mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 14:12:16 +00:00
ed75933d60
Some cosmetic fixes here and there.
1829 lines
57 KiB
C#
1829 lines
57 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.Generic;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Windows;
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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.Types;
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using CodeImp.DoomBuilder.BuilderModes.Interface;
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using CodeImp.DoomBuilder.GZBuilder.Tools;
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using CodeImp.DoomBuilder.Config;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[EditMode(DisplayName = "Sectors Mode",
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SwitchAction = "sectorsmode", // Action name used to switch to this mode
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ButtonImage = "SectorsMode.png", // Image resource name for the button
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ButtonOrder = int.MinValue + 200, // Position of the button (lower is more to the left)
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ButtonGroup = "000_editing",
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UseByDefault = true,
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SafeStartMode = true)]
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public class SectorsMode : BaseClassicMode
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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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// Highlighted item
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protected Sector highlighted;
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private Association highlightasso = new Association();
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// Interface
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protected bool editpressed;
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// Labels
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private Dictionary<Sector, TextLabel[]> labels;
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//mxd. Effects
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private Dictionary<int, string[]> effects;
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#endregion
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#region ================== Properties
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public override object HighlightedObject { get { return highlighted; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public SectorsMode()
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{
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//mxd
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effects = new Dictionary<int, string[]>();
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foreach (SectorEffectInfo info in General.Map.Config.SortedSectorEffects) {
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string name = info.Index + ": " + info.Title;
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effects.Add(info.Index, new[] { name, "E" + info.Index });
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}
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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 makes a CRC for the selection
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public int CreateSelectionCRC()
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{
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CRC crc = new CRC();
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ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
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crc.Add(orderedselection.Count);
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foreach(Sector s in orderedselection)
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{
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crc.Add(s.FixedIndex);
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}
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return (int)(crc.Value & 0xFFFFFFFF);
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}
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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.Labels.Count];
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for(int i = 0; i < s.Labels.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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//mxd. Render highlighted sector
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if(highlighted != null) {
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int highlightedColor = General.Colors.Highlight.WithAlpha(64).ToInt();
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FlatVertex[] verts = new FlatVertex[highlighted.FlatVertices.Length];
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highlighted.FlatVertices.CopyTo(verts, 0);
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for(int i = 0; i < verts.Length; i++) verts[i].c = highlightedColor;
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renderer.RenderGeometry(verts, null, true);
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}
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// Go for all selected sectors
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ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
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//mxd. Render selected sectors
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int selectedColor = General.Colors.Selection.WithAlpha(64).ToInt(); //mxd
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foreach (Sector s in orderedselection) {
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if (s != highlighted) {
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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++)
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verts[i].c = selectedColor;
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renderer.RenderGeometry(verts, null, true);
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}
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}
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if(BuilderPlug.Me.ViewSelectionNumbers)
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{
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foreach(Sector s in orderedselection)
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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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//mxd. Render effect labels
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orderedselection = General.Map.Map.GetSelectedSectors(false);
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foreach(Sector s in orderedselection) {
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string label = string.Empty;
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string labelShort = string.Empty;
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if (s.Effect != 0) {
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if (effects.ContainsKey(s.Effect)) {
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if(s.Tag != 0) {
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label = "Tag " + s.Tag + ", " + effects[s.Effect][0];
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labelShort = "T" + s.Tag + " " + "E" + s.Effect;
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} else {
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label = effects[s.Effect][0];
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labelShort = "E" + s.Effect;
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}
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} else {
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if(s.Tag != 0) {
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label = "Tag " + s.Tag + ", Effect " + s.Effect;
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labelShort = "T" + s.Tag + " " + "E" + s.Effect;
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} else {
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label = "Effect " + s.Effect;
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labelShort = "E" + s.Effect;
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}
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}
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} else if(s.Tag != 0) {
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label = "Tag " + s.Tag;
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labelShort = "T" + s.Tag;
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}
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if(!string.IsNullOrEmpty(label)) {
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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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TextLabel l = labelarray[i];
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l.Color = General.Colors.InfoLine;
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float requiredsize = (General.Map.GetTextSize(label, l.Scale).Width) / renderer.Scale;
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if (requiredsize > s.Labels[i].radius) {
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requiredsize = (General.Map.GetTextSize(labelShort, l.Scale).Width) / renderer.Scale;
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l.Text = (requiredsize > s.Labels[i].radius ? "+" : labelShort);
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} else {
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l.Text = label;
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}
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renderer.RenderText(l);
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}
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}
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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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// Support function for joining and merging sectors
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private void JoinMergeSectors(bool removelines)
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{
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// Remove lines in betwen joining sectors?
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if(removelines)
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{
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// Go for all selected linedefs
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List<Linedef> selectedlines = new List<Linedef>(General.Map.Map.GetSelectedLinedefs(true));
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foreach(Linedef ld in selectedlines)
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{
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// Front and back side?
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if((ld.Front != null) && (ld.Back != null))
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{
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// Both a selected sector, but not the same?
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if(ld.Front.Sector.Selected && ld.Back.Sector.Selected &&
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(ld.Front.Sector != ld.Back.Sector))
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{
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// Remove this line
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ld.Dispose();
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}
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}
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}
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}
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// Find the first sector that is not disposed
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List<Sector> orderedselection = new List<Sector>(General.Map.Map.GetSelectedSectors(true));
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Sector first = null;
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foreach(Sector s in orderedselection)
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if(!s.IsDisposed) { first = s; break; }
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// Join all selected sectors with the first
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for(int i = 0; i < orderedselection.Count; i++)
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if((orderedselection[i] != first) && !orderedselection[i].IsDisposed)
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orderedselection[i].Join(first);
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// Clear selection
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General.Map.Map.ClearAllSelected();
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// Update
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General.Map.Map.Update();
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// Make text labels for sectors
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SetupLabels();
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UpdateSelectedLabels();
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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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// Often we can get away by simply undrawing the previous
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// highlight and drawing the new highlight. But if associations
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// are or were drawn we need to redraw the entire display.
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// Previous association highlights something?
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bool completeredraw = (highlighted != null) && (highlighted.Tag > 0);
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// Set highlight association
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if (s != null) {
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Vector2D center = (s.Labels.Count > 0 ? s.Labels[0].position : new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2));
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highlightasso.Set(center, s.Tag, UniversalType.SectorTag);
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} else {
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highlightasso.Set(new Vector2D(), 0, 0);
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}
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// New association highlights something?
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if((s != null) && (s.Tag > 0)) completeredraw = true;
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// Change label color
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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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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// Change label color
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if((s != null) && !s.IsDisposed)
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{
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TextLabel[] labelarray = labels[s];
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foreach(TextLabel l in labelarray) l.Color = General.Colors.Highlight;
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}
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// If we're changing associations, then we
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// need to redraw the entire display
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if(completeredraw)
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{
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// Set new highlight and redraw completely
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highlighted = s;
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General.Interface.RedrawDisplay();
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}
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else
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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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// Undraw previous highlight
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if((highlighted != null) && !highlighted.IsDisposed)
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renderer.PlotSector(highlighted);
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/*
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// Undraw highlighted things
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if(highlighted != null)
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foreach(Thing t in highlighted.Things)
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renderer.RenderThing(t, renderer.DetermineThingColor(t));
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*/
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// Set new highlight
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highlighted = s;
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// Render highlighted item
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if((highlighted != null) && !highlighted.IsDisposed)
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renderer.PlotSector(highlighted, General.Colors.Highlight);
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/*
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// Render highlighted things
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if(highlighted != null)
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foreach(Thing t in highlighted.Things)
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renderer.RenderThing(t, General.Colors.Highlight);
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*/
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// Done
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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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s.Selected = true;
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selectionchanged = true;
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// Setup labels
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ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
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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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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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renderer.Present();
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}
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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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// Go for all labels in all selected sectors
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ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
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int index = 0;
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foreach(Sector s in orderedselection)
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{
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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 = index + 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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index++;
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}
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}
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#endregion
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#region ================== Events
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public override void OnHelp()
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{
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General.ShowHelp("e_sectors.html");
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}
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// Cancel mode
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public override void OnCancel()
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{
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base.OnCancel();
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// Return to this mode
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General.Editing.ChangeMode(new SectorsMode());
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}
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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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renderer.SetPresentation(Presentation.Standard);
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// Add toolbar buttons
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General.Interface.AddButton(BuilderPlug.Me.MenusForm.CopyProperties);
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General.Interface.AddButton(BuilderPlug.Me.MenusForm.PasteProperties);
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General.Interface.AddButton(BuilderPlug.Me.MenusForm.SeparatorCopyPaste);
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General.Interface.AddButton(BuilderPlug.Me.MenusForm.ViewSelectionNumbers);
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General.Interface.AddButton(BuilderPlug.Me.MenusForm.SeparatorSectors1);
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General.Interface.AddButton(BuilderPlug.Me.MenusForm.MakeGradientBrightness);
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if(General.Map.UDMF) General.Interface.AddButton(BuilderPlug.Me.MenusForm.BrightnessGradientMode); //mxd
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General.Interface.AddButton(BuilderPlug.Me.MenusForm.MakeGradientFloors);
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General.Interface.AddButton(BuilderPlug.Me.MenusForm.MakeGradientCeilings);
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General.Interface.AddButton(BuilderPlug.Me.MenusForm.MarqueSelectTouching); //mxd
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if(General.Map.UDMF) General.Interface.AddButton(BuilderPlug.Me.MenusForm.TextureOffsetLock, ToolbarSection.Geometry); //mxd
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// Convert geometry selection to sectors only
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General.Map.Map.ConvertSelection(SelectionType.Sectors);
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updateSelectionInfo(); //mxd
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// Make text labels for sectors
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SetupLabels();
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// Update
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UpdateSelectedLabels();
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UpdateOverlay();
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}
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// Mode disengages
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public override void OnDisengage()
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{
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base.OnDisengage();
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// Remove toolbar buttons
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General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.CopyProperties);
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General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.PasteProperties);
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General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.SeparatorCopyPaste);
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General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.ViewSelectionNumbers);
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General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.SeparatorSectors1);
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General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MakeGradientBrightness);
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if(General.Map.UDMF) General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.BrightnessGradientMode); //mxd
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General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MakeGradientFloors);
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General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MakeGradientCeilings);
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General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MarqueSelectTouching); //mxd
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if(General.Map.UDMF) General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.TextureOffsetLock); //mxd
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// Keep only sectors selected
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General.Map.Map.ClearSelectedLinedefs();
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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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// Not pasting anything?
|
|
EditSelectionMode editmode = (General.Editing.NewMode as EditSelectionMode);
|
|
if(!editmode.Pasting)
|
|
{
|
|
// No selection made? But we have a highlight!
|
|
if((General.Map.Map.GetSelectedSectors(true).Count == 0) && (highlighted != null))
|
|
{
|
|
// Make the highlight the selection
|
|
SelectSector(highlighted, true, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Hide highlight info
|
|
General.Interface.HideInfo();
|
|
}
|
|
|
|
// This redraws the display
|
|
public override void OnRedrawDisplay()
|
|
{
|
|
renderer.RedrawSurface();
|
|
|
|
// Render lines and vertices
|
|
if(renderer.StartPlotter(true))
|
|
{
|
|
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
|
|
renderer.PlotVerticesSet(General.Map.Map.Vertices);
|
|
if((highlighted != null) && !highlighted.IsDisposed)
|
|
{
|
|
renderer.PlotSector(highlighted, General.Colors.Highlight);
|
|
if(!panning) BuilderPlug.Me.PlotReverseAssociations(renderer, highlightasso); //mxd
|
|
}
|
|
renderer.Finish();
|
|
}
|
|
|
|
// Render things
|
|
if(renderer.StartThings(true))
|
|
{
|
|
renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA);
|
|
renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, 1.0f);
|
|
renderer.Finish();
|
|
}
|
|
|
|
// Render selection
|
|
if(renderer.StartOverlay(true))
|
|
{
|
|
if(!panning && highlighted != null && !highlighted.IsDisposed) BuilderPlug.Me.RenderReverseAssociations(renderer, highlightasso); //mxd
|
|
if(selecting) RenderMultiSelection();
|
|
renderer.Finish();
|
|
}
|
|
|
|
// Render overlay
|
|
UpdateOverlay();
|
|
|
|
renderer.Present();
|
|
}
|
|
|
|
// Selection
|
|
protected override void OnSelectBegin()
|
|
{
|
|
// Item highlighted?
|
|
if((highlighted != null) && !highlighted.IsDisposed)
|
|
{
|
|
// Update display
|
|
if(renderer.StartPlotter(false))
|
|
{
|
|
// Redraw highlight to show selection
|
|
renderer.PlotSector(highlighted);
|
|
renderer.Finish();
|
|
renderer.Present();
|
|
}
|
|
}
|
|
|
|
base.OnSelectBegin();
|
|
}
|
|
|
|
// End selection
|
|
protected override void OnSelectEnd()
|
|
{
|
|
// Not stopping from multiselection?
|
|
if(!selecting)
|
|
{
|
|
// Item highlighted?
|
|
if((highlighted != null) && !highlighted.IsDisposed)
|
|
{
|
|
//mxd. Flip selection
|
|
SelectSector(highlighted, !highlighted.Selected, true);
|
|
|
|
// Update display
|
|
if(renderer.StartPlotter(false))
|
|
{
|
|
// Render highlighted item
|
|
renderer.PlotSector(highlighted, General.Colors.Highlight);
|
|
renderer.Finish();
|
|
renderer.Present();
|
|
}
|
|
|
|
// Update overlay
|
|
TextLabel[] labelarray = labels[highlighted];
|
|
foreach(TextLabel l in labelarray) l.Color = General.Colors.Highlight;
|
|
UpdateOverlay();
|
|
renderer.Present();
|
|
//mxd
|
|
} else if(BuilderPlug.Me.AutoClearSelection && General.Map.Map.SelectedSectorsCount > 0) {
|
|
General.Map.Map.ClearSelectedLinedefs();
|
|
General.Map.Map.ClearSelectedSectors();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
updateSelectionInfo(); //mxd
|
|
}
|
|
|
|
base.OnSelectEnd();
|
|
}
|
|
|
|
// Start editing
|
|
protected override void OnEditBegin()
|
|
{
|
|
// Item highlighted?
|
|
if((highlighted != null) && !highlighted.IsDisposed)
|
|
{
|
|
// Edit pressed in this mode
|
|
editpressed = true;
|
|
|
|
// Highlighted item not selected?
|
|
if(!highlighted.Selected && (BuilderPlug.Me.AutoClearSelection || (General.Map.Map.SelectedSectorsCount == 0)))
|
|
{
|
|
// Make this the only selection
|
|
General.Map.Map.ClearSelectedSectors();
|
|
General.Map.Map.ClearSelectedLinedefs();
|
|
SelectSector(highlighted, true, false);
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
// Update display
|
|
if(renderer.StartPlotter(false))
|
|
{
|
|
// Redraw highlight to show selection
|
|
renderer.PlotSector(highlighted);
|
|
renderer.Finish();
|
|
renderer.Present();
|
|
}
|
|
}
|
|
else if(!selecting) //mxd. We don't want to draw while multiselecting
|
|
{
|
|
// Start drawing mode
|
|
DrawGeometryMode drawmode = new DrawGeometryMode();
|
|
bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
|
|
bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
|
|
DrawnVertex v = DrawGeometryMode.GetCurrentPosition(mousemappos, snaptonearest, snaptogrid, renderer, new List<DrawnVertex>());
|
|
|
|
if(drawmode.DrawPointAt(v))
|
|
General.Editing.ChangeMode(drawmode);
|
|
else
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Failed to draw point: outside of map boundaries.");
|
|
}
|
|
|
|
base.OnEditBegin();
|
|
}
|
|
|
|
// Done editing
|
|
protected override void OnEditEnd()
|
|
{
|
|
// Edit pressed in this mode?
|
|
if(editpressed)
|
|
{
|
|
// Anything selected?
|
|
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
|
|
if(selected.Count > 0)
|
|
{
|
|
if(General.Interface.IsActiveWindow)
|
|
{
|
|
//mxd. Show realtime vertex edit dialog
|
|
General.Interface.OnEditFormValuesChanged += new EventHandler(sectorEditForm_OnValuesChanged);
|
|
General.Interface.ShowEditSectors(selected);
|
|
General.Interface.OnEditFormValuesChanged -= sectorEditForm_OnValuesChanged;
|
|
|
|
General.Map.Renderer2D.UpdateExtraFloorFlag(); //mxd
|
|
|
|
// When a single sector was selected, deselect it now
|
|
if(selected.Count == 1)
|
|
{
|
|
General.Map.Map.ClearSelectedSectors();
|
|
General.Map.Map.ClearSelectedLinedefs();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
}
|
|
|
|
updateSelectionInfo(); //mxd
|
|
}
|
|
|
|
editpressed = false;
|
|
base.OnEditEnd();
|
|
}
|
|
|
|
//mxd
|
|
private void sectorEditForm_OnValuesChanged(object sender, EventArgs e) {
|
|
// Update entire display
|
|
General.Map.Map.Update();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
// Mouse moves
|
|
public override void OnMouseMove(MouseEventArgs e)
|
|
{
|
|
base.OnMouseMove(e);
|
|
if(panning) return; //mxd. Skip all this jass while panning
|
|
|
|
//mxd
|
|
if(selectpressed && !editpressed && !selecting) {
|
|
// Check if moved enough pixels for multiselect
|
|
Vector2D delta = mousedownpos - mousepos;
|
|
if((Math.Abs(delta.x) > MULTISELECT_START_MOVE_PIXELS) ||
|
|
(Math.Abs(delta.y) > MULTISELECT_START_MOVE_PIXELS)) {
|
|
// Start multiselecting
|
|
StartMultiSelection();
|
|
}
|
|
}
|
|
else if(paintselectpressed && !editpressed && !selecting) //mxd. Drag-select
|
|
{
|
|
// Find the nearest linedef within highlight range
|
|
Linedef l = General.Map.Map.NearestLinedefRange(mousemappos, BuilderPlug.Me.HighlightRange / renderer.Scale);
|
|
Sector s = null;
|
|
|
|
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)
|
|
s = l.Back.Sector;
|
|
} else {
|
|
// Is there a sidedef here?
|
|
if(l.Front != null)
|
|
s = l.Front.Sector;
|
|
}
|
|
|
|
if(s != null) {
|
|
if(s != highlighted) {
|
|
//toggle selected state
|
|
highlighted = s;
|
|
if(General.Interface.ShiftState ^ BuilderPlug.Me.AdditiveSelect)
|
|
SelectSector(highlighted, true, true);
|
|
else if(General.Interface.CtrlState)
|
|
SelectSector(highlighted, false, true);
|
|
else
|
|
SelectSector(highlighted, !highlighted.Selected, true);
|
|
|
|
// Update entire display
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
} else if(highlighted != null) {
|
|
highlighted = null;
|
|
Highlight(null);
|
|
|
|
// Update entire display
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
updateSelectionInfo(); //mxd
|
|
}
|
|
}
|
|
else if(e.Button == MouseButtons.None) // Not holding any buttons?
|
|
{
|
|
// 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
|
|
if(highlighted != null) 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
|
|
if(highlighted != null) Highlight(null);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Highlight nothing
|
|
if(highlighted != null) Highlight(null);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Mouse leaves
|
|
public override void OnMouseLeave(EventArgs e)
|
|
{
|
|
base.OnMouseLeave(e);
|
|
|
|
// Highlight nothing
|
|
Highlight(null);
|
|
}
|
|
|
|
//mxd
|
|
protected override void OnPaintSelectBegin() {
|
|
if(highlighted != null) {
|
|
if(General.Interface.ShiftState ^ BuilderPlug.Me.AdditiveSelect)
|
|
SelectSector(highlighted, true, true);
|
|
else if(General.Interface.CtrlState)
|
|
SelectSector(highlighted, false, true);
|
|
else
|
|
SelectSector(highlighted, !highlighted.Selected, true);
|
|
|
|
// Update entire display
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
base.OnPaintSelectBegin();
|
|
}
|
|
|
|
// Mouse wants to drag
|
|
protected override void OnDragStart(MouseEventArgs e)
|
|
{
|
|
base.OnDragStart(e);
|
|
|
|
// Edit button used?
|
|
if(General.Actions.CheckActionActive(null, "classicedit"))
|
|
{
|
|
// Anything highlighted?
|
|
if((highlighted != null) && !highlighted.IsDisposed)
|
|
{
|
|
// Highlighted item not selected?
|
|
if(!highlighted.Selected)
|
|
{
|
|
// Select only this sector for dragging
|
|
General.Map.Map.ClearSelectedSectors();
|
|
SelectSector(highlighted, true, true);
|
|
}
|
|
|
|
// Start dragging the selection
|
|
if(!BuilderPlug.Me.DontMoveGeometryOutsideMapBoundary || canDrag()) //mxd
|
|
General.Editing.ChangeMode(new DragSectorsMode(mousedownmappos));
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd. Check if any selected sector is outside of map boundary
|
|
private bool canDrag() {
|
|
ICollection<Sector> selectedsectors = General.Map.Map.GetSelectedSectors(true);
|
|
int unaffectedCount = 0;
|
|
|
|
foreach(Sector s in selectedsectors) {
|
|
// Make sure the sector is inside the map boundary
|
|
foreach(Sidedef sd in s.Sidedefs) {
|
|
if(sd.Line.Start.Position.x < General.Map.Config.LeftBoundary || sd.Line.Start.Position.x > General.Map.Config.RightBoundary
|
|
|| sd.Line.Start.Position.y > General.Map.Config.TopBoundary || sd.Line.Start.Position.y < General.Map.Config.BottomBoundary
|
|
|| sd.Line.End.Position.x < General.Map.Config.LeftBoundary || sd.Line.End.Position.x > General.Map.Config.RightBoundary
|
|
|| sd.Line.End.Position.y > General.Map.Config.TopBoundary || sd.Line.End.Position.y < General.Map.Config.BottomBoundary) {
|
|
|
|
SelectSector(s, false, true);
|
|
unaffectedCount++;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(unaffectedCount == selectedsectors.Count) {
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Unable to drag selection: " + (selectedsectors.Count == 1 ? "selected sector is" : "all of selected sectors are") + " outside of map boundary!");
|
|
General.Interface.RedrawDisplay();
|
|
return false;
|
|
}
|
|
|
|
if(unaffectedCount > 0)
|
|
General.Interface.DisplayStatus(StatusType.Warning, unaffectedCount + " of selected sectors " + (unaffectedCount == 1 ? "is" : "are") + " outside of map boundary!");
|
|
|
|
return true;
|
|
}
|
|
|
|
// This is called wheh selection ends
|
|
protected override void OnEndMultiSelection()
|
|
{
|
|
bool selectionvolume = ((Math.Abs(base.selectionrect.Width) > 0.1f) && (Math.Abs(base.selectionrect.Height) > 0.1f));
|
|
|
|
if(selectionvolume)
|
|
{
|
|
//mxd. collect changed sectors
|
|
if(marqueSelectionMode == MarqueSelectionMode.SELECT){
|
|
if(BuilderPlug.Me.MarqueSelectTouching) {
|
|
//select sectors fully and partially inside selection, deselect all other sectors
|
|
foreach(Sector s in General.Map.Map.Sectors) {
|
|
bool select = false;
|
|
|
|
foreach(Sidedef sd in s.Sidedefs) {
|
|
if(selectionrect.Contains(sd.Line.Start.Position.x, sd.Line.Start.Position.y) || selectionrect.Contains(sd.Line.End.Position.x, sd.Line.End.Position.y)) {
|
|
select = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(select && !s.Selected)
|
|
SelectSector(s, true, false);
|
|
else if(!select && s.Selected)
|
|
SelectSector(s, false, false);
|
|
}
|
|
}else{
|
|
//select sectors fully inside selection, deselect all other sectors
|
|
foreach(Sector s in General.Map.Map.Sectors) {
|
|
bool select = true;
|
|
|
|
foreach(Sidedef sd in s.Sidedefs) {
|
|
if(!selectionrect.Contains(sd.Line.Start.Position.x, sd.Line.Start.Position.y) || !selectionrect.Contains(sd.Line.End.Position.x, sd.Line.End.Position.y)) {
|
|
select = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(select && !s.Selected)
|
|
SelectSector(s, true, false);
|
|
else if(!select && s.Selected)
|
|
SelectSector(s, false, false);
|
|
}
|
|
}
|
|
}else if(marqueSelectionMode == MarqueSelectionMode.ADD) { //additive selection
|
|
if(BuilderPlug.Me.MarqueSelectTouching) {
|
|
//select sectors fully and partially inside selection, leave others untouched
|
|
foreach(Sector s in General.Map.Map.Sectors) {
|
|
if(s.Selected) continue;
|
|
bool select = false;
|
|
|
|
foreach(Sidedef sd in s.Sidedefs) {
|
|
if(selectionrect.Contains(sd.Line.Start.Position.x, sd.Line.Start.Position.y) || selectionrect.Contains(sd.Line.End.Position.x, sd.Line.End.Position.y)) {
|
|
select = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(select) SelectSector(s, true, false);
|
|
}
|
|
}else{
|
|
//select sectors fully inside selection, leave others untouched
|
|
foreach(Sector s in General.Map.Map.Sectors) {
|
|
if(s.Selected) continue;
|
|
bool select = true;
|
|
|
|
foreach(Sidedef sd in s.Sidedefs) {
|
|
if(!selectionrect.Contains(sd.Line.Start.Position.x, sd.Line.Start.Position.y) || !selectionrect.Contains(sd.Line.End.Position.x, sd.Line.End.Position.y)) {
|
|
select = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(select) SelectSector(s, true, false);
|
|
}
|
|
}
|
|
|
|
} else if(marqueSelectionMode == MarqueSelectionMode.SUBTRACT) {
|
|
if(BuilderPlug.Me.MarqueSelectTouching) {
|
|
//deselect sectors fully and partially inside selection, leave others untouched
|
|
foreach(Sector s in General.Map.Map.Sectors) {
|
|
if(!s.Selected) continue;
|
|
bool deselect = false;
|
|
|
|
foreach(Sidedef sd in s.Sidedefs) {
|
|
if(selectionrect.Contains(sd.Line.Start.Position.x, sd.Line.Start.Position.y) || selectionrect.Contains(sd.Line.End.Position.x, sd.Line.End.Position.y)) {
|
|
deselect = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(deselect) SelectSector(s, false, false);
|
|
}
|
|
} else {
|
|
//deselect sectors fully inside selection, leave others untouched
|
|
foreach(Sector s in General.Map.Map.Sectors) {
|
|
if(!s.Selected) continue;
|
|
bool deselect = true;
|
|
|
|
foreach(Sidedef sd in s.Sidedefs) {
|
|
if(!selectionrect.Contains(sd.Line.Start.Position.x, sd.Line.Start.Position.y) || !selectionrect.Contains(sd.Line.End.Position.x, sd.Line.End.Position.y)) {
|
|
deselect = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(deselect) SelectSector(s, false, false);
|
|
}
|
|
}
|
|
|
|
} else { //should be Intersect
|
|
if(BuilderPlug.Me.MarqueSelectTouching) {
|
|
//deselect sectors which are fully outside selection
|
|
foreach(Sector s in General.Map.Map.Sectors) {
|
|
if(!s.Selected) continue;
|
|
bool keep = false;
|
|
|
|
foreach(Sidedef sd in s.Sidedefs) {
|
|
if(selectionrect.Contains(sd.Line.Start.Position.x, sd.Line.Start.Position.y) || selectionrect.Contains(sd.Line.End.Position.x, sd.Line.End.Position.y)) {
|
|
keep = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(!keep) SelectSector(s, false, false);
|
|
}
|
|
} else {
|
|
//deselect sectors which are fully and partially outside selection
|
|
foreach(Sector s in General.Map.Map.Sectors) {
|
|
if(!s.Selected) continue;
|
|
bool keep = true;
|
|
|
|
foreach(Sidedef sd in s.Sidedefs) {
|
|
if(!selectionrect.Contains(sd.Line.Start.Position.x, sd.Line.Start.Position.y) || !selectionrect.Contains(sd.Line.End.Position.x, sd.Line.End.Position.y)) {
|
|
keep = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(!keep) SelectSector(s, false, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Make sure all linedefs reflect selected sectors
|
|
foreach(Sidedef sd in General.Map.Map.Sidedefs)
|
|
sd.Line.Selected = sd.Sector.Selected || (sd.Other != null && sd.Other.Sector.Selected);
|
|
|
|
updateSelectionInfo(); //mxd
|
|
}
|
|
|
|
base.OnEndMultiSelection();
|
|
if(renderer.StartOverlay(true)) renderer.Finish();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
// This is called when the selection is updated
|
|
protected override void OnUpdateMultiSelection()
|
|
{
|
|
base.OnUpdateMultiSelection();
|
|
|
|
// Render selection
|
|
if(renderer.StartOverlay(true))
|
|
{
|
|
RenderMultiSelection();
|
|
renderer.Finish();
|
|
renderer.Present();
|
|
}
|
|
}
|
|
|
|
// When copying
|
|
public override bool OnCopyBegin()
|
|
{
|
|
// No selection made? But we have a highlight!
|
|
if((General.Map.Map.GetSelectedSectors(true).Count == 0) && (highlighted != null))
|
|
{
|
|
// Make the highlight the selection
|
|
SelectSector(highlighted, true, true);
|
|
}
|
|
|
|
return base.OnCopyBegin();
|
|
}
|
|
|
|
// When undo is used
|
|
public override bool OnUndoBegin()
|
|
{
|
|
// Clear ordered selection
|
|
General.Map.Map.ClearAllSelected();
|
|
|
|
return base.OnUndoBegin();
|
|
}
|
|
|
|
// When undo is performed
|
|
public override void OnUndoEnd()
|
|
{
|
|
// Clear labels
|
|
SetupLabels();
|
|
}
|
|
|
|
// When redo is used
|
|
public override bool OnRedoBegin()
|
|
{
|
|
// Clear ordered selection
|
|
General.Map.Map.ClearAllSelected();
|
|
|
|
return base.OnRedoBegin();
|
|
}
|
|
|
|
// When redo is performed
|
|
public override void OnRedoEnd()
|
|
{
|
|
// Clear labels
|
|
SetupLabels();
|
|
base.OnRedoEnd(); //mxd
|
|
}
|
|
|
|
//mxd
|
|
protected override void updateSelectionInfo() {
|
|
if(General.Map.Map.SelectedSectorsCount > 0)
|
|
General.Interface.DisplayStatus(StatusType.Selection, General.Map.Map.SelectedSectorsCount + (General.Map.Map.SelectedSectorsCount == 1 ? " sector" : " sectors") + " selected.");
|
|
else
|
|
General.Interface.DisplayStatus(StatusType.Selection, string.Empty);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Actions
|
|
|
|
// This copies the properties
|
|
[BeginAction("classiccopyproperties")]
|
|
public void CopyProperties()
|
|
{
|
|
// Determine source sectors
|
|
ICollection<Sector> sel = null;
|
|
if(General.Map.Map.SelectedSectorsCount > 0)
|
|
sel = General.Map.Map.GetSelectedSectors(true);
|
|
else if(highlighted != null)
|
|
{
|
|
sel = new List<Sector>();
|
|
sel.Add(highlighted);
|
|
}
|
|
|
|
if(sel != null)
|
|
{
|
|
// Copy properties from first source sectors
|
|
BuilderPlug.Me.CopiedSectorProps = new SectorProperties(General.GetByIndex(sel, 0));
|
|
General.Interface.DisplayStatus(StatusType.Action, "Copied sector properties.");
|
|
}
|
|
}
|
|
|
|
// This pastes the properties
|
|
[BeginAction("classicpasteproperties")]
|
|
public void PasteProperties()
|
|
{
|
|
if(BuilderPlug.Me.CopiedSectorProps != null)
|
|
{
|
|
// Determine target sectors
|
|
ICollection<Sector> sel = null;
|
|
if(General.Map.Map.SelectedSectorsCount > 0)
|
|
sel = General.Map.Map.GetSelectedSectors(true);
|
|
else if(highlighted != null)
|
|
{
|
|
sel = new List<Sector>();
|
|
sel.Add(highlighted);
|
|
}
|
|
|
|
if(sel != null)
|
|
{
|
|
// Apply properties to selection
|
|
General.Map.UndoRedo.CreateUndo("Paste sector properties");
|
|
foreach(Sector s in sel)
|
|
{
|
|
BuilderPlug.Me.CopiedSectorProps.Apply(s);
|
|
s.UpdateCeilingSurface();
|
|
s.UpdateFloorSurface();
|
|
}
|
|
General.Interface.DisplayStatus(StatusType.Action, "Pasted sector properties.");
|
|
|
|
// Update and redraw
|
|
General.Map.IsChanged = true;
|
|
General.Interface.RefreshInfo();
|
|
General.Map.Renderer2D.UpdateExtraFloorFlag(); //mxd
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
}
|
|
|
|
// This creates a new vertex at the mouse position
|
|
[BeginAction("insertitem", BaseAction = true)]
|
|
public virtual void InsertVertexAction()
|
|
{
|
|
// Start drawing mode
|
|
DrawGeometryMode drawmode = new DrawGeometryMode();
|
|
if(mouseinside)
|
|
{
|
|
bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
|
|
bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
|
|
DrawnVertex v = DrawGeometryMode.GetCurrentPosition(mousemappos, snaptonearest, snaptogrid, renderer, new List<DrawnVertex>());
|
|
drawmode.DrawPointAt(v);
|
|
}
|
|
General.Editing.ChangeMode(drawmode);
|
|
}
|
|
|
|
[BeginAction("makedoor")]
|
|
public void MakeDoor()
|
|
{
|
|
// Highlighted item not selected?
|
|
if((highlighted != null) && !highlighted.Selected)
|
|
{
|
|
// Make this the only selection
|
|
General.Map.Map.ClearSelectedSectors();
|
|
General.Map.Map.ClearSelectedLinedefs();
|
|
SelectSector(highlighted, true, false);
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
// Anything selected?
|
|
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
|
|
if(orderedselection.Count > 0)
|
|
{
|
|
string doortex = "";
|
|
string tracktex = General.Map.Config.MakeDoorTrack;
|
|
string floortex = null;
|
|
string ceiltex = null;
|
|
bool resetoffsets = true;
|
|
|
|
// Find ceiling and floor textures
|
|
foreach(Sector s in orderedselection)
|
|
{
|
|
if(floortex == null) floortex = s.FloorTexture; else if(floortex != s.FloorTexture) floortex = "";
|
|
if(ceiltex == null) ceiltex = s.CeilTexture; else if(ceiltex != s.CeilTexture) ceiltex = "";
|
|
}
|
|
|
|
// Show the dialog
|
|
MakeDoorForm form = new MakeDoorForm();
|
|
if(form.Show(General.Interface, doortex, tracktex, ceiltex, floortex, resetoffsets) == DialogResult.OK)
|
|
{
|
|
doortex = form.DoorTexture;
|
|
tracktex = form.TrackTexture;
|
|
ceiltex = form.CeilingTexture;
|
|
floortex = form.FloorTexture;
|
|
resetoffsets = form.ResetOffsets;
|
|
|
|
// Create undo
|
|
General.Map.UndoRedo.CreateUndo("Make door (" + doortex + ")");
|
|
General.Interface.DisplayStatus(StatusType.Action, "Created a " + doortex + " door.");
|
|
|
|
// Go for all selected sectors
|
|
foreach(Sector s in orderedselection)
|
|
{
|
|
// Lower the ceiling down to the floor
|
|
s.CeilHeight = s.FloorHeight;
|
|
|
|
// Make a unique tag (not sure if we need it yet, depends on the args)
|
|
int tag = General.Map.Map.GetNewTag();
|
|
|
|
// Go for all it's sidedefs
|
|
foreach(Sidedef sd in s.Sidedefs)
|
|
{
|
|
// Singlesided?
|
|
if(sd.Other == null)
|
|
{
|
|
// Make this a doortrak
|
|
sd.SetTextureHigh("-");
|
|
sd.SetTextureMid(tracktex);
|
|
sd.SetTextureLow("-");
|
|
|
|
// Set upper/lower unpegged flags
|
|
sd.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, false);
|
|
sd.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, true);
|
|
}
|
|
else
|
|
{
|
|
// Set textures
|
|
if(floortex.Length > 0) s.SetFloorTexture(floortex);
|
|
if(ceiltex.Length > 0) s.SetCeilTexture(ceiltex);
|
|
if(doortex.Length > 0) sd.Other.SetTextureHigh(doortex);
|
|
|
|
// Set upper/lower unpegged flags
|
|
sd.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, false);
|
|
sd.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, false);
|
|
|
|
// Get door linedef type from config
|
|
sd.Line.Action = General.Map.Config.MakeDoorAction;
|
|
|
|
// Set activation type
|
|
sd.Line.Activate = General.Map.Config.MakeDoorActivate;
|
|
|
|
// Set the flags
|
|
foreach(var flagpair in General.Map.Config.MakeDoorFlags)
|
|
sd.Line.SetFlag(flagpair.Key, flagpair.Value);
|
|
|
|
// Set the linedef args
|
|
for(int i = 0; i < Linedef.NUM_ARGS; i++)
|
|
{
|
|
// A -1 arg indicates that the arg must be set to the new sector tag
|
|
// and only in this case we set the tag on the sector, because only
|
|
// then we know for sure that we need a tag.
|
|
if(General.Map.Config.MakeDoorArgs[i] == -1)
|
|
{
|
|
sd.Line.Args[i] = tag;
|
|
s.Tag = tag;
|
|
}
|
|
else
|
|
{
|
|
sd.Line.Args[i] = General.Map.Config.MakeDoorArgs[i];
|
|
}
|
|
}
|
|
|
|
// Make sure the line is facing outwards
|
|
if(sd.IsFront)
|
|
{
|
|
sd.Line.FlipVertices();
|
|
sd.Line.FlipSidedefs();
|
|
}
|
|
}
|
|
|
|
// Reset the texture offsets if required
|
|
if (resetoffsets)
|
|
{
|
|
sd.OffsetX = 0;
|
|
sd.OffsetY = 0;
|
|
|
|
if (sd.Other != null)
|
|
{
|
|
sd.Other.OffsetX = 0;
|
|
sd.Other.OffsetY = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// When a single sector was selected, deselect it now
|
|
if(orderedselection.Count == 1)
|
|
{
|
|
orderedselection.Clear();
|
|
General.Map.Map.ClearSelectedSectors();
|
|
General.Map.Map.ClearSelectedLinedefs();
|
|
}
|
|
}
|
|
|
|
// Done
|
|
form.Dispose();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
|
|
[BeginAction("deleteitem", BaseAction = true)]
|
|
public void DeleteItem()
|
|
{
|
|
// Make list of selected sectors
|
|
List<Sector> selected = new List<Sector>(General.Map.Map.GetSelectedSectors(true));
|
|
if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed) selected.Add(highlighted);
|
|
|
|
// Anything to do?
|
|
if(selected.Count > 0)
|
|
{
|
|
// Make undo
|
|
if(selected.Count > 1)
|
|
{
|
|
General.Map.UndoRedo.CreateUndo("Delete " + selected.Count + " sectors");
|
|
General.Interface.DisplayStatus(StatusType.Action, "Deleted " + selected.Count + " sectors.");
|
|
}
|
|
else
|
|
{
|
|
General.Map.UndoRedo.CreateUndo("Delete sector");
|
|
General.Interface.DisplayStatus(StatusType.Action, "Deleted sector.");
|
|
}
|
|
|
|
// Dispose selected sectors
|
|
foreach(Sector s in selected)
|
|
{
|
|
// Get all the linedefs
|
|
General.Map.Map.ClearMarkedLinedefs(false);
|
|
foreach(Sidedef sd in s.Sidedefs) sd.Line.Marked = true;
|
|
List<Linedef> lines = General.Map.Map.GetMarkedLinedefs(true);
|
|
|
|
// Dispose the sector
|
|
s.Dispose();
|
|
|
|
// Check all the lines
|
|
for(int i = lines.Count - 1; i >= 0; i--)
|
|
{
|
|
// If the line has become orphaned, remove it
|
|
if((lines[i].Front == null) && (lines[i].Back == null))
|
|
{
|
|
// Remove line
|
|
lines[i].Dispose();
|
|
}
|
|
else
|
|
{
|
|
// If the line only has a back side left, flip the line and sides
|
|
if((lines[i].Front == null) && (lines[i].Back != null))
|
|
{
|
|
lines[i].FlipVertices();
|
|
lines[i].FlipSidedefs();
|
|
}
|
|
|
|
//mxd. Check textures.
|
|
if(lines[i].Front.MiddleRequired() && (lines[i].Front.MiddleTexture.Length == 0 || lines[i].Front.MiddleTexture == "-")) {
|
|
if(lines[i].Front.HighTexture.Length > 0 && lines[i].Front.HighTexture != "-") {
|
|
lines[i].Front.SetTextureMid(lines[i].Front.HighTexture);
|
|
} else if(lines[i].Front.LowTexture.Length > 0 && lines[i].Front.LowTexture != "-") {
|
|
lines[i].Front.SetTextureMid(lines[i].Front.LowTexture);
|
|
}
|
|
}
|
|
|
|
//mxd. Do we still need high/low textures?
|
|
if(!lines[i].Front.HighRequired() && lines[i].Front.HighTexture.Length > 0 && lines[i].Front.HighTexture != "-")
|
|
lines[i].Front.SetTextureHigh("-");
|
|
|
|
if(!lines[i].Front.LowRequired() && lines[i].Front.LowTexture.Length > 0 && lines[i].Front.LowTexture != "-")
|
|
lines[i].Front.SetTextureLow("-");
|
|
|
|
// Update sided flags
|
|
lines[i].ApplySidedFlags();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Update cache values
|
|
General.Map.IsChanged = true;
|
|
General.Map.Map.Update();
|
|
|
|
// Make text labels for sectors
|
|
SetupLabels();
|
|
UpdateSelectedLabels();
|
|
|
|
// Redraw screen
|
|
//General.Map.Renderer2D.Update3dFloorIndicators(); //mxd
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
|
|
// This joins sectors together and keeps all lines
|
|
[BeginAction("joinsectors")]
|
|
public void JoinSectors()
|
|
{
|
|
// Worth our money?
|
|
int count = General.Map.Map.GetSelectedSectors(true).Count;
|
|
if(count > 1)
|
|
{
|
|
// Make undo
|
|
General.Map.UndoRedo.CreateUndo("Join " + count + " sectors");
|
|
General.Interface.DisplayStatus(StatusType.Action, "Joined " + count + " sectors.");
|
|
|
|
// Merge
|
|
JoinMergeSectors(false);
|
|
|
|
// Deselect
|
|
General.Map.Map.ClearSelectedSectors();
|
|
General.Map.Map.ClearSelectedLinedefs();
|
|
General.Map.IsChanged = true;
|
|
|
|
// Redraw display
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
|
|
// This joins sectors together and removes the lines in between
|
|
[BeginAction("mergesectors")]
|
|
public void MergeSectors()
|
|
{
|
|
// Worth our money?
|
|
int count = General.Map.Map.GetSelectedSectors(true).Count;
|
|
if(count > 1)
|
|
{
|
|
// Make undo
|
|
General.Map.UndoRedo.CreateUndo("Merge " + count + " sectors");
|
|
General.Interface.DisplayStatus(StatusType.Action, "Merged " + count + " sectors.");
|
|
|
|
// Merge
|
|
JoinMergeSectors(true);
|
|
|
|
// Deselect
|
|
General.Map.Map.ClearSelectedSectors();
|
|
General.Map.Map.ClearSelectedLinedefs();
|
|
General.Map.IsChanged = true;
|
|
|
|
// Redraw display
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
|
|
// Make gradient brightness
|
|
[BeginAction("gradientbrightness")]
|
|
public void MakeGradientBrightness()
|
|
{
|
|
// Need at least 3 selected sectors
|
|
// The first and last are not modified
|
|
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
|
|
if(orderedselection.Count > 2) {
|
|
General.Interface.DisplayStatus(StatusType.Action, "Created gradient brightness over selected sectors.");
|
|
General.Map.UndoRedo.CreateUndo("Gradient brightness");
|
|
|
|
//mxd
|
|
Sector start = General.GetByIndex(orderedselection, 0);
|
|
Sector end = General.GetByIndex(orderedselection, orderedselection.Count - 1);
|
|
|
|
//mxd. Use UDMF light?
|
|
string mode = (string)BuilderPlug.Me.MenusForm.BrightnessGradientMode.SelectedItem;
|
|
if(General.Map.UDMF && (mode == MenusForm.BrightnessGradientModes.Ceilings || mode == MenusForm.BrightnessGradientModes.Floors)) {
|
|
string lightKey = string.Empty;
|
|
string lightAbsKey = string.Empty;
|
|
float startbrightness, endbrightness;
|
|
|
|
if(mode == MenusForm.BrightnessGradientModes.Ceilings) {
|
|
lightKey = "lightceiling";
|
|
lightAbsKey = "lightceilingabsolute";
|
|
} else { //should be floors...
|
|
lightKey = "lightfloor";
|
|
lightAbsKey = "lightfloorabsolute";
|
|
}
|
|
|
|
//get total brightness of start sector
|
|
if(start.Fields.GetValue(lightAbsKey, false))
|
|
startbrightness = (float)start.Fields.GetValue(lightKey, 0);
|
|
else
|
|
startbrightness = Math.Min(255, Math.Max(0, (float)start.Brightness + start.Fields.GetValue(lightKey, 0)));
|
|
|
|
//get total brightness of end sector
|
|
if(end.Fields.GetValue(lightAbsKey, false))
|
|
endbrightness = (float)end.Fields.GetValue(lightKey, 0);
|
|
else
|
|
endbrightness = Math.Min(255, Math.Max(0, (float)end.Brightness + end.Fields.GetValue(lightKey, 0)));
|
|
|
|
float delta = endbrightness - startbrightness;
|
|
|
|
// Go for all sectors in between first and last
|
|
int index = 0;
|
|
foreach(Sector s in orderedselection) {
|
|
s.Fields.BeforeFieldsChange();
|
|
float u = (float)index / (float)(orderedselection.Count - 1);
|
|
float b = startbrightness + delta * u;
|
|
|
|
//absolute flag set?
|
|
if(s.Fields.GetValue(lightAbsKey, false)) {
|
|
if(s.Fields.ContainsKey(lightKey))
|
|
s.Fields[lightKey].Value = (int)b;
|
|
else
|
|
s.Fields.Add(lightKey, new UniValue(UniversalType.Integer, (int)b));
|
|
} else {
|
|
UDMFTools.SetInteger(s.Fields, lightKey, (int)b - s.Brightness, 0);
|
|
}
|
|
|
|
index++;
|
|
}
|
|
//mxd. Use UDMF light/fade color?
|
|
} else if(General.Map.UDMF && (mode == MenusForm.BrightnessGradientModes.Fade || mode == MenusForm.BrightnessGradientModes.Light)) {
|
|
string key = string.Empty;
|
|
int defaultValue = 0;
|
|
|
|
if(mode == MenusForm.BrightnessGradientModes.Light) {
|
|
key = "lightcolor";
|
|
defaultValue = 0xFFFFFF;
|
|
} else {
|
|
key = "fadecolor";
|
|
}
|
|
|
|
if(!start.Fields.ContainsKey(key) && !end.Fields.ContainsKey(key)) {
|
|
General.Interface.DisplayStatus(StatusType.Warning, "First or last sector must have " + key + "!");
|
|
} else {
|
|
Color startColor = PixelColor.FromInt(start.Fields.GetValue(key, defaultValue)).ToColor();
|
|
Color endColor = PixelColor.FromInt(end.Fields.GetValue(key, defaultValue)).ToColor();
|
|
int dr = endColor.R - startColor.R;
|
|
int dg = endColor.G - startColor.G;
|
|
int db = endColor.B - startColor.B;
|
|
|
|
// Go for all sectors in between first and last
|
|
int index = 0;
|
|
foreach(Sector s in orderedselection) {
|
|
s.Fields.BeforeFieldsChange();
|
|
float u = (float)index / (float)(orderedselection.Count - 1);
|
|
Color c = Color.FromArgb(0, General.Clamp((int)(startColor.R + dr * u), 0, 255), General.Clamp((int)(startColor.G + dg * u), 0, 255), General.Clamp((int)(startColor.B + db * u), 0, 255));
|
|
|
|
//dbg
|
|
//Console.WriteLine("Color is "+c.ToString() + "; dr=" + dr + "; dg="+dg+"; db="+db);
|
|
|
|
UDMFTools.SetInteger(s.Fields, key, c.ToArgb(), defaultValue);
|
|
s.UpdateNeeded = true;
|
|
index++;
|
|
}
|
|
}
|
|
|
|
} else {
|
|
float startbrightness = (float)start.Brightness;
|
|
float endbrightness = (float)end.Brightness;
|
|
float delta = endbrightness - startbrightness;
|
|
|
|
// Go for all sectors in between first and last
|
|
int index = 0;
|
|
foreach(Sector s in orderedselection) {
|
|
float u = (float)index / (float)(orderedselection.Count - 1);
|
|
float b = startbrightness + delta * u;
|
|
s.Brightness = (int)b;
|
|
index++;
|
|
}
|
|
}
|
|
} else {
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Select at least 3 sectors first!");
|
|
}
|
|
|
|
// Update
|
|
General.Map.Map.Update();
|
|
UpdateOverlay();
|
|
renderer.Present();
|
|
General.Interface.RedrawDisplay();
|
|
General.Interface.RefreshInfo();
|
|
General.Map.IsChanged = true;
|
|
}
|
|
|
|
// Make gradient floors
|
|
[BeginAction("gradientfloors")]
|
|
public void MakeGradientFloors()
|
|
{
|
|
// Need at least 3 selected sectors
|
|
// The first and last are not modified
|
|
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
|
|
if(orderedselection.Count > 2) {
|
|
General.Interface.DisplayStatus(StatusType.Action, "Created gradient floor heights over selected sectors.");
|
|
General.Map.UndoRedo.CreateUndo("Gradient floor heights");
|
|
|
|
float startlevel = (float)General.GetByIndex(orderedselection, 0).FloorHeight;
|
|
float endlevel = (float)General.GetByIndex(orderedselection, orderedselection.Count - 1).FloorHeight;
|
|
float delta = endlevel - startlevel;
|
|
|
|
// Go for all sectors in between first and last
|
|
int index = 0;
|
|
foreach(Sector s in orderedselection) {
|
|
float u = (float)index / (float)(orderedselection.Count - 1);
|
|
float b = startlevel + delta * u;
|
|
s.FloorHeight = (int)b;
|
|
index++;
|
|
}
|
|
} else {
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Select at least 3 sectors first!");
|
|
}
|
|
|
|
// Update
|
|
General.Interface.RefreshInfo();
|
|
General.Map.IsChanged = true;
|
|
}
|
|
|
|
// Make gradient ceilings
|
|
[BeginAction("gradientceilings")]
|
|
public void MakeGradientCeilings()
|
|
{
|
|
// Need at least 3 selected sectors
|
|
// The first and last are not modified
|
|
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
|
|
if(orderedselection.Count > 2) {
|
|
General.Interface.DisplayStatus(StatusType.Action, "Created gradient ceiling heights over selected sectors.");
|
|
General.Map.UndoRedo.CreateUndo("Gradient ceiling heights");
|
|
|
|
float startlevel = (float)General.GetByIndex(orderedselection, 0).CeilHeight;
|
|
float endlevel = (float)General.GetByIndex(orderedselection, orderedselection.Count - 1).CeilHeight;
|
|
float delta = endlevel - startlevel;
|
|
|
|
// Go for all sectors in between first and last
|
|
int index = 0;
|
|
foreach(Sector s in orderedselection) {
|
|
float u = (float)index / (float)(orderedselection.Count - 1);
|
|
float b = startlevel + delta * u;
|
|
s.CeilHeight = (int)b;
|
|
index++;
|
|
}
|
|
} else {
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Select at least 3 sectors first!");
|
|
}
|
|
|
|
// Update
|
|
General.Interface.RefreshInfo();
|
|
General.Map.IsChanged = true;
|
|
}
|
|
|
|
// Change heights
|
|
[BeginAction("lowerfloor8")]
|
|
public void LowerFloors8()
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Action, "Lowered floor heights by 8mp.");
|
|
General.Map.UndoRedo.CreateUndo("Floor heights change", this, UndoGroup.FloorHeightChange, CreateSelectionCRC());
|
|
|
|
// Change heights
|
|
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
|
|
if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed) selected.Add(highlighted);
|
|
foreach(Sector s in selected)
|
|
{
|
|
s.FloorHeight -= 8;
|
|
}
|
|
|
|
// Update
|
|
General.Interface.RefreshInfo();
|
|
General.Map.IsChanged = true;
|
|
}
|
|
|
|
// Change heights
|
|
[BeginAction("raisefloor8")]
|
|
public void RaiseFloors8()
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Action, "Raised floor heights by 8mp.");
|
|
General.Map.UndoRedo.CreateUndo("Floor heights change", this, UndoGroup.FloorHeightChange, CreateSelectionCRC());
|
|
|
|
// Change heights
|
|
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
|
|
if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed) selected.Add(highlighted);
|
|
foreach(Sector s in selected)
|
|
{
|
|
s.FloorHeight += 8;
|
|
}
|
|
|
|
// Update
|
|
General.Interface.RefreshInfo();
|
|
General.Map.IsChanged = true;
|
|
}
|
|
|
|
// Change heights
|
|
[BeginAction("lowerceiling8")]
|
|
public void LowerCeilings8()
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Action, "Lowered ceiling heights by 8mp.");
|
|
General.Map.UndoRedo.CreateUndo("Ceiling heights change", this, UndoGroup.CeilingHeightChange, CreateSelectionCRC());
|
|
|
|
// Change heights
|
|
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
|
|
if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed) selected.Add(highlighted);
|
|
foreach(Sector s in selected)
|
|
{
|
|
s.CeilHeight -= 8;
|
|
}
|
|
|
|
// Update
|
|
General.Interface.RefreshInfo();
|
|
General.Map.IsChanged = true;
|
|
}
|
|
|
|
// Change heights
|
|
[BeginAction("raiseceiling8")]
|
|
public void RaiseCeilings8()
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Action, "Raised ceiling heights by 8mp.");
|
|
General.Map.UndoRedo.CreateUndo("Ceiling heights change", this, UndoGroup.CeilingHeightChange, CreateSelectionCRC());
|
|
|
|
// Change heights
|
|
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
|
|
if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed) selected.Add(highlighted);
|
|
foreach(Sector s in selected)
|
|
{
|
|
s.CeilHeight += 8;
|
|
}
|
|
|
|
// Update
|
|
General.Interface.RefreshInfo();
|
|
General.Map.IsChanged = true;
|
|
}
|
|
|
|
// This clears the selection
|
|
[BeginAction("clearselection", BaseAction = true)]
|
|
public void ClearSelection()
|
|
{
|
|
// Clear selection
|
|
General.Map.Map.ClearAllSelected();
|
|
|
|
General.Interface.DisplayStatus(StatusType.Selection, string.Empty); //mxd
|
|
|
|
// Clear labels
|
|
foreach(TextLabel[] labelarray in labels.Values)
|
|
foreach(TextLabel l in labelarray) l.Text = "";
|
|
|
|
// Redraw
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
[BeginAction("placethings")] //mxd
|
|
public void PlaceThings() {
|
|
// Make list of selected sectors
|
|
ICollection<Sector> sectors = General.Map.Map.GetSelectedSectors(true);
|
|
List<Vector2D> positions = new List<Vector2D>();
|
|
|
|
if(sectors.Count == 0) {
|
|
if(highlighted != null && !highlighted.IsDisposed) {
|
|
sectors.Add(highlighted);
|
|
} else {
|
|
General.Interface.DisplayStatus(StatusType.Warning, "This action requires selection of some description!");
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Make list of suitable positions
|
|
foreach(Sector s in sectors) {
|
|
Vector2D pos = (s.Labels.Count > 0 ? s.Labels[0].position : new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2));
|
|
if(!positions.Contains(pos)) positions.Add(pos);
|
|
}
|
|
|
|
if(positions.Count < 1) {
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Unable to get vertex positions from selection!");
|
|
return;
|
|
}
|
|
|
|
placeThingsAtPositions(positions);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|