mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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1372 lines
36 KiB
C#
1372 lines
36 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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* Copyright (c) 2014 Boris Iwanski
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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.Drawing;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using System.Linq;
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using System.Diagnostics;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.BuilderModes;
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// using CodeImp.DoomBuilder.GZBuilder.Geometry;
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#endregion
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namespace CodeImp.DoomBuilder.ThreeDFloorMode
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{
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public class SlopeObject
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{
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private ThreeDFloor threedfloor;
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private Vector2D position;
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private int v;
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public ThreeDFloor ThreeDFloor { get { return threedfloor; } set { threedfloor = value; } }
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public Vector2D Position { get { return position; } set { position = value; } }
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public int V { get { return v; } set { v = value; } }
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}
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[EditMode(DisplayName = "Slope Mode",
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SwitchAction = "threedslopemode", // Action name used to switch to this mode
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ButtonImage = "SlopeModeIcon.png", // Image resource name for the button
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ButtonOrder = int.MinValue + 501, // Position of the button (lower is more to the left)
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ButtonGroup = "000_editing",
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SupportedMapFormats = new[] { "UniversalMapSetIO" },
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UseByDefault = true,
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SafeStartMode = true)]
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public class SlopeMode : ClassicMode
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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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private SlopeVertex highlightedslope;
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private Sector highlightedsector;
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private Association[] association = new Association[Thing.NUM_ARGS];
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private List<SlopeVertexGroup> copyslopevertexgroups;
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private List<ThreeDFloor> threedfloors;
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bool dragging = false;
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private List<TextLabel> labels;
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private FlatVertex[] overlaygeometry;
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private FlatVertex[] overlaytaggedgeometry;
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private FlatVertex[] selectedsectorgeometry;
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private Vector2D dragstartmappos;
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private List<Vector2D> oldpositions;
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private bool contextmenuclosing = false;
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#endregion
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#region ================== Properties
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public Sector HighlightedSector { get { return highlightedsector; } }
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public bool ContextMenuClosing { get { return contextmenuclosing; } set { contextmenuclosing = value; } }
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#endregion
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#region ================== Constructor / Disposer
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#endregion
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#region ================== Methods
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public override void OnHelp()
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{
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General.ShowHelp("gzdb/features/classic_modes/mode_slopes.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 previous stable mode
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General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
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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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if (BuilderPlug.Me.SlopeDataSector == null || BuilderPlug.Me.SlopeDataSector.IsDisposed)
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{
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General.Map.UndoRedo.CreateUndo("Set up slope data sector");
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SlopeDataSectorDialog sdsd = new SlopeDataSectorDialog();
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DialogResult dr = sdsd.ShowDialog();
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if (dr == DialogResult.Cancel)
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{
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General.Map.UndoRedo.WithdrawUndo();
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General.Editing.CancelMode();
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return;
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}
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if (dr == DialogResult.OK)
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{
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BuilderPlug.Me.SlopeDataSector = General.Map.Map.GetMarkedSectors(true)[0];
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BuilderPlug.Me.StoreSlopeVertexGroupsInSector();
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}
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}
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else
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{
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BuilderPlug.Me.LoadSlopeVertexGroupsFromSector();
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}
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renderer.SetPresentation(Presentation.Things);
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General.Interface.AddButton(BuilderPlug.Me.MenusForm.UpdateSlopes);
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// Convert geometry selection to sectors
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General.Map.Map.ConvertSelection(SelectionType.Sectors);
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// Get all 3D floors in the map
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threedfloors = BuilderPlug.GetThreeDFloors(General.Map.Map.Sectors.ToList());
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SetupLabels();
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foreach (SlopeVertexGroup svg in BuilderPlug.Me.SlopeVertexGroups)
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{
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svg.FindSectors();
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}
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// Update overlay surfaces, so that selected sectors are drawn correctly
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updateOverlaySurfaces();
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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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General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.UpdateSlopes);
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// Hide highlight info
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General.Interface.HideInfo();
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}
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// This redraws the display
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public override void OnRedrawDisplay()
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{
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renderer.RedrawSurface();
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// Render lines and vertices
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if(renderer.StartPlotter(true))
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{
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renderer.PlotLinedefSet(General.Map.Map.Linedefs);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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foreach (Sector s in General.Map.Map.GetSelectedSectors(true).ToList())
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renderer.PlotSector(s, General.Colors.Selection);
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if ((highlightedsector != null) && !highlightedsector.IsDisposed)
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renderer.PlotSector(highlightedsector, General.Colors.Highlight);
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renderer.Finish();
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}
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// Render things
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if(renderer.StartThings(true))
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{
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renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA);
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renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, 1.0f);
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renderer.Finish();
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}
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UpdateOverlay();
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renderer.Present();
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}
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private void SetupLabels()
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{
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Dictionary<Sector, SectorLabelInfo> sectorlabels = new Dictionary<Sector, SectorLabelInfo>();
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PixelColor white = new PixelColor(255, 255, 255, 255);
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if (labels != null)
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{
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// Dispose old labels
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foreach (TextLabel l in labels)
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l.Dispose();
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labels.Clear();
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}
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else
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{
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labels = new List<TextLabel>();
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}
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// Go through all sectors that belong to a SVG and set which SVG their floor and
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// ceiling belongs to
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foreach (SlopeVertexGroup svg in BuilderPlug.Me.SlopeVertexGroups)
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{
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// Process all directly affected sectors
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foreach (Sector s in svg.Sectors)
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{
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if(!sectorlabels.ContainsKey(s))
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sectorlabels.Add(s, new SectorLabelInfo());
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if ((svg.SectorPlanes[s] & PlaneType.Floor) == PlaneType.Floor)
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sectorlabels[s].AddSlopeVertexGroup(PlaneType.Floor, svg);
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if ((svg.SectorPlanes[s] & PlaneType.Ceiling) == PlaneType.Ceiling)
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sectorlabels[s].AddSlopeVertexGroup(PlaneType.Ceiling, svg);
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}
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// Process all tagged sectors
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foreach(Sector s in svg.TaggedSectors)
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{
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if (!sectorlabels.ContainsKey(s))
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sectorlabels.Add(s, new SectorLabelInfo());
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// Bottom and Top are just virtual, the control sector has Floor and Ceiling
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if ((svg.SectorPlanes[s] & PlaneType.Floor) == PlaneType.Floor)
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sectorlabels[s].AddSlopeVertexGroup(PlaneType.Bottom, svg);
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if ((svg.SectorPlanes[s] & PlaneType.Ceiling) == PlaneType.Ceiling)
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sectorlabels[s].AddSlopeVertexGroup(PlaneType.Top, svg);
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}
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}
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// Create the labels for each sector and add them to the label list
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if (BuilderPlug.Me.SectorLabelDisplayOption != LabelDisplayOption.Never || General.Interface.AltState == true)
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{
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foreach (Sector s in sectorlabels.Keys)
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{
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bool showlabel = true;
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if (BuilderPlug.Me.SectorLabelDisplayOption == LabelDisplayOption.WhenHighlighted && General.Interface.AltState == false)
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{
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showlabel = false;
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foreach (SlopeVertexGroup svg in BuilderPlug.Me.SlopeVertexGroups)
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if ((svg.Sectors.Contains(s) || svg.TaggedSectors.Contains(s)) && svg.Vertices.Contains(highlightedslope))
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showlabel = true;
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}
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if(showlabel)
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labels.AddRange(sectorlabels[s].CreateLabels(s, highlightedslope, renderer.Scale));
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}
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}
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// Z position labels for slope vertices
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if (BuilderPlug.Me.SlopeVertexLabelDisplayOption != LabelDisplayOption.Never || General.Interface.AltState == true)
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{
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foreach (SlopeVertexGroup svg in BuilderPlug.Me.SlopeVertexGroups)
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{
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for (int i = 0; i < svg.Vertices.Count; i++)
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{
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if (BuilderPlug.Me.SlopeVertexLabelDisplayOption == LabelDisplayOption.Always || General.Interface.AltState == true || svg.Vertices.Contains(highlightedslope))
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{
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SlopeVertex sv = svg.Vertices[i];
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float scale = 1 / renderer.Scale;
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float x = sv.Pos.x;
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float y = sv.Pos.y - 14 * scale;
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string value = String.Format("Z: {0}", sv.Z);
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bool showlabel = true;
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// Rearrange labels if they'd be (exactly) on each other
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// TODO: do something like that also for overlapping labels
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foreach (TextLabel l in labels)
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{
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if (l.Location.x == x && l.Location.y == y) {
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// Reduce visual clutter by de-duping stacked labels, when "show all labels" is enabled
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if (l.Text == value) {
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showlabel = false; //dedupe
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// If any of the shared label lines are highlighted/selected, then override the color
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if (svg.Vertices.Contains(highlightedslope))
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l.Color = General.Colors.Highlight.WithAlpha(255);
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else if (sv.Selected)
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l.Color = General.Colors.Selection.WithAlpha(255);
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} else {
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// Adjust the label position down one line
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y -= l.TextSize.Height * scale;
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}
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}
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}
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// Only proceed if the label was not deduped
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if (showlabel)
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{
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TextLabel label = new TextLabel();
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label.TransformCoords = true;
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label.Location = new Vector2D(x, y);
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label.AlignX = TextAlignmentX.Center;
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label.AlignY = TextAlignmentY.Middle;
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label.BackColor = General.Colors.Background.WithAlpha(128);
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label.Text = value;
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if (svg.Vertices.Contains(highlightedslope))
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label.Color = General.Colors.Highlight.WithAlpha(255);
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else if (sv.Selected)
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label.Color = General.Colors.Selection.WithAlpha(255);
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else
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label.Color = white;
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labels.Add(label);
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}
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}
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}
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}
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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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float size = 9 / renderer.Scale;
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SetupLabels();
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if (renderer.StartOverlay(true))
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{
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if(overlaygeometry != null)
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renderer.RenderHighlight(overlaygeometry, General.Colors.ModelWireframe.WithAlpha(64).ToInt());
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if (overlaytaggedgeometry != null)
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renderer.RenderHighlight(overlaytaggedgeometry, General.Colors.Vertices.WithAlpha(64).ToInt());
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if (selectedsectorgeometry != null)
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renderer.RenderHighlight(selectedsectorgeometry, General.Colors.Selection.WithAlpha(64).ToInt());
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if (BuilderPlug.Me.UseHighlight && highlightedsector != null)
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{
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renderer.RenderHighlight(highlightedsector.FlatVertices, General.Colors.Highlight.WithAlpha(64).ToInt());
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}
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List<SlopeVertex> vertices = new List<SlopeVertex>();
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List<Line2D> highlightlines = new List<Line2D>();
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// TMP
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foreach(Line3D l in BuilderPlug.Me.drawlines)
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{
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renderer.RenderLine(
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new Vector2D(l.Start.x, l.Start.z),
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new Vector2D(l.End.x, l.End.z),
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1, new PixelColor(255, 255, 255, 255), true
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);
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}
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foreach(Vector3D v in BuilderPlug.Me.drawpoints)
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{
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renderer.RenderLine(
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new Vector2D(v.x, v.z+2),
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new Vector2D(v.x, v.z-2),
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1, new PixelColor(255, 255, 0, 0), true);
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}
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// Store all slope vertices and draw the lines between them. If the lines connect highlighted slope vertices
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// draw them later, so they are on top
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foreach (SlopeVertexGroup svg in BuilderPlug.Me.SlopeVertexGroups)
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{
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bool highlighted = svg.Vertices.Where(o => o == highlightedslope).Count() > 0;
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for (int i = 0; i < svg.Vertices.Count; i++)
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{
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vertices.Add(svg.Vertices[i]);
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if (i < svg.Vertices.Count - 1)
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{
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if (highlighted)
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highlightlines.Add(new Line2D(svg.Vertices[0].Pos, svg.Vertices[i + 1].Pos));
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else
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renderer.RenderLine(svg.Vertices[0].Pos, svg.Vertices[i + 1].Pos, 1, new PixelColor(255, 255, 255, 255), true);
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}
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}
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}
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// Draw highlighted lines
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foreach (Line2D line in highlightlines)
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renderer.RenderLine(line.v1, line.v2, 1, General.Colors.Highlight, true);
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// Sort the slope vertex list and draw them. The sorting ensures that selected vertices are always drawn on top
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foreach(SlopeVertex sv in vertices.OrderBy(o=>o.Selected))
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{
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PixelColor c = General.Colors.Indication;
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Vector3D v = sv.Pos;
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if (sv.Selected)
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c = General.Colors.Selection;
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renderer.RenderRectangleFilled(new RectangleF(v.x - size / 2, v.y - size / 2, size, size), General.Colors.Background, true);
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renderer.RenderRectangle(new RectangleF(v.x - size / 2, v.y - size / 2, size, size), 2, c, true);
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}
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// Draw highlighted slope vertex
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if (highlightedslope != null)
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{
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renderer.RenderRectangleFilled(new RectangleF(highlightedslope.Pos.x - size / 2, highlightedslope.Pos.y - size / 2, size, size), General.Colors.Background, true);
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renderer.RenderRectangle(new RectangleF(highlightedslope.Pos.x - size / 2, highlightedslope.Pos.y - size / 2, size, size), 2, General.Colors.Highlight, true);
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}
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foreach (TextLabel l in labels)
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renderer.RenderText(l);
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if (selecting)
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RenderMultiSelection();
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renderer.Finish();
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}
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}
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private void updateOverlaySurfaces()
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{
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string[] fieldnames = new string[] { "user_floorplane_id", "user_ceilingplane_id" };
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ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
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List<FlatVertex> vertslist = new List<FlatVertex>();
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List<Sector> highlightedsectors = new List<Sector>();
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List<Sector> highlightedtaggedsectors = new List<Sector>();
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// Highlighted slope
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if (highlightedslope != null)
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{
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SlopeVertexGroup svg = BuilderPlug.Me.GetSlopeVertexGroup(highlightedslope);
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// All sectors the slope applies to
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foreach (Sector s in svg.Sectors)
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{
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if (s != null && !s.IsDisposed)
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{
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vertslist.AddRange(s.FlatVertices);
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highlightedsectors.Add(s);
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}
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}
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overlaygeometry = vertslist.ToArray();
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// All sectors that are tagged because of 3D floors
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vertslist = new List<FlatVertex>();
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foreach (Sector s in svg.TaggedSectors)
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{
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if (s != null && !s.IsDisposed)
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{
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vertslist.AddRange(s.FlatVertices);
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highlightedtaggedsectors.Add(s);
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}
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}
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overlaytaggedgeometry = vertslist.ToArray();
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}
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else
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{
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overlaygeometry = new FlatVertex[0];
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overlaytaggedgeometry = new FlatVertex[0];
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}
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// Selected sectors
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vertslist = new List<FlatVertex>();
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foreach (Sector s in orderedselection)
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if(!highlightedsectors.Contains(s))
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vertslist.AddRange(s.FlatVertices);
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selectedsectorgeometry = vertslist.ToArray();
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}
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// This highlights a new item
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protected void HighlightSector(Sector s)
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{
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// Update display
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highlightedsector = s;
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/*
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if (renderer.StartPlotter(false))
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{
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// Undraw previous highlight
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if ((highlightedsector != null) && !highlightedsector.IsDisposed)
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renderer.PlotSector(highlightedsector);
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// Set new highlight
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highlightedsector = s;
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// Render highlighted item
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if ((highlightedsector != null) && !highlightedsector.IsDisposed)
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renderer.PlotSector(highlightedsector, General.Colors.Highlight);
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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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General.Interface.RedrawDisplay();
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|
|
// Show highlight info
|
|
if ((highlightedsector != null) && !highlightedsector.IsDisposed)
|
|
General.Interface.ShowSectorInfo(highlightedsector);
|
|
else
|
|
General.Interface.HideInfo();
|
|
}
|
|
|
|
// This selectes or deselects a sector
|
|
protected void SelectSector(Sector s, bool selectstate)
|
|
{
|
|
bool selectionchanged = false;
|
|
|
|
if (!s.IsDisposed)
|
|
{
|
|
// Select the sector?
|
|
if (selectstate && !s.Selected)
|
|
{
|
|
s.Selected = true;
|
|
selectionchanged = true;
|
|
}
|
|
// Deselect the sector?
|
|
else if (!selectstate && s.Selected)
|
|
{
|
|
s.Selected = false;
|
|
selectionchanged = true;
|
|
}
|
|
|
|
// Selection changed?
|
|
if (selectionchanged)
|
|
{
|
|
// Make update lines selection
|
|
foreach (Sidedef sd in s.Sidedefs)
|
|
{
|
|
bool front, back;
|
|
if (sd.Line.Front != null) front = sd.Line.Front.Sector.Selected; else front = false;
|
|
if (sd.Line.Back != null) back = sd.Line.Back.Sector.Selected; else back = false;
|
|
sd.Line.Selected = front | back;
|
|
}
|
|
|
|
//mxd. Also (de)select things?
|
|
if (General.Interface.AltState)
|
|
{
|
|
foreach (Thing t in General.Map.ThingsFilter.VisibleThings)
|
|
{
|
|
t.DetermineSector();
|
|
if (t.Sector != s) continue;
|
|
t.Selected = s.Selected;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void ResetHighlightedSector()
|
|
{
|
|
HighlightSector(null);
|
|
}
|
|
|
|
// Selection
|
|
protected override void OnSelectBegin()
|
|
{
|
|
// Item highlighted?
|
|
if(highlightedslope != null)
|
|
{
|
|
// Flip selection
|
|
highlightedslope.Selected = !highlightedslope.Selected;
|
|
|
|
updateOverlaySurfaces();
|
|
UpdateOverlay();
|
|
}
|
|
|
|
base.OnSelectBegin();
|
|
}
|
|
|
|
// End selection
|
|
protected override void OnSelectEnd()
|
|
{
|
|
// Not ending from a multi-selection?
|
|
if(!selecting)
|
|
{
|
|
// Item highlighted?
|
|
if (highlightedslope != null)
|
|
{
|
|
updateOverlaySurfaces();
|
|
UpdateOverlay();
|
|
}
|
|
|
|
if (highlightedsector != null)
|
|
{
|
|
if (!contextmenuclosing)
|
|
{
|
|
SelectSector(highlightedsector, !highlightedsector.Selected);
|
|
|
|
updateOverlaySurfaces();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
|
|
contextmenuclosing = false;
|
|
}
|
|
|
|
base.OnSelectEnd();
|
|
}
|
|
|
|
// Done editing
|
|
protected override void OnEditEnd()
|
|
{
|
|
base.OnEditEnd();
|
|
|
|
if (dragging) return;
|
|
|
|
if (highlightedslope != null)
|
|
{
|
|
SlopeVertex sv = highlightedslope;
|
|
|
|
List<SlopeVertex> vertices = GetSelectedSlopeVertices();
|
|
|
|
if (!vertices.Contains(highlightedslope))
|
|
vertices.Add(highlightedslope);
|
|
|
|
SlopeVertexEditForm svef = new SlopeVertexEditForm();
|
|
svef.Setup(vertices);
|
|
|
|
DialogResult result = svef.ShowDialog((Form)General.Interface);
|
|
|
|
if (result == DialogResult.OK)
|
|
{
|
|
General.Map.IsChanged = true;
|
|
|
|
BuilderPlug.Me.UpdateSlopes();
|
|
}
|
|
|
|
highlightedslope = null;
|
|
}
|
|
else if(highlightedsector != null)
|
|
{
|
|
if (General.Map.Map.SelectedSectorsCount == 0)
|
|
{
|
|
BuilderPlug.Me.MenusForm.AddSectorsContextMenu.Tag = new List<Sector>() { highlightedsector };
|
|
}
|
|
else
|
|
{
|
|
BuilderPlug.Me.MenusForm.AddSectorsContextMenu.Tag = General.Map.Map.GetSelectedSectors(true).ToList();
|
|
}
|
|
|
|
BuilderPlug.Me.MenusForm.AddSectorsContextMenu.Show(Cursor.Position);
|
|
}
|
|
|
|
updateOverlaySurfaces();
|
|
UpdateOverlay();
|
|
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
//Build a list of the closest svs, that share the same distance away from the mouse cursor
|
|
private List<SlopeVertex> GetVertexStack()
|
|
{
|
|
List<SlopeVertex> stack = new List<SlopeVertex>();
|
|
float d, last = float.MaxValue;
|
|
|
|
foreach(SlopeVertexGroup svg in BuilderPlug.Me.SlopeVertexGroups) {
|
|
foreach(SlopeVertex sv in svg.Vertices)
|
|
{
|
|
d = Vector2D.Distance(sv.Pos, mousemappos);
|
|
if (d <= BuilderModes.BuilderPlug.Me.HighlightRange / renderer.Scale) {
|
|
if (d > last)
|
|
continue; //discard
|
|
else if (d < last)
|
|
stack.Clear();
|
|
|
|
stack.Add(sv);
|
|
last = d;
|
|
}
|
|
}
|
|
}
|
|
|
|
return stack;
|
|
}
|
|
|
|
// Mouse moves
|
|
public override void OnMouseMove(MouseEventArgs e)
|
|
{
|
|
base.OnMouseMove(e);
|
|
|
|
if (selectpressed && !editpressed && !selecting)
|
|
{
|
|
// Check if moved enough pixels for multiselect
|
|
Vector2D delta = mousedownpos - mousepos;
|
|
if ((Math.Abs(delta.x) > 2) || (Math.Abs(delta.y) > 2))
|
|
{
|
|
// Start multiselecting
|
|
StartMultiSelection();
|
|
}
|
|
}
|
|
else if(e.Button == MouseButtons.None)
|
|
{
|
|
SlopeVertex oldhighlight = highlightedslope;
|
|
Sector oldhighlightedsector = highlightedsector;
|
|
|
|
//select the closest handle within grabbing distance
|
|
List<SlopeVertex> stack = GetVertexStack();
|
|
if (stack.Count > 0) {
|
|
SlopeVertex sv = stack[0];
|
|
if (sv != highlightedslope)
|
|
{
|
|
//if the "closest" handle is the same distance away as the already highlighted handle, then do nothing
|
|
if (highlightedslope == null || (Vector2D.Distance(sv.Pos, mousemappos) != Vector2D.Distance(highlightedslope.Pos, mousemappos))) {
|
|
highlightedslope = sv;
|
|
}
|
|
}
|
|
} else {
|
|
//nothing within distance, so reset the highlight
|
|
highlightedslope = null;
|
|
}
|
|
|
|
// If no slope vertex is highlighted, check if a sector should be
|
|
if (highlightedslope == null)
|
|
{
|
|
// 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 != highlightedsector) HighlightSector(l.Back.Sector);
|
|
}
|
|
else
|
|
{
|
|
// Highlight nothing
|
|
if (highlightedsector != null) HighlightSector(null);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Is there a sidedef here?
|
|
if (l.Front != null)
|
|
{
|
|
// Highlight if not the same
|
|
if (l.Front.Sector != highlightedsector) HighlightSector(l.Front.Sector);
|
|
}
|
|
else
|
|
{
|
|
// Highlight nothing
|
|
if (highlightedsector != null) HighlightSector(null);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
HighlightSector(null);
|
|
}
|
|
|
|
if (highlightedslope != oldhighlight)
|
|
{
|
|
updateOverlaySurfaces();
|
|
UpdateOverlay();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
else if (dragging && highlightedslope != null)
|
|
{
|
|
Vector2D newpos = SnapToNearest(mousemappos);
|
|
Vector2D offset = highlightedslope.Pos - newpos;
|
|
|
|
foreach (SlopeVertex sl in GetSelectedSlopeVertices())
|
|
sl.Pos -= offset;
|
|
|
|
highlightedslope.Pos = newpos;
|
|
|
|
General.Map.IsChanged = true;
|
|
|
|
updateOverlaySurfaces();
|
|
UpdateOverlay();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
else if (selecting)
|
|
{
|
|
UpdateOverlay();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
|
|
// Mouse leaves
|
|
public override void OnMouseLeave(EventArgs e)
|
|
{
|
|
base.OnMouseLeave(e);
|
|
|
|
// Highlight nothing
|
|
highlightedslope = null;
|
|
}
|
|
|
|
public override void OnKeyDown(KeyEventArgs e)
|
|
{
|
|
base.OnKeyDown(e);
|
|
|
|
if (e.Alt)
|
|
{
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
|
|
public override void OnKeyUp(KeyEventArgs e)
|
|
{
|
|
base.OnKeyUp(e);
|
|
|
|
if (!e.Alt)
|
|
{
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
|
|
// Mouse wants to drag
|
|
protected override void OnDragStart(MouseEventArgs e)
|
|
{
|
|
base.OnDragStart(e);
|
|
|
|
if (e.Button == MouseButtons.Right)
|
|
{
|
|
dragging = true;
|
|
dragstartmappos = mousemappos;
|
|
|
|
oldpositions = new List<Vector2D>();
|
|
|
|
foreach(SlopeVertex sl in GetSelectedSlopeVertices())
|
|
if(sl.Selected)
|
|
oldpositions.Add(sl.Pos);
|
|
|
|
|
|
if(highlightedslope != null)
|
|
oldpositions.Add(highlightedslope.Pos);
|
|
}
|
|
}
|
|
//retrieves the current mouse position on the grid, snapped as necessary
|
|
private Vector2D SnapToNearest(Vector2D vm)
|
|
{
|
|
float vrange = 20f / renderer.Scale;
|
|
bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid; //allow temporary disable of snap by holding shift
|
|
|
|
if (General.Interface.AutoMerge) //only snap to geometry if the option is enabled
|
|
{
|
|
// Try the nearest slope vertex
|
|
SlopeVertex nh = NearestSlopeVertexSquareRange(vm, vrange);
|
|
if (nh != null)
|
|
return nh.Pos;
|
|
|
|
// Try the nearest map vertex
|
|
Vertex nv = General.Map.Map.NearestVertexSquareRange(vm, vrange);
|
|
if (nv != null)
|
|
return nv.Position;
|
|
|
|
// Try the nearest linedef
|
|
Linedef nl = General.Map.Map.NearestLinedefRange(vm, vrange);
|
|
if (nl != null)
|
|
{
|
|
// Snap to grid?
|
|
if (snaptogrid)
|
|
{
|
|
// Get grid intersection coordinates
|
|
List<Vector2D> coords = nl.GetGridIntersections();
|
|
|
|
// Find nearest grid intersection
|
|
bool found = false;
|
|
float found_distance = float.MaxValue;
|
|
Vector2D found_coord = new Vector2D();
|
|
foreach (Vector2D v in coords)
|
|
{
|
|
Vector2D delta = vm - v;
|
|
if (delta.GetLengthSq() < found_distance)
|
|
{
|
|
found_distance = delta.GetLengthSq();
|
|
found_coord = v;
|
|
found = true;
|
|
}
|
|
}
|
|
|
|
if (found)
|
|
return found_coord;
|
|
}
|
|
else
|
|
{
|
|
return nl.NearestOnLine(vm);
|
|
}
|
|
}
|
|
}
|
|
|
|
//Just get the current mouse location instead
|
|
if (snaptogrid)
|
|
return General.Map.Grid.SnappedToGrid(vm);
|
|
return vm;
|
|
}
|
|
|
|
/// <summary>This finds the thing closest to the specified position.</summary>
|
|
public SlopeVertex NearestSlopeVertexSquareRange(Vector2D pos, float maxrange)
|
|
{
|
|
List<SlopeVertex> verts = GetUnSelectedSlopeVertices();
|
|
if (highlightedslope != null)
|
|
verts.Remove(highlightedslope);
|
|
|
|
return NearestSlopeVertexSquareRange(verts, pos, maxrange);
|
|
}
|
|
|
|
/// <summary>This finds the slope vertex closest to the specified position.</summary>
|
|
public SlopeVertex NearestSlopeVertexSquareRange(ICollection<SlopeVertex> selection, Vector2D pos, float maxrange)
|
|
{
|
|
RectangleF range = RectangleF.FromLTRB(pos.x - maxrange, pos.y - maxrange, pos.x + maxrange, pos.y + maxrange);
|
|
SlopeVertex closest = null;
|
|
float distance = float.MaxValue;
|
|
|
|
// Go for all vertices in selection
|
|
foreach (SlopeVertex v in selection)
|
|
{
|
|
float px = v.Pos.x;
|
|
float py = v.Pos.y;
|
|
|
|
//mxd. Within range?
|
|
if ((v.Pos.x < range.Left) || (v.Pos.x > range.Right)
|
|
|| (v.Pos.y < range.Top) || (v.Pos.y > range.Bottom))
|
|
continue;
|
|
|
|
// Close than previous find?
|
|
float d = Math.Abs(px - pos.x) + Math.Abs(py - pos.y);
|
|
if (d < distance)
|
|
{
|
|
// This one is closer
|
|
closest = v;
|
|
distance = d;
|
|
}
|
|
}
|
|
|
|
// Return result
|
|
return closest;
|
|
}
|
|
|
|
// Mouse wants to drag
|
|
protected override void OnDragStop(MouseEventArgs e)
|
|
{
|
|
base.OnDragStop(e);
|
|
|
|
General.Map.UndoRedo.CreateUndo("Drag slope vertex");
|
|
|
|
BuilderPlug.Me.StoreSlopeVertexGroupsInSector();
|
|
General.Map.Map.Update();
|
|
|
|
BuilderPlug.Me.UpdateSlopes();
|
|
|
|
dragging = false;
|
|
}
|
|
|
|
|
|
// 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(BuilderPlug.Me.AutoClearSelection && !selectionvolume)
|
|
General.Map.Map.ClearSelectedThings();
|
|
|
|
if(selectionvolume)
|
|
{
|
|
if(General.Interface.ShiftState ^ BuilderPlug.Me.AdditiveSelect)
|
|
{
|
|
// Go for all slope vertices
|
|
foreach (SlopeVertex sl in GetAllSlopeVertices())
|
|
{
|
|
sl.Selected |= ((sl.Pos.x >= selectionrect.Left) &&
|
|
(sl.Pos.y >= selectionrect.Top) &&
|
|
(sl.Pos.x <= selectionrect.Right) &&
|
|
(sl.Pos.y <= selectionrect.Bottom));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Go for all slope vertices
|
|
foreach (SlopeVertex sl in GetAllSlopeVertices())
|
|
{
|
|
sl.Selected |= ((sl.Pos.x >= selectionrect.Left) &&
|
|
(sl.Pos.y >= selectionrect.Top) &&
|
|
(sl.Pos.x <= selectionrect.Right) &&
|
|
(sl.Pos.y <= selectionrect.Bottom));
|
|
}
|
|
}
|
|
}
|
|
|
|
base.OnEndMultiSelection();
|
|
|
|
// Clear overlay
|
|
if(renderer.StartOverlay(true)) renderer.Finish();
|
|
|
|
// Redraw
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
// This is called when the selection is updated
|
|
protected override void OnUpdateMultiSelection()
|
|
{
|
|
base.OnUpdateMultiSelection();
|
|
|
|
UpdateOverlay();
|
|
}
|
|
|
|
public override bool OnCopyBegin()
|
|
{
|
|
copyslopevertexgroups = new List<SlopeVertexGroup>();
|
|
|
|
foreach (SlopeVertexGroup svg in BuilderPlug.Me.SlopeVertexGroups)
|
|
{
|
|
bool copy = false;
|
|
|
|
// Check if the current SVG has to be copied
|
|
foreach (SlopeVertex sv in svg.Vertices)
|
|
{
|
|
if (sv.Selected)
|
|
{
|
|
copy = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (copy)
|
|
{
|
|
List<SlopeVertex> newsv = new List<SlopeVertex>();
|
|
|
|
foreach (SlopeVertex sv in svg.Vertices)
|
|
newsv.Add(new SlopeVertex(sv.Pos, sv.Z));
|
|
|
|
// Use -1 for id, since a real id will be assigned when pasting
|
|
copyslopevertexgroups.Add(new SlopeVertexGroup(-1, newsv));
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public override bool OnPasteBegin(PasteOptions options)
|
|
{
|
|
if (copyslopevertexgroups == null || copyslopevertexgroups.Count == 0)
|
|
return false;
|
|
|
|
// Unselect all slope vertices, so the pasted vertices can be selected
|
|
foreach (SlopeVertexGroup svg in BuilderPlug.Me.SlopeVertexGroups)
|
|
svg.SelectVertices(false);
|
|
|
|
float l = copyslopevertexgroups[0].Vertices[0].Pos.x;
|
|
float r = copyslopevertexgroups[0].Vertices[0].Pos.x;
|
|
float t = copyslopevertexgroups[0].Vertices[0].Pos.y;
|
|
float b = copyslopevertexgroups[0].Vertices[0].Pos.y;
|
|
|
|
// Find the outer dimensions of all SVGs to paste
|
|
foreach (SlopeVertexGroup svg in copyslopevertexgroups)
|
|
{
|
|
foreach (SlopeVertex sv in svg.Vertices)
|
|
{
|
|
if (sv.Pos.x < l) l = sv.Pos.x;
|
|
if (sv.Pos.x > r) r = sv.Pos.x;
|
|
if (sv.Pos.y > t) t = sv.Pos.y;
|
|
if (sv.Pos.y < b) b = sv.Pos.y;
|
|
}
|
|
}
|
|
|
|
Vector2D center = new Vector2D(l + ((r - l) / 2), b + ((t - b) / 2));
|
|
Vector2D diff = center - General.Map.Grid.SnappedToGrid(mousemappos);
|
|
|
|
foreach (SlopeVertexGroup svg in copyslopevertexgroups)
|
|
{
|
|
int id;
|
|
List<SlopeVertex> newsv = new List<SlopeVertex>();
|
|
|
|
foreach (SlopeVertex sv in svg.Vertices)
|
|
{
|
|
newsv.Add(new SlopeVertex(new Vector2D(sv.Pos.x - diff.x, sv.Pos.y - diff.y), sv.Z));
|
|
}
|
|
|
|
SlopeVertexGroup newsvg = BuilderPlug.Me.AddSlopeVertexGroup(newsv, out id);
|
|
newsvg.SelectVertices(true);
|
|
}
|
|
|
|
// Redraw the display, so that pasted SVGs are shown immediately
|
|
General.Interface.RedrawDisplay();
|
|
|
|
// Don't go into the standard process for pasting, so tell the core that
|
|
// pasting should not proceed
|
|
return false;
|
|
}
|
|
|
|
public List<SlopeVertex> GetSelectedSlopeVertices()
|
|
{
|
|
List<SlopeVertex> selected = new List<SlopeVertex>();
|
|
|
|
foreach (SlopeVertexGroup svg in BuilderPlug.Me.SlopeVertexGroups)
|
|
{
|
|
foreach (SlopeVertex sv in svg.Vertices)
|
|
{
|
|
if (sv.Selected)
|
|
selected.Add(sv);
|
|
}
|
|
}
|
|
|
|
return selected;
|
|
}
|
|
|
|
public List<SlopeVertex> GetUnSelectedSlopeVertices()
|
|
{
|
|
List<SlopeVertex> notselected = new List<SlopeVertex>();
|
|
|
|
foreach (SlopeVertexGroup svg in BuilderPlug.Me.SlopeVertexGroups)
|
|
{
|
|
foreach (SlopeVertex sv in svg.Vertices)
|
|
{
|
|
if (!sv.Selected)
|
|
notselected.Add(sv);
|
|
}
|
|
}
|
|
|
|
return notselected;
|
|
}
|
|
|
|
public List<SlopeVertex> GetAllSlopeVertices()
|
|
{
|
|
List<SlopeVertex> selected = new List<SlopeVertex>();
|
|
|
|
foreach (SlopeVertexGroup svg in BuilderPlug.Me.SlopeVertexGroups)
|
|
{
|
|
foreach (SlopeVertex sv in svg.Vertices)
|
|
{
|
|
selected.Add(sv);
|
|
}
|
|
}
|
|
|
|
return selected;
|
|
}
|
|
|
|
public List<SlopeVertexGroup> GetSelectedSlopeVertexGroups()
|
|
{
|
|
List<SlopeVertexGroup> svgs = new List<SlopeVertexGroup>();
|
|
|
|
foreach (SlopeVertex sv in GetSelectedSlopeVertices())
|
|
{
|
|
SlopeVertexGroup svg = BuilderPlug.Me.GetSlopeVertexGroup(sv);
|
|
|
|
if (!svgs.Contains(svg))
|
|
svgs.Add(svg);
|
|
}
|
|
|
|
return svgs;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Actions
|
|
|
|
[BeginAction("drawfloorslope")]
|
|
public void DrawFloorSlope()
|
|
{
|
|
BuilderPlug.Me.MenusForm.CeilingSlope.Checked = false;
|
|
BuilderPlug.Me.MenusForm.FloorSlope.Checked = true;
|
|
BuilderPlug.Me.MenusForm.FloorAndCeilingSlope.Checked = false;
|
|
|
|
General.Interface.DisplayStatus(StatusType.Info, "Applying drawn slope to floor");
|
|
}
|
|
|
|
[BeginAction("drawceilingslope")]
|
|
public void DrawCeilingSlope()
|
|
{
|
|
BuilderPlug.Me.MenusForm.CeilingSlope.Checked = true;
|
|
BuilderPlug.Me.MenusForm.FloorSlope.Checked = false;
|
|
BuilderPlug.Me.MenusForm.FloorAndCeilingSlope.Checked = false;
|
|
|
|
General.Interface.DisplayStatus(StatusType.Info, "Applying drawn slope to ceiling");
|
|
}
|
|
|
|
[BeginAction("drawfloorandceilingslope")]
|
|
public void DrawFloorAndCeilingSlope()
|
|
{
|
|
BuilderPlug.Me.MenusForm.CeilingSlope.Checked = false;
|
|
BuilderPlug.Me.MenusForm.FloorSlope.Checked = false;
|
|
BuilderPlug.Me.MenusForm.FloorAndCeilingSlope.Checked = true;
|
|
|
|
General.Interface.DisplayStatus(StatusType.Info, "Applying drawn slope to floor and ceiling");
|
|
}
|
|
|
|
[BeginAction("threedflipslope")]
|
|
public void FlipSlope()
|
|
{
|
|
if (highlightedslope == null)
|
|
return;
|
|
|
|
MessageBox.Show("Flipping temporarily removed");
|
|
|
|
/*
|
|
if (highlightedslope.IsOrigin)
|
|
{
|
|
origin = highlightedslope.ThreeDFloor.Slope.Origin + highlightedslope.ThreeDFloor.Slope.Direction;
|
|
direction = highlightedslope.ThreeDFloor.Slope.Direction * (-1);
|
|
}
|
|
else
|
|
{
|
|
origin = highlightedslope.ThreeDFloor.Slope.Origin + highlightedslope.ThreeDFloor.Slope.Direction;
|
|
direction = highlightedslope.ThreeDFloor.Slope.Direction * (-1);
|
|
}
|
|
|
|
highlightedslope.ThreeDFloor.Slope.Origin = origin;
|
|
highlightedslope.ThreeDFloor.Slope.Direction = direction;
|
|
|
|
highlightedslope.ThreeDFloor.Rebuild = true;
|
|
|
|
BuilderPlug.ProcessThreeDFloors(new List<ThreeDFloor> { highlightedslope.ThreeDFloor }, highlightedslope.ThreeDFloor.TaggedSectors);
|
|
|
|
UpdateSlopeObjects();
|
|
|
|
// Redraw
|
|
General.Interface.RedrawDisplay();
|
|
*/
|
|
}
|
|
|
|
// This clears the selection
|
|
[BeginAction("clearselection", BaseAction = true)]
|
|
public void ClearSelection()
|
|
{
|
|
int numselected = 0;
|
|
// Clear selection
|
|
foreach (SlopeVertexGroup svg in BuilderPlug.Me.SlopeVertexGroups)
|
|
{
|
|
foreach (SlopeVertex sv in svg.Vertices)
|
|
{
|
|
if (sv.Selected)
|
|
{
|
|
sv.Selected = false;
|
|
numselected++;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
// Clear selected sectors when no SVGs are selected
|
|
if (numselected == 0)
|
|
General.Map.Map.ClearAllSelected();
|
|
|
|
// Redraw
|
|
updateOverlaySurfaces();
|
|
UpdateOverlay();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
|
|
[BeginAction("deleteitem", BaseAction = true)]
|
|
public void DeleteItem()
|
|
{
|
|
// Make list of selected things
|
|
List<SlopeVertex> selected = new List<SlopeVertex>(GetSelectedSlopeVertices());
|
|
|
|
if(highlightedslope != null)
|
|
{
|
|
selected.Add(highlightedslope);
|
|
}
|
|
|
|
// Anything to do?
|
|
if(selected.Count > 0)
|
|
{
|
|
List<SlopeVertexGroup> groups = new List<SlopeVertexGroup>();
|
|
|
|
General.Map.UndoRedo.CreateUndo("Delete slope");
|
|
|
|
foreach (SlopeVertex sv in selected)
|
|
{
|
|
SlopeVertexGroup svg = BuilderPlug.Me.GetSlopeVertexGroup(sv);
|
|
|
|
if (!groups.Contains(svg))
|
|
groups.Add(svg);
|
|
}
|
|
|
|
foreach (SlopeVertexGroup svg in groups)
|
|
{
|
|
svg.RemovePlanes();
|
|
svg.RemoveUndoRedoUDMFFields(BuilderPlug.Me.SlopeDataSector);
|
|
|
|
BuilderPlug.Me.SlopeVertexGroups.Remove(svg);
|
|
}
|
|
|
|
General.Map.IsChanged = true;
|
|
|
|
// Invoke a new mousemove so that the highlighted item updates
|
|
MouseEventArgs e = new MouseEventArgs(MouseButtons.None, 0, (int)mousepos.x, (int)mousepos.y, 0);
|
|
OnMouseMove(e);
|
|
|
|
// Redraw screen
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
|
|
|
|
[BeginAction("cyclehighlighted3dfloorup")]
|
|
public void CycleHighlighted3DFloorUp()
|
|
{
|
|
if (highlightedslope == null)
|
|
return;
|
|
List<SlopeVertex> stack = GetVertexStack();
|
|
if (stack.Count == 0)
|
|
return;
|
|
|
|
int idx = stack.IndexOf(highlightedslope) + 1;
|
|
if (idx >= stack.Count)
|
|
idx = 0;
|
|
highlightedslope = stack[idx];
|
|
|
|
updateOverlaySurfaces();
|
|
UpdateOverlay();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
[BeginAction("cyclehighlighted3dfloordown")]
|
|
public void CycleHighlighted3DFloorDown()
|
|
{
|
|
if (highlightedslope == null)
|
|
return;
|
|
List<SlopeVertex> stack = GetVertexStack();
|
|
if (stack.Count == 0)
|
|
return;
|
|
|
|
int idx = stack.IndexOf(highlightedslope) - 1;
|
|
if (idx < 0)
|
|
idx = stack.Count - 1;
|
|
highlightedslope = stack[idx];
|
|
|
|
updateOverlaySurfaces();
|
|
UpdateOverlay();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|