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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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797 lines
21 KiB
C#
797 lines
21 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Editing;
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using System.Drawing;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Data;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[EditMode(DisplayName = "Brightness Mode",
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SwitchAction = "brightnessmode",
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ButtonImage = "BrightnessMode.png",
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ButtonOrder = int.MinValue + 201,
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ButtonGroup = "000_editing",
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AllowCopyPaste = false,
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UseByDefault = true)]
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public sealed class BrightnessMode : BaseClassicMode
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{
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#region ================== Enums
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private enum ModifyMode : int
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{
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None,
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Adjusting
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}
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#endregion
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Highlighted item
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private Sector highlighted;
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// Interface
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private bool editpressed;
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// The methods GetSelected* and MarkSelected* on the MapSet do not
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// retain the order in which items were selected.
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// This list keeps in order while sectors are selected/deselected.
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protected List<Sector> orderedselection;
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// Labels
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private Dictionary<Sector, TextLabel[]> labels;
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// Modifying
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private ModifyMode mode;
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private Point editstartpos;
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private List<int> sectorbrightness;
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private int undoticket;
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public BrightnessMode()
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{
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// Make ordered selection list
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orderedselection = new List<Sector>();
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}
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// Disposer
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public override void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Dispose old labels
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foreach(KeyValuePair<Sector, TextLabel[]> lbl in labels)
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foreach(TextLabel l in lbl.Value) l.Dispose();
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// Dispose base
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base.Dispose();
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}
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}
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#endregion
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#region ================== Methods
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// This sets up new labels
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private void SetupLabels()
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{
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if(labels != null)
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{
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// Dispose old labels
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foreach(KeyValuePair<Sector, TextLabel[]> lbl in labels)
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foreach(TextLabel l in lbl.Value) l.Dispose();
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}
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// Make text labels for sectors
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labels = new Dictionary<Sector, TextLabel[]>(General.Map.Map.Sectors.Count);
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foreach(Sector s in General.Map.Map.Sectors)
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{
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// Setup labels
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TextLabel[] labelarray = new TextLabel[s.Triangles.IslandVertices.Count];
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for(int i = 0; i < s.Triangles.IslandVertices.Count; i++)
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{
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Vector2D v = s.Labels[i].position;
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labelarray[i] = new TextLabel(20);
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labelarray[i].TransformCoords = true;
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labelarray[i].Rectangle = new RectangleF(v.x, v.y, 0.0f, 0.0f);
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labelarray[i].AlignX = TextAlignmentX.Center;
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labelarray[i].AlignY = TextAlignmentY.Middle;
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labelarray[i].Scale = 14f;
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labelarray[i].Color = General.Colors.Highlight.WithAlpha(255);
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labelarray[i].Backcolor = General.Colors.Background.WithAlpha(255);
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}
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labels.Add(s, labelarray);
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}
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}
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// This updates the overlay
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private void UpdateOverlay()
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{
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if(renderer.StartOverlay(true))
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{
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// Editing a selection?
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if(mode == ModifyMode.Adjusting)
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{
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// Go for all sectors that are being edited
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foreach(Sector s in orderedselection)
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{
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// We use the overlay to dim the brightness of the sectors
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PixelColor brightnesscolor = new PixelColor((byte)(255 - s.Brightness), 0, 0, 0);
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int brightnessint = brightnesscolor.ToInt();
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// Render the geometry
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FlatVertex[] verts = new FlatVertex[s.FlatVertices.Length];
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s.FlatVertices.CopyTo(verts, 0);
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for(int i = 0; i < verts.Length; i++) verts[i].c = brightnessint;
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renderer.RenderGeometry(verts, null, true);
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}
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}
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// Go for all sectors
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foreach(Sector s in General.Map.Map.Sectors)
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{
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// Render labels
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TextLabel[] labelarray = labels[s];
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for(int i = 0; i < s.Labels.Count; i++)
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{
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TextLabel l = labelarray[i];
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// Render only when enough space for the label to see
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float requiredsize = (l.TextSize.Height / 2) / renderer.Scale;
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if(requiredsize < s.Labels[i].radius) renderer.RenderText(l);
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}
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}
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renderer.Finish();
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}
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}
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// This highlights a new item
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protected void Highlight(Sector s)
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{
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// Highlight actually changes?
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if(s != highlighted)
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{
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// Update display
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if(renderer.StartPlotter(false))
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{
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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// Undraw previous highlight
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renderer.PlotSector(highlighted);
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// Change label color
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TextLabel[] labelarray = labels[highlighted];
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foreach(TextLabel l in labelarray) l.Color = General.Colors.Selection;
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}
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// Set new highlight
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highlighted = s;
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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// Render highlighted item
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renderer.PlotSector(highlighted, General.Colors.Highlight);
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// Change label color
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TextLabel[] labelarray = labels[highlighted];
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foreach(TextLabel l in labelarray) l.Color = General.Colors.Highlight;
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}
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renderer.Finish();
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}
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UpdateOverlay();
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renderer.Present();
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}
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// Show highlight info
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if((highlighted != null) && !highlighted.IsDisposed)
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General.Interface.ShowSectorInfo(highlighted);
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else
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General.Interface.HideInfo();
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}
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// This selectes or deselects a sector
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protected void SelectSector(Sector s, bool selectstate, bool update)
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{
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bool selectionchanged = false;
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if(!s.IsDisposed)
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{
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// Select the sector?
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if(selectstate && !s.Selected)
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{
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orderedselection.Add(s);
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s.Selected = true;
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selectionchanged = true;
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// Setup labels
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TextLabel[] labelarray = labels[s];
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foreach(TextLabel l in labelarray)
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{
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l.Text = orderedselection.Count.ToString();
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l.Color = General.Colors.Selection;
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}
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}
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// Deselect the sector?
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else if(!selectstate && s.Selected)
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{
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orderedselection.Remove(s);
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s.Selected = false;
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selectionchanged = true;
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// Clear labels
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TextLabel[] labelarray = labels[s];
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foreach(TextLabel l in labelarray) l.Text = "";
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// Update all other labels
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UpdateSelectedLabels();
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}
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// Selection changed?
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if(selectionchanged)
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{
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// Make update lines selection
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foreach(Sidedef sd in s.Sidedefs)
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{
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bool front, back;
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if(sd.Line.Front != null) front = sd.Line.Front.Sector.Selected; else front = false;
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if(sd.Line.Back != null) back = sd.Line.Back.Sector.Selected; else back = false;
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sd.Line.Selected = front | back;
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}
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}
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if(update)
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{
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UpdateOverlay();
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UpdateOverlay();
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renderer.Present();
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}
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}
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else
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{
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// Remove from list
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orderedselection.Remove(s);
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}
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}
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// This updates labels from the selected sectors
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private void UpdateSelectedLabels()
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{
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// Update labels for editing mode?
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if(mode == ModifyMode.Adjusting)
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{
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// Go for all labels in all selected sectors
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for(int i = 0; i < orderedselection.Count; i++)
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{
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Sector s = orderedselection[i];
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TextLabel[] labelarray = labels[s];
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foreach(TextLabel l in labelarray)
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{
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// Make sure the text and color are right
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int labelnum = s.Brightness;
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l.Text = labelnum.ToString();
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l.Color = General.Colors.Indication;
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}
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}
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}
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// Updating for normal mode
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else
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{
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// Go for all labels in all selected sectors
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for(int i = 0; i < orderedselection.Count; i++)
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{
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Sector s = orderedselection[i];
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TextLabel[] labelarray = labels[s];
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foreach(TextLabel l in labelarray)
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{
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// Make sure the text and color are right
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int labelnum = i + 1;
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l.Text = labelnum.ToString();
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l.Color = General.Colors.Selection;
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}
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}
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}
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}
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#endregion
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#region ================== Events
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// Mode engages
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public override void OnEngage()
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{
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base.OnEngage();
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// Add toolbar button
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General.Interface.AddButton(BuilderPlug.Me.MenusForm.MakeGradientBrightness);
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// Make custom presentation
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CustomPresentation p = new CustomPresentation();
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p.AddLayer(new PresentLayer(RendererLayer.Background, BlendingMode.Mask, General.Settings.BackgroundAlpha));
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p.AddLayer(new PresentLayer(RendererLayer.Grid, BlendingMode.Mask));
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p.AddLayer(new PresentLayer(RendererLayer.Surface, BlendingMode.Mask));
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p.AddLayer(new PresentLayer(RendererLayer.Overlay, BlendingMode.Alpha, 1f, true));
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//p.AddLayer(new PresentLayer(RendererLayer.Things, BlendingMode.Alpha, Presentation.THINGS_BACK_ALPHA, false));
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p.AddLayer(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 1f, true));
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renderer.SetPresentation(p);
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// Make text labels for sectors
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SetupLabels();
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// Convert geometry selection to sectors only
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General.Map.Map.ClearAllMarks(false);
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General.Map.Map.MarkSelectedVertices(true, true);
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ICollection<Linedef> lines = General.Map.Map.LinedefsFromMarkedVertices(false, true, false);
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foreach(Linedef l in lines) l.Selected = true;
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General.Map.Map.ClearMarkedSectors(true);
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foreach(Linedef l in General.Map.Map.Linedefs)
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{
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if(!l.Selected)
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{
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if(l.Front != null) l.Front.Sector.Marked = false;
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if(l.Back != null) l.Back.Sector.Marked = false;
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}
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}
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General.Map.Map.ClearAllSelected();
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foreach(Sector s in General.Map.Map.Sectors)
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{
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if(s.Marked)
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{
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s.Selected = true;
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foreach(Sidedef sd in s.Sidedefs) sd.Line.Selected = true;
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}
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}
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// Fill the list with selected sectors (these are not in order, but we have no other choice)
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ICollection<Sector> selectedsectors = General.Map.Map.GetSelectedSectors(true);
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General.Map.Map.ClearSelectedSectors();
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foreach(Sector s in selectedsectors) SelectSector(s, true, false);
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// Update
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UpdateOverlay();
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}
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// When disengaged
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public override void OnDisengage()
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{
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base.OnDisengage();
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// Remove toolbar button
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General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MakeGradientBrightness);
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// Going to EditSelectionMode?
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if(General.Editing.NewMode is EditSelectionMode)
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{
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// No selection made? But we have a highlight!
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if((General.Map.Map.GetSelectedSectors(true).Count == 0) && (highlighted != null))
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{
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// Make the highlight the selection
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SelectSector(highlighted, true, false);
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}
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}
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// Hide highlight info
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General.Interface.HideInfo();
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}
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// This redraws the display
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public override void OnRedrawDisplay()
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{
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renderer.RedrawSurface();
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// Render lines and vertices
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if(renderer.StartPlotter(true))
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{
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renderer.PlotLinedefSet(General.Map.Map.Linedefs);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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if((highlighted != null) && !highlighted.IsDisposed)
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renderer.PlotSector(highlighted, General.Colors.Highlight);
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renderer.Finish();
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}
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// Render things
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if(renderer.StartThings(true))
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{
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renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA);
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renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, 1.0f);
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renderer.Finish();
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}
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// Render overlay
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UpdateOverlay();
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renderer.Present();
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}
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// Mouse moves
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public override void OnMouseMove(MouseEventArgs e)
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{
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base.OnMouseMove(e);
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// Not in any editing mode?
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if((mode == ModifyMode.None) && (e.Button == MouseButtons.None))
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{
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// Find the nearest linedef within highlight range
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Linedef l = General.Map.Map.NearestLinedef(mousemappos);
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if(l != null)
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{
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// Check on which side of the linedef the mouse is
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float side = l.SideOfLine(mousemappos);
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if(side > 0)
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{
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// Is there a sidedef here?
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if(l.Back != null)
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{
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// Highlight if not the same
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if(l.Back.Sector != highlighted) Highlight(l.Back.Sector);
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}
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else
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{
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// Highlight nothing
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if(highlighted != null) Highlight(null);
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}
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}
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else
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{
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// Is there a sidedef here?
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if(l.Front != null)
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{
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// Highlight if not the same
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if(l.Front.Sector != highlighted) Highlight(l.Front.Sector);
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}
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else
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{
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// Highlight nothing
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if(highlighted != null) Highlight(null);
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}
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}
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}
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else
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{
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// Highlight nothing
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if(highlighted != null) Highlight(null);
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}
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}
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// Adjusting mode?
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else if(mode == ModifyMode.Adjusting)
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{
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// Calculate change in position
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Point delta = Cursor.Position - new Size(editstartpos);
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// Adjust selected sectors
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for(int i = 0; i < orderedselection.Count; i++)
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{
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Sector s = orderedselection[i];
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int basebrightness = sectorbrightness[i];
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// Adjust brightness
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s.Brightness = basebrightness - delta.Y;
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if(s.Brightness > 255) s.Brightness = 255;
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if(s.Brightness < 0) s.Brightness = 0;
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}
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// Update
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UpdateSelectedLabels();
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UpdateOverlay();
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renderer.Present();
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}
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}
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// Selecting with mouse
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protected override void OnSelectBegin()
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{
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// Not modifying?
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if(mode == ModifyMode.None)
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{
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// Item highlighted?
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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// Flip selection
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SelectSector(highlighted, !highlighted.Selected, true);
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// Update display
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if(renderer.StartPlotter(false))
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{
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// Redraw highlight to show selection
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renderer.PlotSector(highlighted);
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renderer.Finish();
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renderer.Present();
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}
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}
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else
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{
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// Start making a selection
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StartMultiSelection();
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}
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}
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base.OnSelectBegin();
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}
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// End selection
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protected override void OnSelectEnd()
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{
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// Not stopping from multiselection or modifying
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if(!selecting && (mode == ModifyMode.None))
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{
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// Item highlighted?
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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// Update display
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if(renderer.StartPlotter(false))
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{
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// Render highlighted item
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renderer.PlotSector(highlighted, General.Colors.Highlight);
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renderer.Finish();
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}
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// Update overlay
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TextLabel[] labelarray = labels[highlighted];
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foreach(TextLabel l in labelarray) l.Color = General.Colors.Highlight;
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UpdateOverlay();
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renderer.Present();
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|
}
|
|
}
|
|
|
|
base.OnSelectEnd();
|
|
}
|
|
|
|
// This is called wheh selection ends
|
|
protected override void OnEndMultiSelection()
|
|
{
|
|
// 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;
|
|
|
|
base.OnEndMultiSelection();
|
|
UpdateOverlay();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
// This is called when the selection is updated
|
|
protected override void OnUpdateMultiSelection()
|
|
{
|
|
base.OnUpdateMultiSelection();
|
|
|
|
// Render selection
|
|
UpdateOverlay();
|
|
if(renderer.StartOverlay(false))
|
|
{
|
|
RenderMultiSelection();
|
|
renderer.Finish();
|
|
renderer.Present();
|
|
}
|
|
}
|
|
|
|
|
|
// Editing
|
|
protected override void OnEditBegin()
|
|
{
|
|
base.OnEditBegin();
|
|
|
|
// No selection?
|
|
if(orderedselection.Count == 0)
|
|
{
|
|
// Make the highlight a selection if we have a highlight
|
|
if((highlighted != null) && !highlighted.IsDisposed)
|
|
SelectSector(highlighted, true, false);
|
|
}
|
|
|
|
// Anything selected?
|
|
if(orderedselection.Count > 0)
|
|
{
|
|
// Create undo
|
|
undoticket = General.Map.UndoRedo.CreateUndo("Adjust brightness");
|
|
|
|
// Start editing
|
|
mode = ModifyMode.Adjusting;
|
|
editstartpos = Cursor.Position;
|
|
|
|
// Keep sector brightness offsets and make the sector full brightness so we can use
|
|
// the overlay to adjust the brightness. The surface is only updated here and again
|
|
// with correct brightness when editing is done.
|
|
sectorbrightness = new List<int>(orderedselection.Count);
|
|
foreach(Sector s in orderedselection)
|
|
{
|
|
int realbrightness = s.Brightness;
|
|
sectorbrightness.Add(realbrightness);
|
|
s.Brightness = 255;
|
|
s.UpdateCache();
|
|
s.Brightness = realbrightness;
|
|
}
|
|
|
|
// Update surface to render full bright sectors
|
|
renderer.RedrawSurface();
|
|
|
|
// Update
|
|
UpdateSelectedLabels();
|
|
UpdateOverlay();
|
|
renderer.Present();
|
|
}
|
|
}
|
|
|
|
// Done editing
|
|
protected override void OnEditEnd()
|
|
{
|
|
base.OnEditEnd();
|
|
|
|
// Stop editing
|
|
mode = ModifyMode.None;
|
|
sectorbrightness = null;
|
|
|
|
// Nothing changed? Then writhdraw the undo
|
|
if(editstartpos.Y == Cursor.Position.Y)
|
|
General.Map.UndoRedo.WithdrawUndo(undoticket);
|
|
|
|
// Update
|
|
General.Map.Map.Update();
|
|
UpdateSelectedLabels();
|
|
General.Interface.RedrawDisplay();
|
|
renderer.Present();
|
|
|
|
// If only one sector was selected, deselect it
|
|
if(orderedselection.Count == 1) SelectSector(orderedselection[0], false, true);
|
|
}
|
|
|
|
// When undo is used
|
|
public override bool OnUndoBegin()
|
|
{
|
|
// Clear selection
|
|
General.Map.Map.ClearAllSelected();
|
|
orderedselection.Clear();
|
|
|
|
return base.OnUndoBegin();
|
|
}
|
|
|
|
// When undo is performed
|
|
public override void OnUndoEnd()
|
|
{
|
|
// Clear labels
|
|
SetupLabels();
|
|
}
|
|
|
|
// When redo is used
|
|
public override bool OnRedoBegin()
|
|
{
|
|
// Clear selection
|
|
General.Map.Map.ClearAllSelected();
|
|
orderedselection.Clear();
|
|
|
|
return base.OnRedoBegin();
|
|
}
|
|
|
|
// When redo is performed
|
|
public override void OnRedoEnd()
|
|
{
|
|
// Clear labels
|
|
SetupLabels();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Actions
|
|
|
|
[BeginAction("gradientbrightness")]
|
|
public void MakeGradientBrightness()
|
|
{
|
|
// Need at least 3 selected sectors
|
|
// The first and last are not modified
|
|
if(orderedselection.Count > 2)
|
|
{
|
|
float startbrightness = (float)orderedselection[0].Brightness;
|
|
float endbrightness = (float)orderedselection[orderedselection.Count - 1].Brightness;
|
|
float delta = endbrightness - startbrightness;
|
|
|
|
// Go for all sectors in between first and last
|
|
for(int i = 1; i < (orderedselection.Count - 1); i++)
|
|
{
|
|
float u = (float)i / (float)(orderedselection.Count - 1);
|
|
float b = startbrightness + delta * u;
|
|
orderedselection[i].Brightness = (int)b;
|
|
}
|
|
}
|
|
|
|
// Update
|
|
UpdateOverlay();
|
|
renderer.Present();
|
|
}
|
|
|
|
// This clears the selection
|
|
[BeginAction("clearselection", BaseAction = true)]
|
|
public void ClearSelection()
|
|
{
|
|
// Clear selection
|
|
General.Map.Map.ClearAllSelected();
|
|
orderedselection.Clear();
|
|
|
|
// Clear labels
|
|
foreach(TextLabel[] labelarray in labels.Values)
|
|
foreach(TextLabel l in labelarray) l.Text = "";
|
|
|
|
// Redraw
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|