UltimateZoneBuilder/Source/Plugins/SoundPropagationMode/SoundPropagationMode.cs

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
}
}