mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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155 lines
3.7 KiB
C#
155 lines
3.7 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 CodeImp.DoomBuilder.VisualModes;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal class BaseVisualSector : VisualSector
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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protected BaseVisualMode mode;
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protected VisualFloor floor;
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protected VisualCeiling ceiling;
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protected Dictionary<Sidedef, VisualSidedefParts> sides;
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#endregion
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#region ================== Properties
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public VisualFloor Floor { get { return floor; } }
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public VisualCeiling Ceiling { get { return ceiling; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public BaseVisualSector(BaseVisualMode mode, Sector s) : base(s)
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{
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this.mode = mode;
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// Initialize
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Rebuild();
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// We have no destructor
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GC.SuppressFinalize(this);
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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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// Clean up
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sides = null;
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floor = null;
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ceiling = null;
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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 (re)builds the visual sector, calculating all geometry from scratch
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public void Rebuild()
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{
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// Forget old geometry
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base.ClearGeometry();
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// Create floor
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floor = new VisualFloor(mode, this);
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if(floor.Setup()) base.AddGeometry(floor);
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// Create ceiling
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ceiling = new VisualCeiling(mode, this);
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if(ceiling.Setup()) base.AddGeometry(ceiling);
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// Go for all sidedefs
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sides = new Dictionary<Sidedef, VisualSidedefParts>(base.Sector.Sidedefs.Count);
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foreach(Sidedef sd in base.Sector.Sidedefs)
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{
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// Doublesided or singlesided?
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if(sd.Other != null)
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{
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// Create upper part
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VisualUpper vu = new VisualUpper(mode, this, sd);
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if(vu.Setup()) base.AddGeometry(vu);
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// Create lower part
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VisualLower vl = new VisualLower(mode, this, sd);
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if(vl.Setup()) base.AddGeometry(vl);
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// Create middle part
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VisualMiddleDouble vm = new VisualMiddleDouble(mode, this, sd);
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if(vm.Setup()) base.AddGeometry(vm);
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// Store
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sides.Add(sd, new VisualSidedefParts(vu, vl, vm));
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}
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else
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{
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// Create middle part
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VisualMiddleSingle vm = new VisualMiddleSingle(mode, this, sd);
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if(vm.Setup()) base.AddGeometry(vm);
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// Store
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sides.Add(sd, new VisualSidedefParts(vm));
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}
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}
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}
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// This returns the visual sidedef parts for a given sidedef
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public VisualSidedefParts GetSidedefParts(Sidedef sd)
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{
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if(sides.ContainsKey(sd))
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return sides[sd];
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else
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return new VisualSidedefParts();
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}
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#endregion
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}
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}
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