UltimateZoneBuilder/Source/Plugins/SoundPropagationMode/SoundEnvironmentMode.cs
MaxED 0a7bd9f636 Added Sound Propagation plugin by boris (https://github.com/biwa/soundpropagationmode).
Changes since 5bf51d0:
Large scale cleanup & refactoring.
Sound Propagation Mode: you can now click on doublesided linedefs to toggle sound blocking flag.
Sound Environment Mode: you can now click on doublesided linedefs to toggle sound zone boundary flag.
Sound Propagation Mode: reimplemented the highlighting of non-deaf things. Things are now highlighted using selection color.
Removed "Show tooltips" checkbox. Tooltips are now always enabled.
Fixed, Sound Environment Mode: thing tooltip about multiple active sound environment things was shown even when there was only one active sound environment thing.
Fixed, Sound Environment Mode: "Configure colors" toolbar button was not working because of missing action.
Fixed, cosmetic: "Configure colors" toolbar icon was missing a tooltip.
Fixed, cosmetic: display was not redrawn after changing colors using "Color configuration" window.
2015-01-23 12:36:43 +00:00

398 lines
11 KiB
C#

#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.Windows.Forms;
using System.ComponentModel;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Controls;
#endregion
namespace CodeImp.DoomBuilder.SoundPropagationMode
{
[EditMode(DisplayName = "Sound Environment Mode",
SwitchAction = "soundenvironmentmode", // Action name used to switch to this mode
ButtonImage = "ZDoomSoundEnvironment.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 SoundEnvironmentMode : ClassicMode
{
#region ================== Variables
// Highlighted item
private Sector highlighted;
private SoundEnvironment highlightedsoundenvironment;
private Linedef highlightedline; //mxd
// Interface
private SoundEnvironmentPanel panel;
private Docker docker;
private BackgroundWorker worker;
#endregion
#region ================== Properties
public override object HighlightedObject { get { return highlighted; } }
#endregion
#region ================== Constructor / Disposer
// Disposer
public override void Dispose()
{
// Not already disposed?
if (!isdisposed)
{
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Methods
// This highlights a new item
private void Highlight(Sector s)
{
// Set new highlight
highlighted = s;
highlightedsoundenvironment = null;
if (highlighted != null)
{
foreach (SoundEnvironment se in BuilderPlug.Me.SoundEnvironments)
{
if (se.Sectors.Contains(highlighted))
{
highlightedsoundenvironment = se;
break;
}
}
}
if (highlightedsoundenvironment != null)
{
panel.HighlightSoundEnvironment(highlightedsoundenvironment);
}
else
{
panel.HighlightSoundEnvironment(null);
}
// Show highlight info
if ((highlighted != null) && !highlighted.IsDisposed)
General.Interface.ShowSectorInfo(highlighted);
else
General.Interface.HideInfo();
}
private void UpdateData()
{
BuilderPlug.Me.DataIsDirty = false;
panel.SoundEnvironments.Nodes.Clear();
// Only update if map has changed or the sound environments were never updated at all (i.e. first time engaging this mode)
if((General.Map.IsChanged || !BuilderPlug.Me.SoundEnvironmentIsUpdated) && !worker.IsBusy)
{
General.Interface.DisplayStatus(StatusType.Busy, "Updating sound environments");
worker.RunWorkerAsync();
}
else if(!worker.IsBusy)
{
foreach(SoundEnvironment se in BuilderPlug.Me.SoundEnvironments)
panel.AddSoundEnvironment(se);
}
}
#endregion
#region ================== Events
public override void OnHelp()
{
General.ShowHelp("e_sectors.html");
}
// Cancel mode
public override void OnCancel()
{
base.OnCancel();
// Return to this mode
General.Editing.ChangeMode(new SoundEnvironmentMode());
}
// Mode engages
public override void OnEngage()
{
base.OnEngage();
General.Interface.AddButton(BuilderPlug.Me.MenusForm.ColorConfiguration);
panel = new SoundEnvironmentPanel();
docker = new Docker("soundenvironments", "Sound Environments", panel);
General.Interface.AddDocker(docker);
General.Interface.SelectDocker(docker);
worker = new BackgroundWorker();
worker.WorkerReportsProgress = true;
worker.WorkerSupportsCancellation = true;
worker.DoWork += BuilderPlug.Me.UpdateSoundEnvironments;
worker.ProgressChanged += worker_ProgressChanged;
worker.RunWorkerCompleted += worker_RunWorkerCompleted;
UpdateData();
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, 1f, true));
presentation.AddLayer(new PresentLayer(RendererLayer.Things, BlendingMode.Alpha, 1.0f));
presentation.AddLayer(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 1f, true));
renderer.SetPresentation(presentation);
}
//mxd. If a linedef is highlighted, toggle the sound blocking flag
protected override void OnSelectEnd()
{
if(highlightedline == null || !General.Map.UDMF) return;
// Make undo
General.Map.UndoRedo.CreateUndo("Toggle Sound Zone Boundary");
// Toggle flag
highlightedline.SetFlag("zoneboundary", !highlightedline.IsFlagSet("zoneboundary"));
// Update
UpdateData();
General.Interface.RedrawDisplay();
}
private void worker_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
General.Interface.DisplayStatus(StatusType.Ready, "Finished updating sound environments");
}
private void worker_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
SoundEnvironment se = e.UserState as SoundEnvironment;
General.Interface.DisplayStatus(StatusType.Busy, "Updating sound environments (" + e.ProgressPercentage + "%)");
panel.AddSoundEnvironment(se);
General.Interface.RedrawDisplay();
}
// Mode disengages
public override void OnDisengage()
{
base.OnDisengage();
worker.CancelAsync();
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.ColorConfiguration);
General.Interface.RemoveDocker(docker);
// Hide highlight info
General.Interface.HideInfo();
}
// This redraws the display
public override void OnRedrawDisplay()
{
if (BuilderPlug.Me.DataIsDirty) UpdateData();
// 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 environments. Also don't draw the line's normal. They are not needed here anyway
// and can make it harder to see the sound environment colors
foreach (Linedef ld in General.Map.Map.Linedefs)
{
PixelColor c;
if(ld.IsFlagSet(General.Map.Config.ImpassableFlag))
c = General.Colors.Linedefs;
else
c = General.Colors.Linedefs.WithAlpha(General.Settings.DoubleSidedAlphaByte);
renderer.PlotLine(ld.Start.Position, ld.End.Position, c);
}
// 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
lock (BuilderPlug.Me.BlockingLinedefs)
{
foreach (Linedef ld in BuilderPlug.Me.BlockingLinedefs)
{
renderer.PlotLine(ld.Start.Position, ld.End.Position, BuilderPlug.Me.BlockSoundColor);
}
}
//mxd. Render highlighted line
if(highlightedline != null)
{
renderer.PlotLine(highlightedline.Start.Position, highlightedline.End.Position, General.Colors.Highlight);
}
renderer.PlotVerticesSet(General.Map.Map.Vertices);
renderer.Finish();
}
// Render things
if (renderer.StartThings(true))
{
renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_BACK_ALPHA);
renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, Presentation.THINGS_HIDDEN_ALPHA);
lock (BuilderPlug.Me.SoundEnvironments)
{
foreach (SoundEnvironment se in BuilderPlug.Me.SoundEnvironments)
{
if (se.Things.Count > 0) renderer.RenderThingSet(se.Things, 1.0f);
}
}
renderer.Finish();
}
// Render overlay geometry (sectors)
if (BuilderPlug.Me.OverlayGeometry != null)
{
lock (BuilderPlug.Me.OverlayGeometry)
{
if (BuilderPlug.Me.OverlayGeometry.Length > 0 && renderer.StartOverlay(true))
{
renderer.RenderGeometry(BuilderPlug.Me.OverlayGeometry, General.Map.Data.WhiteTexture, true);
renderer.Finish();
}
}
}
renderer.Present();
}
// 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);
// Find the nearest linedef within highlight range
Linedef l = General.Map.Map.NearestLinedef(mousemappos);
if (l != null)
{
// Check on which side of the linedef the mouse is
float 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);
}
else
{
// Highlight nothing
Highlight(null);
}
}
else
{
// Is there a sidedef here?
if (l.Front != null)
{
// Highlight if not the same
if (l.Front.Sector != highlighted) Highlight(l.Front.Sector);
}
else
{
// Highlight nothing
Highlight(null);
}
}
}
else
{
// Highlight nothing
Highlight(null);
}
//mxd. Find the nearest linedef within default highlight range
l = General.Map.Map.NearestLinedefRange(mousemappos, 20 / renderer.Scale);
//mxd. We are not interested in single-sided lines, unless they have zoneboundary flag...
if(l != null && ((l.Front == null || l.Back == null) && (General.Map.UDMF && !l.IsFlagSet("zoneboundary"))))
{
l = null;
}
//mxd. Set as highlighted
if(highlightedline != l)
{
highlightedline = l;
General.Interface.RedrawDisplay();
}
}
}
// Mouse leaves
public override void OnMouseLeave(EventArgs e)
{
base.OnMouseLeave(e);
// Highlight nothing
Highlight(null);
}
#endregion
#region ================== Actions
[BeginAction("soundpropagationcolorconfiguration")]
public void ConfigureColors()
{
ColorConfiguration cc = new ColorConfiguration();
if(cc.ShowDialog((Form)General.Interface) == DialogResult.OK)
{
General.Interface.RedrawDisplay();
}
}
#endregion
}
}