)
|
|
{
|
|
worker.CancelAsync();
|
|
worker.Dispose();
|
|
worker = null;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//mxd
|
|
public override void OnRedoEnd()
|
|
{
|
|
base.OnRedoEnd();
|
|
|
|
// Recreate the blockmap
|
|
CreateBlockmap();
|
|
|
|
// To show things that will wake up we need to know the sector they are in
|
|
Parallel.ForEach(General.Map.Map.Things, t => t.DetermineSector(blockmap));
|
|
|
|
// Recreate the overlay geometry
|
|
UpdateData();
|
|
|
|
// Update
|
|
ResetSoundPropagation();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
// Mouse moves
|
|
public override void OnMouseMove(MouseEventArgs e)
|
|
{
|
|
base.OnMouseMove(e);
|
|
|
|
// Not holding any buttons?
|
|
if(e.Button == MouseButtons.None)
|
|
{
|
|
General.Interface.SetCursor(Cursors.Default);
|
|
|
|
//mxd. Find the nearest linedef within default highlight range
|
|
Linedef nl = MapSet.NearestLinedefRange(blockmap, mousemappos, 20 / renderer.Scale);
|
|
//mxd. We are not interested in single-sided lines (unless they have "blocksound" flag set)...
|
|
if(nl != null && (nl.Front == null || nl.Back == null) && !nl.IsFlagSet(BlockSoundFlag)) nl = null;
|
|
|
|
//mxd. Set as highlighted
|
|
bool redrawrequired = (highlightedline != nl);
|
|
highlightedline = nl;
|
|
|
|
// Find the nearest linedef within highlight range
|
|
Linedef l = MapSet.NearestLinedef(blockmap, 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);
|
|
redrawrequired = true; //mxd
|
|
}
|
|
}
|
|
else if(highlighted != null)
|
|
{
|
|
// Highlight nothing
|
|
Highlight(null);
|
|
redrawrequired = true; //mxd
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Is there a sidedef here?
|
|
if(l.Front != null)
|
|
{
|
|
// Highlight if not the same
|
|
if(l.Front.Sector != highlighted)
|
|
{
|
|
Highlight(l.Front.Sector);
|
|
redrawrequired = true; //mxd
|
|
}
|
|
}
|
|
else if(highlighted != null)
|
|
{
|
|
// Highlight nothing
|
|
Highlight(null);
|
|
redrawrequired = true; //mxd
|
|
}
|
|
}
|
|
}
|
|
else if(highlighted != null)
|
|
{
|
|
// Highlight nothing
|
|
Highlight(null);
|
|
redrawrequired = true; //mxd
|
|
}
|
|
|
|
//mxd
|
|
if(redrawrequired)
|
|
{
|
|
// Show highlight info
|
|
if(highlightedline != null && !highlightedline.IsDisposed)
|
|
General.Interface.ShowLinedefInfo(highlightedline);
|
|
else if(highlighted != null && !highlighted.IsDisposed)
|
|
General.Interface.ShowSectorInfo(highlighted);
|
|
else
|
|
General.Interface.HideInfo();
|
|
|
|
// Redraw display
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Mouse leaves
|
|
public override void OnMouseLeave(EventArgs e)
|
|
{
|
|
base.OnMouseLeave(e);
|
|
|
|
// Highlight nothing
|
|
Highlight(null);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Starts finding a sound leak. Finding the actual leak is done by a background worker that's started from this method
|
|
/// </summary>
|
|
private void FindSoundLeak()
|
|
{
|
|
leakfinder = null;
|
|
|
|
// Do not show an error if either start or end is not set, since that'll happen when you start out
|
|
if (leakstartsector == null || leakendsector == null)
|
|
return;
|
|
|
|
if (leakendsector == leakstartsector)
|
|
{
|
|
General.ToastManager.ShowToast(ToastMessages.SOUNDPROPAGATIONMODE, ToastType.WARNING, "Sound propagation", "Stard and end position for sound leak are in the same sector");
|
|
return;
|
|
}
|
|
|
|
HashSet<Sector> sectors = new HashSet<Sector>(sector2domain[leakstartsector].Sectors);
|
|
|
|
// Mash all sectors from the leak start sector's domain and the adjacent domains into one hash set
|
|
foreach (Sector s in sector2domain[leakstartsector].AdjacentSectors)
|
|
sectors.UnionWith(sector2domain[s].Sectors);
|
|
|
|
// If the leak end sector isn't in the list of sectors there's no way sound can travel between the start and end
|
|
if (!sectors.Contains(leakendsector))
|
|
{
|
|
General.ToastManager.ShowToast(ToastMessages.SOUNDPROPAGATIONMODE, ToastType.WARNING, "Sound propagation", "Sound can not travel between the selected start and end positions");
|
|
return;
|
|
}
|
|
|
|
if (worker != null)
|
|
{
|
|
worker.CancelAsync();
|
|
worker.Dispose();
|
|
}
|
|
|
|
General.Interface.DisplayStatus(StatusType.Busy, "Searching for sound leak...");
|
|
|
|
worker = new BackgroundWorker();
|
|
worker.WorkerSupportsCancellation = true;
|
|
worker.DoWork += FindSoundLeakStart;
|
|
worker.RunWorkerCompleted += FindSoundLeakFinished;
|
|
worker.RunWorkerAsync(sectors);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Method for the background worker that finds a sound leak.
|
|
/// </summary>
|
|
/// <param name="sender">The sender</param>
|
|
/// <param name="e">The event arguments</param>
|
|
private void FindSoundLeakStart(object sender, DoWorkEventArgs e)
|
|
{
|
|
Stopwatch sw = Stopwatch.StartNew();
|
|
|
|
leakfinder = new LeakFinder(leakstartsector, leakstartposition, leakendsector, leakendposition, (HashSet<Sector>)e.Argument);
|
|
|
|
if (leakfinder.FindLeak() == false)
|
|
General.ToastManager.ShowToast(ToastMessages.SOUNDPROPAGATIONMODE, ToastType.WARNING, "Sound propagation", "Could not find a leak between the selected start and end positions, even though there should be one. This is weird");
|
|
else
|
|
General.Interface.DisplayStatus(StatusType.Info, string.Format(@"Searching for sound leak finished. Elapsed time: {0:mm\:ss\.ff}", sw.Elapsed));
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Method that's called when finding a sound leak finished.
|
|
/// </summary>
|
|
/// <param name="sender">The sender</param>
|
|
/// <param name="e">The event arguments</param>
|
|
private void FindSoundLeakFinished(object sender, RunWorkerCompletedEventArgs e)
|
|
{
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Actions
|
|
|
|
[BeginAction("soundpropagationcolorconfiguration")]
|
|
public void ConfigureColors()
|
|
{
|
|
using(ColorConfiguration cc = new ColorConfiguration())
|
|
{
|
|
if (cc.ShowDialog((Form)General.Interface) == DialogResult.OK)
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
|
|
[BeginAction("setleakfinderstart")]
|
|
public void SetLeakFinderStartSector()
|
|
{
|
|
leakstartsector = highlighted;
|
|
leakstartposition = mousemappos;
|
|
leakstartlabel.Location = mousemappos;
|
|
leakfinder = null;
|
|
|
|
// Redraw to show the label
|
|
General.Interface.RedrawDisplay();
|
|
|
|
FindSoundLeak();
|
|
}
|
|
|
|
[BeginAction("setleakfinderend")]
|
|
public void SetLeakFinderEndSector()
|
|
{
|
|
leakendsector = highlighted;
|
|
leakendposition = mousemappos;
|
|
leakendlabel.Location = mousemappos;
|
|
leakfinder = null;
|
|
|
|
// Redraw to show the label
|
|
General.Interface.RedrawDisplay();
|
|
|
|
FindSoundLeak();
|
|
}
|
|
|
|
[BeginAction("clearselection", BaseAction = true)]
|
|
public void ClearLeakFinder()
|
|
{
|
|
leakendsector = leakstartsector = null;
|
|
leakfinder = null;
|
|
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|