mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2025-01-31 21:00:56 +00:00
c087d014a1
Error checks: added "Check unused textures" option. Replaced MissingTexture3D and UnknownTexture3D. Sectors mode: restored "Lower/Raise Floor/Ceiling by 8 mp" actions. Visual mode: in some cases sidedefs were rendered as selected when they were not. Existing linedefs were not split while drawing new lines in some cases. Texture and height overrides were not applied correctly in some cases. Preferences form: "Ctrl+Alt+ScrollUp" and "Ctrl+Alt+ScrollDown" dropdown items were setting the shortcut to "Ctrl+Shift+ScrollUp" and "Ctrl+Shift+ScrollDown".
186 lines
4.6 KiB
C#
186 lines
4.6 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 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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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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// No action or button for this mode, it is automatic.
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// The EditMode attribute does not have to be specified unless the
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// mode must be activated by class name rather than direct instance.
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// In that case, just specifying the attribute like this is enough:
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// [EditMode]
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[EditMode(DisplayName = "Linedefs",
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AllowCopyPaste = false,
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Volatile = true)]
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public sealed class DragLinedefsMode : DragGeometryMode
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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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private ICollection<Linedef> selectedlines;
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private ICollection<Linedef> unselectedlines;
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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 to start dragging immediately
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public DragLinedefsMode(Vector2D dragstartmappos)
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{
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// Mark what we are dragging
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General.Map.Map.ClearAllMarks(false);
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General.Map.Map.MarkSelectedLinedefs(true, true);
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ICollection<Vertex> verts = General.Map.Map.GetVerticesFromLinesMarks(true);
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foreach(Vertex v in verts) v.Marked = true;
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// Get line collections
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selectedlines = General.Map.Map.GetSelectedLinedefs(true);
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unselectedlines = General.Map.Map.GetSelectedLinedefs(false);
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// Initialize
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base.StartDrag(dragstartmappos);
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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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// Done
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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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// Mode engages
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public override void OnEngage()
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{
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base.OnEngage();
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}
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// Disenagaging
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public override void OnDisengage()
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{
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// Select vertices from lines selection
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General.Map.Map.ClearSelectedVertices();
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ICollection<Vertex> verts = General.Map.Map.GetVerticesFromLinesMarks(true);
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foreach(Vertex v in verts) v.Selected = true;
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// Perform normal disengage
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base.OnDisengage();
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// Clear vertex selection
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General.Map.Map.ClearSelectedVertices();
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// When not cancelled
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if(!cancelled)
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{
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// If only a single linedef was selected, deselect it now
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if(selectedlines.Count == 1) General.Map.Map.ClearSelectedLinedefs();
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}
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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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UpdateRedraw();
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if(CheckViewChanged())
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{
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// Start rendering things
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if(renderer.StartThings(true))
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{
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renderer.RenderThingSet(General.Map.Map.Things, 1.0f);
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renderer.Finish();
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}
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}
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renderer.Present();
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}
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// This redraws only the required things
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protected override void UpdateRedraw()
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{
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// Start rendering structure
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if(renderer.StartPlotter(true))
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{
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// Render lines and vertices
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renderer.PlotLinedefSet(unselectedlines);
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renderer.PlotLinedefSet(selectedlines);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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// Draw the dragged item highlighted
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// This is important to know, because this item is used
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// for snapping to the grid and snapping to nearest items
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renderer.PlotVertex(dragitem, ColorCollection.HIGHLIGHT);
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// Done
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renderer.Finish();
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}
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//mxd. Render things
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if(renderer.StartThings(true)) {
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renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA);
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renderer.RenderThingSet(unselectedthings, 1.0f);
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renderer.RenderThingSet(selectedthings, 1.0f);
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renderer.Finish();
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}
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// Redraw overlay
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if(renderer.StartOverlay(true))
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{
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foreach(LineLengthLabel l in labels)
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{
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renderer.RenderText(l.TextLabel);
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}
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renderer.Finish();
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}
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}
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#endregion
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}
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}
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