UltimateZoneBuilder/Source/Plugins/BuilderModes/ClassicModes/SectorsMode.cs

2841 lines
88 KiB
C#
Executable file

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Diagnostics;
using System.Threading.Tasks;
using System.Windows.Forms;
using System.Collections.Concurrent;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.BuilderModes.Interface;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.Windows;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(DisplayName = "Sectors Mode",
SwitchAction = "sectorsmode", // Action name used to switch to this mode
ButtonImage = "SectorsMode.png", // Image resource name for the button
ButtonOrder = int.MinValue + 200, // Position of the button (lower is more to the left)
ButtonGroup = "000_editing",
UseByDefault = true,
SafeStartMode = true)]
public class SectorsMode : BaseClassicMode
{
#region ================== Constants
private const int MAX_SECTOR_LABELS = 256; //mxd
#endregion
#region ================== Variables
// Highlighted item
private Sector highlighted;
private readonly Association highlightasso;
// Interface
new private bool editpressed;
// Labels
private Dictionary<Sector, TextLabel[]> labels;
private List<ITextLabel> torenderlabels;
//mxd. Effects
private readonly Dictionary<int, string[]> effects;
//mxd. Cached overlays stuff
private FlatVertex[] overlayGeometry;
private Dictionary<Sector, string[]> selectedEffectLabels;
private Dictionary<Sector, string[]> unselectedEffectLabels;
// The blockmap makes synchronized editing faster
BlockMap<BlockEntry> blockmap;
bool addedlinedefstoblockmap;
// Stores sizes of the text for text labels so that they only have to be computed once
private Dictionary<string, float> textlabelsizecache;
private ConcurrentDictionary<Thing, bool> determinedsectorthings;
// Sectors that will be edited
private ICollection<Sector> editsectors;
#endregion
#region ================== Properties
public override object HighlightedObject { get { return highlighted; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public SectorsMode()
{
highlightasso = new Association(renderer);
textlabelsizecache = new Dictionary<string, float>();
//mxd
effects = new Dictionary<int, string[]>();
foreach(SectorEffectInfo info in General.Map.Config.SortedSectorEffects)
{
string name = info.Index + ": " + info.Title;
effects.Add(info.Index, new[] { name, "E" + info.Index });
}
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Dispose old labels
foreach(TextLabel[] lbl in labels.Values)
foreach(TextLabel l in lbl) l.Dispose();
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Methods
// This makes a CRC for the selection
/*public int CreateSelectionCRC()
{
CRC crc = new CRC();
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
crc.Add(orderedselection.Count);
foreach(Sector s in orderedselection)
{
crc.Add(s.FixedIndex);
}
return (int)(crc.Value & 0xFFFFFFFF);
}*/
//mxd. This makes a CRC for given selection
private static int CreateSelectionCRC(ICollection<Sector> selection)
{
CRC crc = new CRC();
crc.Add(selection.Count);
foreach(Sector s in selection) crc.Add(s.FixedIndex);
return (int)(crc.Value & 0xFFFFFFFF);
}
// This sets up new labels
private void SetupLabels()
{
if(labels != null)
{
// Dispose old labels
foreach(TextLabel[] lbl in labels.Values)
foreach(TextLabel l in lbl) l.Dispose();
}
// Make text labels for sectors
PixelColor c = (General.Settings.UseHighlight ? General.Colors.Highlight : General.Colors.Selection); //mxd
labels = new Dictionary<Sector, TextLabel[]>(General.Map.Map.Sectors.Count);
foreach(Sector s in General.Map.Map.Sectors)
{
// Setup labels
TextLabel[] labelarray = new TextLabel[s.Labels.Count];
for(int i = 0; i < s.Labels.Count; i++)
{
labelarray[i] = new TextLabel();
labelarray[i].TransformCoords = true;
labelarray[i].Location = s.Labels[i].position;
labelarray[i].AlignX = TextAlignmentX.Center;
labelarray[i].AlignY = TextAlignmentY.Middle;
labelarray[i].Color = c;
labelarray[i].BackColor = General.Colors.Background.WithAlpha(128);
}
labels.Add(s, labelarray);
}
}
// This updates the overlay
private void UpdateOverlay()
{
if(General.Map.Map.IsSafeToAccess && renderer.StartOverlay(true))
{
// Go for all selected sectors
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
//mxd. Render selected sectors
if(General.Settings.UseHighlight)
{
renderer.RenderHighlight(overlayGeometry, General.Colors.Selection.WithAlpha(64).ToInt());
}
//mxd. Render highlighted sector
if(General.Settings.UseHighlight && highlighted != null)
{
renderer.RenderHighlight(highlighted.FlatVertices, General.Colors.Highlight.WithAlpha(64).ToInt());
}
//mxd. Render comments
if(General.Map.UDMF && General.Settings.RenderComments)
{
foreach(Sector s in General.Map.Map.Sectors) RenderComment(s);
}
// TODO: put this in UpdateToRenderLabels, too?
if(BuilderPlug.Me.ViewSelectionNumbers && orderedselection.Count < MAX_SECTOR_LABELS)
{
List<ITextLabel> torender = new List<ITextLabel>(orderedselection.Count);
foreach(Sector s in orderedselection)
{
//mxd. Self-referencing (and probably some other) sectors don't have labels...
if(labels[s].Length == 0) continue;
// Render labels
TextLabel[] labelarray = labels[s];
float requiredsize = (labelarray[0].TextSize.Height / 2) / renderer.Scale;
for(int i = 0; i < s.Labels.Count; i++)
{
// Render only when enough space for the label to see
if(!string.IsNullOrEmpty(labelarray[i].Text) && requiredsize < s.Labels[i].radius)
torender.Add(labelarray[i]);
}
}
renderer.RenderText(torender);
}
// Render effect and tag labels
renderer.RenderText(torenderlabels);
renderer.Finish();
}
}
//mxd
private string[] GetEffectText(Sector s)
{
string tagstr = string.Empty;
string tagstrshort = string.Empty;
string effectstr = string.Empty;
string effectstrshort = string.Empty;
// Make effect text
if(s.Effect != 0)
{
if(effects.ContainsKey(s.Effect))
effectstr = effects[s.Effect][0];
else
effectstr = s.Effect + " - " + General.Map.Config.GetGeneralizedSectorEffectName(s.Effect);
effectstrshort = "E" + s.Effect;
}
// Make tag text
if(s.Tag != 0)
{
if(s.Tags.Count > 1)
{
string[] stags = new string[s.Tags.Count];
for(int i = 0; i < s.Tags.Count; i++) stags[i] = s.Tags[i].ToString();
tagstr = "Tags " + string.Join(", ", stags);
tagstrshort = "T" + string.Join(",", stags);
}
else
{
tagstr = "Tag " + s.Tag;
tagstrshort = "T" + s.Tag;
}
}
// Combine them
string[] result = new[] { string.Empty, string.Empty };
if(s.Effect != 0 && s.Tag != 0)
{
result[0] = tagstr + Environment.NewLine + effectstr;
result[1] = tagstrshort + Environment.NewLine + effectstrshort;
}
else if(s.Effect != 0)
{
result[0] = effectstr;
result[1] = effectstrshort;
}
else if(s.Tag != 0)
{
result[0] = tagstr;
result[1] = tagstrshort;
}
return result;
}
//mxd
private void UpdateOverlaySurfaces()
{
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
List<FlatVertex> vertsList = new List<FlatVertex>();
// Go for all selected sectors
foreach(Sector s in orderedselection) vertsList.AddRange(s.FlatVertices);
overlayGeometry = vertsList.ToArray();
}
//mxd
private void UpdateEffectLabels()
{
selectedEffectLabels = new Dictionary<Sector, string[]>();
unselectedEffectLabels = new Dictionary<Sector, string[]>();
//update effect labels for selected sectors
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
foreach(Sector s in orderedselection)
{
string[] labelText = GetEffectText(s);
if(!string.IsNullOrEmpty(labelText[0]))
selectedEffectLabels.Add(s, labelText);
}
//update effect labels for unselected sectors
orderedselection = General.Map.Map.GetSelectedSectors(false);
foreach(Sector s in orderedselection)
{
string[] labelText = GetEffectText(s);
if(!string.IsNullOrEmpty(labelText[0]))
unselectedEffectLabels.Add(s, labelText);
}
UpdateToRenderLabels();
}
private void UpdateToRenderLabels()
{
UpdateToRenderLabels(renderer.Scale);
}
private void UpdateToRenderLabels(float scale)
{
torenderlabels = new List<ITextLabel>();
List<Dictionary<Sector, string[]>> alllabelsgroups = new List<Dictionary<Sector, string[]>>();
if(BuilderPlug.Me.ViewSelectionEffects)
{
if (!BuilderPlug.Me.ViewSelectionNumbers) alllabelsgroups.Add(selectedEffectLabels);
alllabelsgroups.Add(unselectedEffectLabels);
}
foreach (Dictionary<Sector, string[]> labelsGroup in alllabelsgroups)
{
foreach (KeyValuePair<Sector, string[]> group in labelsGroup)
{
// Pick which text variant to use
TextLabel[] labelarray = labels[group.Key];
for (int i = 0; i < group.Key.Labels.Count; i++)
{
TextLabel l = labelarray[i];
l.Color = General.Colors.InfoLine;
// Render only when enough space for the label to see
if (!textlabelsizecache.ContainsKey(group.Value[0]))
textlabelsizecache[group.Value[0]] = General.Interface.MeasureString(group.Value[0], l.Font).Width;
float requiredsize = textlabelsizecache[group.Value[0]] / 2 / scale;
if (requiredsize > group.Key.Labels[i].radius)
{
if (!textlabelsizecache.ContainsKey(group.Value[1]))
textlabelsizecache[group.Value[1]] = General.Interface.MeasureString(group.Value[1], l.Font).Width;
requiredsize = textlabelsizecache[group.Value[1]] / 2 / scale;
string newtext;
if (requiredsize > group.Key.Labels[i].radius)
newtext = (requiredsize > group.Key.Labels[i].radius * 4 ? string.Empty : "+");
else
newtext = group.Value[1];
if (l.Text != newtext)
l.Text = newtext;
}
else
{
if (group.Value[0] != l.Text)
l.Text = group.Value[0];
}
if (!string.IsNullOrEmpty(l.Text)) torenderlabels.Add(l);
}
}
}
}
// Support function for joining and merging sectors
private void JoinMergeSectors(bool removelines)
{
// Remove lines in betwen joining sectors?
if(removelines)
{
// Go for all selected linedefs
List<Linedef> selectedlines = new List<Linedef>(General.Map.Map.GetSelectedLinedefs(true));
foreach(Linedef ld in selectedlines)
{
// Front and back side?
if((ld.Front != null) && (ld.Back != null))
{
// Both a selected sector, but not the same?
if(ld.Front.Sector.Selected && ld.Back.Sector.Selected &&
(ld.Front.Sector != ld.Back.Sector))
{
// Remove this line
ld.Dispose();
}
}
}
}
// Find the first sector that is not disposed
List<Sector> orderedselection = new List<Sector>(General.Map.Map.GetSelectedSectors(true));
Sector first = null;
foreach(Sector s in orderedselection)
if(!s.IsDisposed) { first = s; break; }
// Join all selected sectors with the first
for(int i = 0; i < orderedselection.Count; i++)
if((orderedselection[i] != first) && !orderedselection[i].IsDisposed)
orderedselection[i].Join(first);
// Clear selection
General.Map.Map.ClearAllSelected();
// Update
General.Map.Map.Update();
// Make text labels for sectors
SetupLabels();
UpdateSelectedLabels();
}
// This highlights a new item
private void Highlight(Sector s)
{
// Often we can get away by simply undrawing the previous
// highlight and drawing the new highlight. But if associations
// are or were drawn we need to redraw the entire display.
// Previous association highlights something?
bool completeredraw = (highlighted != null) && (highlighted.Tag != 0 || Association.SectorHasUDMFFieldAssociations(highlighted));
// Set highlight association
if(s != null && (s.Tag != 0 || Association.SectorHasUDMFFieldAssociations(s)))
{
highlightasso.Set(s);
}
else
{
highlightasso.Clear();
}
// New association highlights something?
if((s != null) && (s.Tag != 0 || Association.SectorHasUDMFFieldAssociations(s))) completeredraw = true;
// Change label color
if((highlighted != null) && !highlighted.IsDisposed)
{
TextLabel[] labelarray = labels[highlighted];
PixelColor c = (General.Settings.UseHighlight ? General.Colors.Highlight : General.Colors.Selection);
foreach(TextLabel l in labelarray) l.Color = c;
}
// Change label color
if((s != null) && !s.IsDisposed)
{
TextLabel[] labelarray = labels[s];
PixelColor c = (General.Settings.UseHighlight ? General.Colors.Selection : General.Colors.Highlight);
foreach(TextLabel l in labelarray) l.Color = c;
}
UpdateToRenderLabels();
// If we're changing associations, then we
// need to redraw the entire display
if (completeredraw)
{
// Set new highlight and redraw completely
highlighted = s;
General.Interface.RedrawDisplay();
}
else
{
// Update display
if(renderer.StartPlotter(false))
{
// Undraw previous highlight
if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotSector(highlighted);
// Set new highlight
highlighted = s;
// Render highlighted item
if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotSector(highlighted, General.Colors.Highlight);
// Done
renderer.Finish();
}
UpdateOverlay();
renderer.Present();
}
// Show highlight info
if((highlighted != null) && !highlighted.IsDisposed)
{
General.Interface.ShowSectorInfo(highlighted);
}
else
{
General.Interface.Display.HideToolTip(); //mxd
General.Interface.HideInfo();
}
}
// This selectes or deselects a sector
private void SelectSector(Sector s, bool selectstate, bool update)
{
bool selectionchanged = false;
if(!s.IsDisposed)
{
// Select the sector?
if(selectstate && !s.Selected)
{
s.Selected = true;
selectionchanged = true;
// Setup labels
if(update)
{
//mxd
string selectedCount = General.Map.Map.SelectedSectorsCount.ToString();
PixelColor c = (General.Settings.UseHighlight ? General.Colors.Highlight : General.Colors.Selection);
TextLabel[] labelarray = labels[s];
foreach(TextLabel l in labelarray)
{
l.Text = selectedCount;
l.Color = c;
}
UpdateEffectLabels();
}
}
// Deselect the sector?
else if(!selectstate && s.Selected)
{
s.Selected = false;
selectionchanged = true;
// Clear labels
if(update)
{
TextLabel[] labelarray = labels[s];
foreach (TextLabel l in labelarray)
{
l.Text = "";
l.Color = General.Colors.InfoLine;
}
// Update all other labels
UpdateSelectedLabels();
}
}
// 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 ^ BuilderPlug.Me.SyncronizeThingEdit)
{
List<BlockEntry> belist = blockmap.GetSquareRange(s.BBox);
HashSet<Thing> detthings = new HashSet<Thing>(); // Things that still need their sector to be determined
ConcurrentBag<Thing> selthings = new ConcurrentBag<Thing>(); // Things that have to have their selection status changed
foreach (BlockEntry be in belist)
{
foreach(Thing t in be.Things)
{
// If the thing isn't cached we need to add it to the list of things that need their sector to be determined,
// otherwise (if they are cached) add them to the list of things that have to have their selection status changed
if (!determinedsectorthings.ContainsKey(t))
detthings.Add(t);
else if (t.Sector == s && t.Selected != s.Selected)
selthings.Add(t);
}
}
// Determine sectors of things in parallel. If there's a match add the thing to the list of things that have to have their selection status changed
Parallel.ForEach(detthings, t => {
t.DetermineSector(blockmap);
determinedsectorthings[t] = true; // Add to cache
if (t.Sector == s && t.Selected != s.Selected) selthings.Add(t);
});
// Finally change the selection status. This has be done here (and not in parallel), since changing the Selected property
// runs some methods that are not threadsafe
foreach (Thing t in selthings)
t.Selected = s.Selected;
}
if (update)
{
UpdateOverlay();
renderer.Present();
}
}
}
}
// This updates labels from the selected sectors
private void UpdateSelectedLabels()
{
// Go for all labels in all selected sectors
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
PixelColor c = (General.Settings.UseHighlight ? General.Colors.Highlight : General.Colors.Selection); //mxd
int index = 0;
foreach(Sector s in orderedselection)
{
TextLabel[] labelarray = labels[s];
foreach(TextLabel l in labelarray)
{
// Make sure the text and color are right
int labelnum = index + 1;
l.Text = labelnum.ToString();
l.Color = c;
}
index++;
}
//mxd
UpdateEffectLabels();
}
//mxd
private bool IsInSelectionRect(Sector s, List<Line2D> selectionOutline)
{
if(selectionrect.Contains(s.BBox)) return true;
if(BuilderPlug.Me.MarqueSelectTouching && s.BBox.IntersectsWith(selectionrect))
{
//check endpoints
foreach(Sidedef side in s.Sidedefs)
{
if((selectionrect.Contains((float)side.Line.Start.Position.x, (float)side.Line.Start.Position.y)
|| selectionrect.Contains((float)side.Line.End.Position.x, (float)side.Line.End.Position.y)))
return true;
}
//check line intersections
foreach(Sidedef side in s.Sidedefs)
{
foreach(Line2D line in selectionOutline)
{
if(Line2D.GetIntersection(side.Line.Line, line)) return true;
}
}
}
return false;
}
//mxd. Gets map elements inside of selectionoutline and sorts them by distance to targetpoint
private List<Sector> GetOrderedSelection(Vector2D targetpoint, List<Line2D> selectionoutline)
{
// Gather affected sectors
List<Sector> result = new List<Sector>();
foreach(Sector s in General.Map.Map.Sectors)
{
if(IsInSelectionRect(s, selectionoutline)) result.Add(s);
}
if(result.Count == 0) return result;
// Sort by distance to targetpoint
result.Sort(delegate(Sector s1, Sector s2)
{
if(s1 == s2) return 0;
// Get closest distance from s1 to selectstart
double closest1 = double.MaxValue;
foreach(Sidedef side in s1.Sidedefs)
{
Vector2D pos = (side.IsFront ? side.Line.Start : side.Line.End).Position;
double curdistance = Vector2D.DistanceSq(pos, targetpoint);
if(curdistance < closest1) closest1 = curdistance;
}
// Get closest distance from s2 to selectstart
double closest2 = double.MaxValue;
foreach(Sidedef side in s2.Sidedefs)
{
Vector2D pos = (side.IsFront ? side.Line.Start : side.Line.End).Position;
double curdistance = Vector2D.DistanceSq(pos, targetpoint);
if(curdistance < closest2) closest2 = curdistance;
}
// Return closer one
return (int)(closest1 - closest2);
});
return result;
}
//mxd
public override void SelectMapElement(SelectableElement element)
{
Sector sector = element as Sector;
if(sector != null)
{
SelectSector(sector, true, true);
// Update overlay
UpdateOverlaySurfaces();
UpdateSelectionInfo();
}
}
/// <summary>
/// Update the labels to render with the new scale before actually doing the rendering because zooming
/// will redraw the display, and the labels to render must be updated by then
/// </summary>
public override void ZoomIn()
{
float z = renderer.Scale * (1.0f + General.Settings.ZoomFactor * 0.1f);
UpdateToRenderLabels(z);
base.ZoomIn();
}
/// <summary>
/// Update the labels to render with the new scale before actually doing the rendering because zooming
/// will redraw the display, and the labels to render must be updated by then
/// </summary>
public override void ZoomOut()
{
float z = renderer.Scale * (1.0f / (1.0f + General.Settings.ZoomFactor * 0.1f));
UpdateToRenderLabels(z);
base.ZoomOut();
}
/// <summary>
/// Create a blockmap containing sectors and things. This is used to speed determining which sector a
/// thing is in when synchronized thing editing is enabled
/// </summary>
private void CreateBlockmap()
{
RectangleF area = MapSet.CreateArea(General.Map.Map.Vertices);
area = MapSet.IncreaseArea(area, General.Map.Map.Things);
blockmap = new BlockMap<BlockEntry>(area);
blockmap.AddSectorsSet(General.Map.Map.Sectors);
blockmap.AddThingsSet(General.Map.Map.Things);
// Don't add linedefs here. They are only needed for paint select, so let's save some
// time (and add them when paint select is used t he first time)
addedlinedefstoblockmap = false;
}
#endregion
#region ================== Events
public override void OnHelp()
{
General.ShowHelp("e_sectors.html");
}
// Cancel mode
public override void OnCancel()
{
base.OnCancel();
// Return to this mode
General.Editing.ChangeMode(new SectorsMode());
}
// Mode engages
public override void OnEngage()
{
base.OnEngage();
renderer.SetPresentation(Presentation.Standard);
// Add toolbar buttons
General.Interface.BeginToolbarUpdate(); //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.CopyProperties);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.PasteProperties);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.PastePropertiesOptions); //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.SeparatorCopyPaste);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.ViewSelectionNumbers);
BuilderPlug.Me.MenusForm.ViewSelectionEffects.Text = "View Tags and Effects"; //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.ViewSelectionEffects);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.SeparatorSectors1);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.MakeDoor); //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.SeparatorSectors2); //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.MakeGradientBrightness);
if(General.Map.UDMF) General.Interface.AddButton(BuilderPlug.Me.MenusForm.GradientModeMenu); //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.GradientInterpolationMenu); //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.MakeGradientFloors);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.MakeGradientCeilings);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.SeparatorSectors3); //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.MarqueSelectTouching); //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.SyncronizeThingEditButton); //mxd
if (General.Map.UDMF)
{
General.Interface.AddButton(BuilderPlug.Me.MenusForm.TextureOffsetLock, ToolbarSection.Geometry); //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.TextureOffset3DFloorLock, ToolbarSection.Geometry);
}
General.Interface.EndToolbarUpdate(); //mxd
// Convert geometry selection to sectors only
General.Map.Map.ConvertSelection(SelectionType.Sectors);
//mxd. Update the tooltip
BuilderPlug.Me.MenusForm.SyncronizeThingEditButton.ToolTipText = "Synchronized Things Editing" + Environment.NewLine + BuilderPlug.Me.MenusForm.SyncronizeThingEditSectorsItem.ToolTipText;
// Create the blockmap
CreateBlockmap();
// Select things in the selected sectors if synchronized thing editing is enabled
if(BuilderPlug.Me.SyncronizeThingEdit)
{
ICollection<Sector> sectors = General.Map.Map.GetSelectedSectors(true);
foreach(Sector s in sectors)
{
List<BlockEntry> belist = blockmap.GetSquareRange(s.BBox);
foreach (BlockEntry be in belist)
{
foreach (Thing t in be.Things)
{
// Always determine the thing's current sector because it might have change since the last determination
t.DetermineSector(blockmap);
if (t.Sector == s && t.Selected != s.Selected) t.Selected = s.Selected;
}
}
}
}
determinedsectorthings = new ConcurrentDictionary<Thing, bool>();
// Make text labels for sectors
SetupLabels();
// Update
UpdateSelectedLabels();
UpdateOverlaySurfaces();//mxd
UpdateSelectionInfo(); //mxd
}
// Mode disengages
public override void OnDisengage()
{
base.OnDisengage();
// Remove toolbar buttons
General.Interface.BeginToolbarUpdate(); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.CopyProperties);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.PasteProperties);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.PastePropertiesOptions); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.SeparatorCopyPaste);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.ViewSelectionNumbers);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.ViewSelectionEffects);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.SeparatorSectors1);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MakeDoor); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.SeparatorSectors2); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MakeGradientBrightness);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.GradientModeMenu); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.GradientInterpolationMenu); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MakeGradientFloors);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MakeGradientCeilings);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.SeparatorSectors3); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MarqueSelectTouching); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.SyncronizeThingEditButton); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.TextureOffsetLock); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.TextureOffset3DFloorLock);
General.Interface.EndToolbarUpdate(); //mxd
// Keep only sectors selected
General.Map.Map.ClearSelectedLinedefs();
// Going to EditSelectionMode?
EditSelectionMode mode = General.Editing.NewMode as EditSelectionMode;
if(mode != null)
{
// Not pasting anything?
if(!mode.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);
UpdateSelectedLabels(); //mxd
}
}
}
// Hide highlight info and tooltip
General.Interface.HideInfo();
General.Interface.Display.HideToolTip(); //mxd
}
// This redraws the display
public override void OnRedrawDisplay()
{
renderer.RedrawSurface();
List<Line3D> eventlines = new List<Line3D>(); //mxd
// 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);
highlightasso.Plot();
}
renderer.Finish();
}
// Render things
if(renderer.StartThings(true))
{
renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, General.Settings.HiddenThingsAlpha);
renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, General.Settings.ActiveThingsAlpha);
renderer.Finish();
}
// Render overlay
UpdateOverlay();
// Render selection
if(renderer.StartOverlay(false))
{
if (highlighted != null && !highlighted.IsDisposed) highlightasso.Render();
if (selecting) RenderMultiSelection();
renderer.Finish();
}
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];
PixelColor c;
if(highlighted.Selected)
c = General.Settings.UseHighlight ? General.Colors.Selection : General.Colors.Highlight;
else
c = General.Colors.InfoLine;
foreach (TextLabel l in labelarray) l.Color = c;
UpdateOverlaySurfaces(); //mxd
UpdateOverlay();
renderer.Present();
//mxd. Thing selection state may've changed
if(General.Interface.AltState ^ BuilderPlug.Me.SyncronizeThingEdit) General.Interface.RedrawDisplay();
}
else if(BuilderPlug.Me.AutoClearSelection) //mxd
{
if(General.Map.Map.SelectedSectorsCount > 0)
{
General.Map.Map.ClearSelectedLinedefs();
General.Map.Map.ClearSelectedSectors();
UpdateOverlaySurfaces(); //mxd
}
//mxd
if(BuilderPlug.Me.SyncronizeThingEdit && General.Map.Map.SelectedThingsCount > 0)
{
General.Map.Map.ClearSelectedThings();
}
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)
{
// Make this the only selection
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
editsectors = new List<Sector> { highlighted };
UpdateSelectedLabels(); //mxd
UpdateOverlaySurfaces(); //mxd
UpdateSelectionInfo(); //mxd
General.Interface.RedrawDisplay();
}
else // Highlight is selected, so take all selected sectors
{
editsectors = General.Map.Map.GetSelectedSectors(true);
}
// Update display
if(renderer.StartPlotter(false))
{
// Redraw highlight to show selection
renderer.PlotSector(highlighted, General.Colors.Highlight);
renderer.Finish();
renderer.Present();
}
}
else if(!selecting && BuilderPlug.Me.AutoDrawOnEdit) //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, false, false, 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)
{
if(editsectors?.Count > 0)
{
if(General.Interface.IsActiveWindow)
{
//mxd. Show realtime vertex edit dialog
General.Interface.OnEditFormValuesChanged += sectorEditForm_OnValuesChanged;
DialogResult result = General.Interface.ShowEditSectors(editsectors);
General.Interface.OnEditFormValuesChanged -= sectorEditForm_OnValuesChanged;
General.Map.Renderer2D.UpdateExtraFloorFlag(); //mxd
UpdateOverlaySurfaces(); //mxd
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 jazz while panning
//mxd
if(selectpressed && !editpressed && !selecting)
{
// Check if moved enough pixels for multiselect
Vector2D delta = mousedownpos - mousepos;
if((Math.Abs(delta.x) > BuilderPlug.Me.MouseSelectionThreshold) ||
(Math.Abs(delta.y) > BuilderPlug.Me.MouseSelectionThreshold))
{
// Start multiselecting
StartMultiSelection();
}
}
else if(paintselectpressed && !editpressed && !selecting) //mxd. Drag-select
{
// If linedefs were not added to the blockmap yet add them here
if (!addedlinedefstoblockmap)
{
blockmap.AddLinedefsSet(General.Map.Map.Linedefs);
addedlinedefstoblockmap = true;
}
// Find the nearest linedef within highlight range
Linedef l = MapSet.NearestLinedefRange(blockmap, mousemappos, BuilderPlug.Me.HighlightRange / renderer.Scale);
Sector s = null;
if(l != null)
{
// Check on which side of the linedef the mouse is
double 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.AdditivePaintSelect)
SelectSector(highlighted, true, true);
else if(General.Interface.CtrlState)
SelectSector(highlighted, false, true);
else
SelectSector(highlighted, !highlighted.Selected, true);
// Update entire display
UpdateOverlaySurfaces();//mxd
General.Interface.RedrawDisplay();
}
}
else if(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
double 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);
}
//mxd. Show tooltip?
if(General.Map.UDMF && General.Settings.RenderComments && mouselastpos != mousepos && highlighted != null && !highlighted.IsDisposed && highlighted.Fields.ContainsKey("comment"))
{
string comment = highlighted.Fields.GetValue("comment", string.Empty);
if(comment.Length > 2)
{
string type = comment.Substring(0, 3);
int index = Array.IndexOf(CommentType.Types, type);
if(index > 0) comment = comment.TrimStart(type.ToCharArray());
}
General.Interface.Display.ShowToolTip("Comment:", comment, (int)(mousepos.x + 32 * MainForm.DPIScaler.Width), (int)(mousepos.y + 8 * MainForm.DPIScaler.Height));
}
}
}
// 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.AdditivePaintSelect)
SelectSector(highlighted, true, true);
else if(General.Interface.CtrlState)
SelectSector(highlighted, false, true);
else
SelectSector(highlighted, !highlighted.Selected, true);
// Update entire display
UpdateOverlaySurfaces();//mxd
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)
{
ICollection<Sector> dragsectors;
// Highlighted item not selected?
if (!highlighted.Selected)
{
// Select only this sector for dragging
General.Map.Map.ClearSelectedSectors();
dragsectors = new List<Sector> { highlighted };
UpdateOverlaySurfaces(); //mxd
}
else
{
dragsectors = General.Map.Map.GetSelectedSectors(true);
}
// Start dragging the selection
if(!BuilderPlug.Me.DontMoveGeometryOutsideMapBoundary || CanDrag()) //mxd
General.Editing.ChangeMode(new DragSectorsMode(mousedownmappos, dragsectors));
}
}
}
//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, false);
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!");
UpdateSelectedLabels(); //mxd
return true;
}
//mxd. 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)
{
List<Line2D> selectionoutline = new List<Line2D>
{
new Line2D(selectionrect.Left, selectionrect.Top, selectionrect.Right, selectionrect.Top),
new Line2D(selectionrect.Right, selectionrect.Top, selectionrect.Right, selectionrect.Bottom),
new Line2D(selectionrect.Left, selectionrect.Bottom, selectionrect.Right, selectionrect.Bottom),
new Line2D(selectionrect.Left, selectionrect.Bottom, selectionrect.Left, selectionrect.Top)
};
// (De)select sectors
switch(marqueSelectionMode)
{
case MarqueSelectionMode.SELECT:
// Get ordered selection
List<Sector> selectresult = GetOrderedSelection(base.selectstart, selectionoutline);
// First deselect everything...
foreach(Sector s in General.Map.Map.Sectors) SelectSector(s, false, false);
// Then select sectors in correct order
foreach(Sector s in selectresult) SelectSector(s, true, false);
break;
case MarqueSelectionMode.ADD:
// Get ordered selection
List<Sector> addresult = GetOrderedSelection(selectstart, selectionoutline);
// First deselect everything inside of selection...
foreach(Sector s in addresult) SelectSector(s, false, false);
// Then reselect in correct order
foreach(Sector s in addresult) SelectSector(s, true, false);
break;
case MarqueSelectionMode.SUBTRACT:
// Selection order doesn't matter here
foreach(Sector s in General.Map.Map.Sectors)
{
if(!s.Selected) continue;
if(IsInSelectionRect(s, selectionoutline))
SelectSector(s, false, false);
}
break;
// Should be Intersect selection mode
default:
// Selection order doesn't matter here
foreach(Sector s in General.Map.Map.Sectors)
{
if(!s.Selected) continue;
if(!IsInSelectionRect(s, selectionoutline))
SelectSector(s, false, false);
}
break;
}
// 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);
//mxd. Clear labels for unselected sectors
if(marqueSelectionMode != MarqueSelectionMode.ADD)
{
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(false);
foreach(Sector s in orderedselection)
{
TextLabel[] labelarray = labels[s];
foreach(TextLabel l in labelarray) l.Text = "";
}
}
UpdateSelectedLabels(); //mxd
UpdateSelectionInfo(); //mxd
UpdateOverlaySurfaces(); //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, false);
//mxd. Actually, we want it marked, not selected
bool result = base.OnCopyBegin();
SelectSector(highlighted, false, false);
return result;
}
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()
{
// Recreate the blockmap to not include the potentially un-done sectors and things anymore
CreateBlockmap();
// Select changed map elements
if (BuilderPlug.Me.SelectChangedafterUndoRedo)
{
General.Map.Map.SelectMarkedGeometry(true, true);
General.Map.Map.ConvertSelection(SelectionType.Sectors);
}
// Clear the cache of things that already got their sector determined
determinedsectorthings = new ConcurrentDictionary<Thing, bool>();
// If something is highlighted make sure to update the association so that it contains valid data
if (highlighted != null && !highlighted.IsDisposed)
highlightasso.Set(highlighted);
// Clear labels
SetupLabels();
UpdateEffectLabels(); //mxd
UpdateOverlaySurfaces(); //mxd
base.OnUndoEnd(); //mxd
}
// 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()
{
// Recreate the blockmap to include the potentially re-done sectors and things again
CreateBlockmap();
// Select changed map elements
if (BuilderPlug.Me.SelectChangedafterUndoRedo)
{
General.Map.Map.SelectMarkedGeometry(true, true);
General.Map.Map.ConvertSelection(SelectionType.Sectors);
}
// Clear the cache of things that already got their sector determined
determinedsectorthings = new ConcurrentDictionary<Thing, bool>();
// If something is highlighted make sure to update the association so that it contains valid data
if (highlighted != null && !highlighted.IsDisposed)
highlightasso.Set(highlighted);
// Clear labels
SetupLabels();
UpdateEffectLabels(); //mxd
UpdateOverlaySurfaces(); //mxd
base.OnRedoEnd(); //mxd
}
// After a script is run
public override void OnScriptRunEnd()
{
base.OnScriptRunEnd();
CreateBlockmap();
// Redo labels
SetupLabels();
UpdateEffectLabels();
UpdateSelectedLabels();
UpdateOverlay();
UpdateOverlaySurfaces();
General.Interface.RedrawDisplay();
}
/// <summary>
/// If map elements have changed the blockmap needs to be recreated.
/// </summary>
public override void OnMapElementsChanged()
{
base.OnMapElementsChanged();
CreateBlockmap();
}
//mxd
public override void OnViewSelectionNumbersChanged(bool enabled)
{
if(enabled) UpdateSelectedLabels();
}
//mxd
protected override void ToggleHighlight()
{
// Update label colors
PixelColor c = (General.Settings.UseHighlight ? General.Colors.Selection : General.Colors.Highlight);
foreach(TextLabel[] labelarray in labels.Values)
foreach(TextLabel l in labelarray) l.Color = c;
// Update highlighted label color
if((highlighted != null) && !highlighted.IsDisposed)
{
TextLabel[] labelarray = labels[highlighted];
c = (General.Settings.UseHighlight ? General.Colors.Highlight : General.Colors.Selection);
foreach(TextLabel l in labelarray) l.Color = c;
}
// Pass to base
base.ToggleHighlight();
}
//mxd
private void RenderComment(Sector s)
{
if(s.Selected || !s.Fields.ContainsKey("comment")) return;
int iconindex = 0;
string comment = s.Fields.GetValue("comment", string.Empty);
if(comment.Length > 2)
{
string type = comment.Substring(0, 3);
int index = Array.IndexOf(CommentType.Types, type);
if(index != -1) iconindex = index;
}
if(s.Labels.Count > 0)
foreach(LabelPositionInfo info in s.Labels) RenderComment(s, info.position, iconindex);
else
RenderComment(s, new Vector2D(s.BBox.Left + s.BBox.Width / 2, s.BBox.Top + s.BBox.Height / 2), iconindex);
}
//mxd
private void RenderComment(Sector s, Vector2D center, int iconindex)
{
RectangleF rect = new RectangleF((float)(center.x - 8 / renderer.Scale), (float)(center.y + 8 / renderer.Scale), 16 / renderer.Scale, -16 / renderer.Scale);
PixelColor c = (s == highlighted ? General.Colors.Highlight : PixelColor.FromColor(Color.White));
renderer.RenderRectangleFilled(rect, c, true, General.Map.Data.CommentTextures[iconindex]);
}
#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> { highlighted };
if(sel != null)
{
// Copy properties from the first source sector
BuilderPlug.Me.CopiedSectorProps = new SectorProperties(General.GetByIndex(sel, 0));
General.Interface.DisplayStatus(StatusType.Action, "Copied sector properties.");
}
else
{
//mxd
General.Interface.DisplayStatus(StatusType.Warning, "This action requires highlight or selection!");
}
}
// 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> { highlighted };
if(sel != null)
{
// Apply properties to selection
string rest = (sel.Count == 1 ? "a single sector" : sel.Count + " sectors"); //mxd
General.Map.UndoRedo.CreateUndo("Paste properties to " + rest);
BuilderPlug.Me.CopiedSectorProps.Apply(sel, false);
foreach(Sector s in sel)
{
s.UpdateCeilingSurface();
s.UpdateFloorSurface();
}
General.Interface.DisplayStatus(StatusType.Action, "Pasted properties to " + rest + ".");
// Update and redraw
General.Map.IsChanged = true;
General.Interface.RefreshInfo();
General.Map.Renderer2D.UpdateExtraFloorFlag(); //mxd
UpdateEffectLabels(); //mxd
General.Interface.RedrawDisplay();
}
else
{
//mxd
General.Interface.DisplayStatus(StatusType.Warning, "This action requires highlight or selection!");
}
}
else
{
//mxd
General.Interface.DisplayStatus(StatusType.Warning, "Copy sector properties first!");
}
}
//mxd. This pastes the properties with options
[BeginAction("classicpastepropertieswithoptions")]
public void PastePropertiesWithOptions()
{
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> { highlighted };
if(sel != null)
{
PastePropertiesOptionsForm form = new PastePropertiesOptionsForm();
if(form.Setup(MapElementType.SECTOR) && form.ShowDialog(General.Interface) == DialogResult.OK)
{
// Apply properties to selection
string rest = (sel.Count == 1 ? "a single sector" : sel.Count + " sectors");
General.Map.UndoRedo.CreateUndo("Paste properties with options to " + rest);
BuilderPlug.Me.CopiedSectorProps.Apply(sel, true);
foreach(Sector s in sel)
{
s.UpdateCeilingSurface();
s.UpdateFloorSurface();
}
General.Interface.DisplayStatus(StatusType.Action, "Pasted properties with options to " + rest + ".");
// Update and redraw
General.Map.IsChanged = true;
General.Interface.RefreshInfo();
General.Map.Renderer2D.UpdateExtraFloorFlag(); //mxd
UpdateEffectLabels(); //mxd
General.Interface.RedrawDisplay();
}
}
else
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires highlight or selection!");
}
}
else
{
General.Interface.DisplayStatus(StatusType.Warning, "Copy sector properties first!");
}
}
// This creates a new vertex at the mouse position
[BeginAction("insertitem", BaseAction = true)]
public 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, false, false, renderer, new List<DrawnVertex>());
drawmode.DrawPointAt(v);
}
General.Editing.ChangeMode(drawmode);
}
[BeginAction("makedoor")]
public void MakeDoor()
{
// Anything selected?
ICollection<Sector> orderedselection = General.Map.Map.GetSelectedSectors(true);
//mxd. Should we use highlighted item?
if(orderedselection.Count == 0 && highlighted != null)
{
orderedselection.Add(highlighted);
}
if(orderedselection.Count > 0)
{
string doortex = BuilderPlug.Me.MakeDoor.DoorTexture;
string tracktex = BuilderPlug.Me.MakeDoor.TrackTexture;
string ceiltex = BuilderPlug.Me.MakeDoor.CeilingTexture;
string floortex = null;
bool resetoffsets = BuilderPlug.Me.MakeDoor.ResetOffsets;
bool applyactionspecials = BuilderPlug.Me.MakeDoor.ApplyActionSpecials;
bool applytag = BuilderPlug.Me.MakeDoor.ApplyTag;
// Find floor texture
foreach (Sector s in orderedselection)
{
if(floortex == null) floortex = s.FloorTexture; else if(floortex != s.FloorTexture) floortex = "";
}
// Show the dialog
MakeDoorForm form = new MakeDoorForm();
if(form.Show(General.Interface, doortex, tracktex, ceiltex, floortex, resetoffsets, applyactionspecials, applytag) == DialogResult.OK)
{
doortex = form.DoorTexture;
tracktex = form.TrackTexture;
ceiltex = form.CeilingTexture;
floortex = form.FloorTexture;
resetoffsets = form.ResetOffsets;
applyactionspecials = form.ApplyActionSpecials;
applytag = form.ApplyTag;
//mxd. Store new settings
BuilderPlug.Me.MakeDoor = new BuilderPlug.MakeDoorSettings(doortex, tracktex, ceiltex, resetoffsets, applyactionspecials, applytag);
// 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 its sidedefs
foreach(Sidedef sd in s.Sidedefs)
{
// Singlesided?
if(sd.Other == null)
{
// Make this a doortrak
sd.SetTextureHigh("-");
if(!string.IsNullOrEmpty(tracktex)) 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(!string.IsNullOrEmpty(floortex)) s.SetFloorTexture(floortex);
if(!string.IsNullOrEmpty(ceiltex)) s.SetCeilTexture(ceiltex);
if(!string.IsNullOrEmpty(doortex)) 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);
if (applyactionspecials)
{
// 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 for player repeatable activation
foreach (var flagpair in General.Map.Config.MakeDoorFlags)
sd.Line.SetFlag(flagpair.Key, flagpair.Value);
}
if (applytag)
{
//If tag checkbox is checked, apply our new tag no matter what happens next
s.Tag = tag;
}
// 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) ClearSelection(); //mxd
General.Map.Data.UpdateUsedTextures(); //mxd
}
// Done
form.Dispose();
General.Interface.RedrawDisplay();
}
else //mxd
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a highlight or selection!");
}
}
[BeginAction("deleteitem", BaseAction = true)]
public void DeleteItem()
{
//mxd. Make list of selected things
List<Thing> selectedthings = (BuilderPlug.Me.SyncronizeThingEdit ? new List<Thing>(General.Map.Map.GetSelectedThings(true)) : new List<Thing>());
// Make list of selected sectors
List<Sector> selectedsectors = new List<Sector>(General.Map.Map.GetSelectedSectors(true));
if((selectedsectors.Count == 0) && (highlighted != null) && !highlighted.IsDisposed)
{
selectedsectors.Add(highlighted);
//mxd. Add things?
if(BuilderPlug.Me.SyncronizeThingEdit)
{
foreach(Thing t in General.Map.Map.Things)
{
if(t.Sector == null) t.DetermineSector();
if(t.Sector == highlighted) selectedthings.Add(t);
}
}
}
if(selectedsectors.Count == 0 && selectedthings.Count == 0) return; //mxd
//mxd. Create undo info text
List<string> info = new List<string>();
//mxd. Create sectors info text
if(selectedsectors.Count > 1)
info.Add(selectedsectors.Count + " sectors");
else
info.Add("a sector");
//mxd. Create things info text
if(selectedthings.Count > 1)
info.Add(selectedthings.Count + " things");
else if(selectedthings.Count == 1)
info.Add("a thing");
//mxd. Make undo
string rest = string.Join(" and ", info.ToArray());
General.Map.UndoRedo.CreateUndo("Delete " + rest);
General.Interface.DisplayStatus(StatusType.Action, "Deleted " + rest + ".");
//mxd. Delete things
if(selectedthings.Count > 0)
{
DeleteThings(selectedthings);
General.Map.ThingsFilter.Update();
}
// Anything to do?
if(selectedsectors.Count > 0)
{
General.Map.Map.BeginAddRemove(); //mxd
// Dispose selected sectors
foreach(Sector s in selectedsectors)
{
//mxd. Get all the linedefs
List<Linedef> lines = new List<Linedef>(s.Sidedefs.Count);
foreach(Sidedef side in s.Sidedefs) lines.Add(side.Line);
// 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.LongMiddleTexture == MapSet.EmptyLongName)
{
if(lines[i].Front.LongHighTexture != MapSet.EmptyLongName)
{
lines[i].Front.SetTextureMid(lines[i].Front.HighTexture);
}
else if(lines[i].Front.LongLowTexture != MapSet.EmptyLongName)
{
lines[i].Front.SetTextureMid(lines[i].Front.LowTexture);
}
}
//mxd. Do we still need high/low textures?
lines[i].Front.RemoveUnneededTextures(false);
// Update sided flags
lines[i].ApplySidedFlags();
}
}
}
General.Map.Map.EndAddRemove(); //mxd
// Recreate the blockmap since it shouldn't include the deleted sectors anymore
CreateBlockmap();
// Clear the cache of things that already got their sector determined
determinedsectorthings = new ConcurrentDictionary<Thing, bool>();
}
if(selectedthings.Count > 0 || selectedsectors.Count > 0)
{
// Update cache values
General.Map.IsChanged = true;
General.Map.Map.Update();
UpdateOverlaySurfaces(); //mxd
// Make text labels for sectors
SetupLabels();
UpdateSelectedLabels();
// Redraw screen
UpdateSelectionInfo(); //mxd
General.Map.Renderer2D.UpdateExtraFloorFlag(); //mxd
General.Interface.RedrawDisplay();
}
}
[BeginAction("dissolveitem", BaseAction = true)] //mxd
public void DissolveItem()
{
//TODO handle this differently?..
DeleteItem();
}
// This joins sectors together and keeps all lines
[BeginAction("joinsectors")]
public void JoinSectors()
{
// Worth our money?
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true); //mxd
if(selected.Count > 1)
{
// Make undo
General.Map.UndoRedo.CreateUndo("Join " + selected.Count + " sectors");
General.Interface.DisplayStatus(StatusType.Action, "Joined " + selected.Count + " sectors.");
//mxd. Things may require updating
List<Thing> affectedthings = new List<Thing>();
foreach(Thing t in General.Map.Map.Things)
if(t.Sector != null && selected.Contains(t.Sector)) affectedthings.Add(t);
// Merge
JoinMergeSectors(false);
//mxd. Things may require updating
foreach(Thing t in affectedthings) t.DetermineSector();
// Map was changed
General.Map.IsChanged = true;
//mxd. Clear selection info
General.Interface.DisplayStatus(StatusType.Selection, string.Empty);
// Recreate the blockmap
CreateBlockmap();
// Clear the cache of things that already got their sector determined
determinedsectorthings = new ConcurrentDictionary<Thing, bool>();
//mxd. Update
UpdateOverlaySurfaces();
UpdateEffectLabels();
General.Map.Renderer2D.UpdateExtraFloorFlag();
// Redraw display
General.Interface.RedrawDisplay();
}
}
// This joins sectors together and removes the lines in between
[BeginAction("mergesectors")]
public void MergeSectors()
{
// Worth our money?
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true); //mxd
if(selected.Count > 1)
{
// Make undo
General.Map.UndoRedo.CreateUndo("Merge " + selected.Count + " sectors");
General.Interface.DisplayStatus(StatusType.Action, "Merged " + selected.Count + " sectors.");
//mxd. Things may require updating
List<Thing> affectedthings = new List<Thing>();
foreach(Thing t in General.Map.Map.Things)
if(t.Sector != null && selected.Contains(t.Sector)) affectedthings.Add(t);
// Merge
JoinMergeSectors(true);
//mxd. Things may require updating
foreach(Thing t in affectedthings) t.DetermineSector();
// Map was changed
General.Map.IsChanged = true;
//mxd. Clear selection info
General.Interface.DisplayStatus(StatusType.Selection, string.Empty);
if (highlighted != null && !highlighted.IsDisposed)
highlightasso.Set(highlighted);
// Recreate the blockmap
CreateBlockmap();
// Clear the cache of things that already got their sector determined
determinedsectorthings = new ConcurrentDictionary<Thing, bool>();
//mxd. Update
UpdateOverlaySurfaces();
UpdateEffectLabels();
General.Map.Renderer2D.UpdateExtraFloorFlag();
// 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.GradientModeMenu.SelectedItem;
InterpolationTools.Mode interpolationmode = (InterpolationTools.Mode) BuilderPlug.Me.MenusForm.GradientInterpolationMenu.SelectedIndex;
if(General.Map.UDMF && mode != MenusForm.BrightnessGradientModes.Sectors)
{
if(mode == MenusForm.BrightnessGradientModes.Ceilings || mode == MenusForm.BrightnessGradientModes.Floors)
{
string lightKey;
string lightAbsKey;
int 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 = start.Fields.GetValue(lightKey, 0);
else
startbrightness = Math.Min(255, Math.Max(0, start.Brightness + start.Fields.GetValue(lightKey, 0)));
//get total brightness of end sector
if(end.Fields.GetValue(lightAbsKey, false))
endbrightness = end.Fields.GetValue(lightKey, 0);
else
endbrightness = Math.Min(255, Math.Max(0, end.Brightness + end.Fields.GetValue(lightKey, 0)));
// Go for all sectors in between first and last
int index = 0;
foreach(Sector s in orderedselection)
{
s.Fields.BeforeFieldsChange();
double u = index / (double)(orderedselection.Count - 1);
double b = Math.Round(InterpolationTools.Interpolate(startbrightness, endbrightness, u, interpolationmode));
//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
{
UniFields.SetInteger(s.Fields, lightKey, (int) b - s.Brightness, 0);
}
s.UpdateNeeded = true;
index++;
}
}
else if(mode == MenusForm.BrightnessGradientModes.Fade)
{
ApplyColorGradient(orderedselection, start, end, interpolationmode, "fadecolor", 0);
}
else if(mode == MenusForm.BrightnessGradientModes.Light)
{
ApplyColorGradient(orderedselection, start, end, interpolationmode, "lightcolor", 0xFFFFFF);
}
else if(mode == MenusForm.BrightnessGradientModes.LightAndFade)
{
ApplyColorGradient(orderedselection, start, end, interpolationmode, "fadecolor", 0);
ApplyColorGradient(orderedselection, start, end, interpolationmode, "lightcolor", 0xFFFFFF);
}
}
else
{
// Go for all sectors in between first and last
int index = 0;
foreach(Sector s in orderedselection)
{
double u = index / (double)(orderedselection.Count - 1);
s.Brightness = (int)Math.Round(InterpolationTools.Interpolate(start.Brightness, end.Brightness, u, interpolationmode)); //mxd
index++;
}
}
// Update
General.Map.Map.Update();
General.Interface.RedrawDisplay();
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
}
else
{
General.Interface.DisplayStatus(StatusType.Warning, "Select at least 3 sectors first!");
}
}
//mxd
private static void ApplyColorGradient(ICollection<Sector> orderedselection, Sector start, Sector end, InterpolationTools.Mode interpolationmode, string key, int defaultvalue)
{
if(!start.Fields.ContainsKey(key) && !end.Fields.ContainsKey(key))
{
General.Interface.DisplayStatus(StatusType.Warning, "First or last selected sector must have the \"" + key + "\" property!");
}
else
{
PixelColor startcolor, endcolor;
if(key == "fadecolor")
{
startcolor = Tools.GetSectorFadeColor(start);
endcolor = Tools.GetSectorFadeColor(end);
}
else
{
startcolor = PixelColor.FromInt(start.Fields.GetValue(key, defaultvalue));
endcolor = PixelColor.FromInt(end.Fields.GetValue(key, defaultvalue));
}
// Go for all sectors in between first and last
int index = 0;
foreach(Sector s in orderedselection)
{
if(index > 0 && index < orderedselection.Count - 1)
{
s.Fields.BeforeFieldsChange();
float u = index / (orderedselection.Count - 1.0f);
int c = InterpolationTools.InterpolateColor(startcolor, endcolor, u, interpolationmode).WithAlpha(0).ToInt(); // No alpha here!
UniFields.SetInteger(s.Fields, key, c, defaultvalue);
s.UpdateNeeded = true;
}
index++;
}
}
}
// 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");
int startlevel = General.GetByIndex(orderedselection, 0).FloorHeight;
int endlevel = General.GetByIndex(orderedselection, orderedselection.Count - 1).FloorHeight;
InterpolationTools.Mode interpolationmode = (InterpolationTools.Mode)BuilderPlug.Me.MenusForm.GradientInterpolationMenu.SelectedIndex; //mxd
// Go for all sectors in between first and last
int index = 0;
foreach(Sector s in orderedselection)
{
float u = index / (float)(orderedselection.Count - 1);
s.FloorHeight = (int)Math.Round(InterpolationTools.Interpolate(startlevel, endlevel, u, interpolationmode)); //mxd
index++;
}
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
}
else
{
General.Interface.DisplayStatus(StatusType.Warning, "Select at least 3 sectors first!");
}
}
// 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");
int startlevel = General.GetByIndex(orderedselection, 0).CeilHeight;
int endlevel = General.GetByIndex(orderedselection, orderedselection.Count - 1).CeilHeight;
InterpolationTools.Mode interpolationmode = (InterpolationTools.Mode)BuilderPlug.Me.MenusForm.GradientInterpolationMenu.SelectedIndex; //mxd
// Go for all sectors in between first and last
int index = 0;
foreach(Sector s in orderedselection)
{
float u = (float)index / (orderedselection.Count - 1);
s.CeilHeight = (int)Math.Round(InterpolationTools.Interpolate(startlevel, endlevel, u, interpolationmode));
index++;
}
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
}
else
{
General.Interface.DisplayStatus(StatusType.Warning, "Select at least 3 sectors first!");
}
}
// Change heights
[BeginAction("lowerfloor8")]
public void LowerFloors8()
{
// Get selection
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
if(selected.Count == 0 && highlighted != null && !highlighted.IsDisposed)
selected.Add(highlighted);
if(selected.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
// Make undo
General.Interface.DisplayStatus(StatusType.Action, "Lowered floor heights by 8mp.");
General.Map.UndoRedo.CreateUndo("Floor heights change", this, UndoGroup.FloorHeightChange, CreateSelectionCRC(selected));
// Change heights
foreach(Sector s in selected) s.FloorHeight -= 8;
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
}
// Change heights
[BeginAction("raisefloor8")]
public void RaiseFloors8()
{
// Get selection
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
if(selected.Count == 0 && highlighted != null && !highlighted.IsDisposed)
selected.Add(highlighted);
if(selected.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
// Make undo
General.Interface.DisplayStatus(StatusType.Action, "Raised floor heights by 8mp.");
General.Map.UndoRedo.CreateUndo("Floor heights change", this, UndoGroup.FloorHeightChange, CreateSelectionCRC(selected));
// Change heights
foreach(Sector s in selected) s.FloorHeight += 8;
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
}
// Change heights
[BeginAction("lowerceiling8")]
public void LowerCeilings8()
{
// Get selection
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed)
selected.Add(highlighted);
if(selected.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
// Make undo
General.Interface.DisplayStatus(StatusType.Action, "Lowered ceiling heights by 8mp.");
General.Map.UndoRedo.CreateUndo("Ceiling heights change", this, UndoGroup.CeilingHeightChange, CreateSelectionCRC(selected));
// Change heights
foreach(Sector s in selected) s.CeilHeight -= 8;
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
}
// Change heights
[BeginAction("raiseceiling8")]
public void RaiseCeilings8()
{
// Get selection
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
if(selected.Count == 0 && highlighted != null && !highlighted.IsDisposed)
selected.Add(highlighted);
if(selected.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
// Make undo
General.Interface.DisplayStatus(StatusType.Action, "Raised ceiling heights by 8mp.");
General.Map.UndoRedo.CreateUndo("Ceiling heights change", this, UndoGroup.CeilingHeightChange, CreateSelectionCRC(selected));
// Change heights
foreach(Sector s in selected) s.CeilHeight += 8;
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
}
//mxd. Raise brightness
[BeginAction("raisebrightness8")]
public void RaiseBrightness8()
{
// Get selection
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed)
selected.Add(highlighted);
if(selected.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
// Make undo
Sector first = General.GetByIndex(selected, 0); //mxd
int diff = General.Map.Config.BrightnessLevels.GetNextHigher(first.Brightness) - first.Brightness; //mxd
General.Interface.DisplayStatus(StatusType.Action, "Raised sector brightness by " + diff + ".");
General.Map.UndoRedo.CreateUndo("Sector brightness change", this, UndoGroup.SectorBrightnessChange, CreateSelectionCRC(selected));
// Change heights
foreach(Sector s in selected)
{
s.Brightness = General.Map.Config.BrightnessLevels.GetNextHigher(s.Brightness);
s.UpdateNeeded = true;
s.UpdateCache();
}
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
// Redraw
General.Interface.RedrawDisplay();
}
//mxd. Lower brightness
[BeginAction("lowerbrightness8")]
public void LowerBrightness8()
{
// Get selection
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
if(selected.Count == 0 && highlighted != null && !highlighted.IsDisposed)
selected.Add(highlighted);
if(selected.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
// Make undo
Sector first = General.GetByIndex(selected, 0); //mxd
int diff = first.Brightness - General.Map.Config.BrightnessLevels.GetNextLower(first.Brightness); //mxd
General.Interface.DisplayStatus(StatusType.Action, "Lowered sector brightness by " + diff + ".");
General.Map.UndoRedo.CreateUndo("Sector brightness change", this, UndoGroup.SectorBrightnessChange, CreateSelectionCRC(selected));
// Change heights
foreach(Sector s in selected)
{
s.Brightness = General.Map.Config.BrightnessLevels.GetNextLower(s.Brightness);
s.UpdateNeeded = true;
s.UpdateCache();
}
// Update
General.Interface.RefreshInfo();
General.Map.IsChanged = true;
// Redraw
General.Interface.RedrawDisplay();
}
// This clears the selection
[BeginAction("clearselection", BaseAction = true)]
public void ClearSelection()
{
// Clear selection
General.Map.Map.ClearAllSelected();
//mxd. Clear selection info
General.Interface.DisplayStatus(StatusType.Selection, string.Empty);
// Clear labels
foreach(TextLabel[] labelarray in labels.Values)
foreach(TextLabel l in labelarray) l.Text = "";
UpdateOverlaySurfaces(); //mxd
UpdateEffectLabels(); //mxd
// 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);
}
//mxd. rotate clockwise
[BeginAction("rotateclockwise")]
public void RotateCW()
{
RotateTextures(5);
}
//mxd. rotate counterclockwise
[BeginAction("rotatecounterclockwise")]
public void RotateCCW()
{
RotateTextures(-5);
}
//mxd
private void RotateTextures(float increment)
{
if(!General.Map.UDMF)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action works only in UDMF map format!");
return;
}
// Make list of selected sectors
ICollection<Sector> sectors = General.Map.Map.GetSelectedSectors(true);
if(sectors.Count == 0 && highlighted != null && !highlighted.IsDisposed)
sectors.Add(highlighted);
if(sectors.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
string targets;
string target;
switch(General.Map.Renderer2D.ViewMode)
{
case ViewMode.FloorTextures:
target = " a floor";
targets = " floors";
break;
case ViewMode.CeilingTextures:
target = " a ceiling";
targets = " ceilings";
break;
default:
target = " a floor and a ceiling";
targets = " floors and ceilings";
break;
}
// Make undo
if(sectors.Count > 1)
{
General.Map.UndoRedo.CreateUndo("Rotate " + sectors.Count + targets, this, UndoGroup.TextureRotationChange, CreateSelectionCRC(sectors));
General.Interface.DisplayStatus(StatusType.Action, "Rotated " + sectors.Count + targets + ".");
}
else
{
General.Map.UndoRedo.CreateUndo("Rotate" + target, this, UndoGroup.TextureRotationChange, CreateSelectionCRC(sectors));
General.Interface.DisplayStatus(StatusType.Action, "Rotated" + target + ".");
}
//rotate stuff
foreach(Sector s in sectors)
{
s.Fields.BeforeFieldsChange();
//floor
if(General.Map.Renderer2D.ViewMode != ViewMode.CeilingTextures)
{
UniFields.SetFloat(s.Fields, "rotationfloor", General.ClampAngle(UniFields.GetFloat(s.Fields, "rotationfloor") + increment));
s.UpdateNeeded = true;
}
//ceiling
if(General.Map.Renderer2D.ViewMode != ViewMode.FloorTextures)
{
UniFields.SetFloat(s.Fields, "rotationceiling", General.ClampAngle(UniFields.GetFloat(s.Fields, "rotationceiling") + increment));
s.UpdateNeeded = true;
}
}
// Redraw screen
General.Map.Map.Update();
General.Interface.RedrawDisplay();
General.Interface.RefreshInfo();
}
//mxd
[BeginAction("selectsimilar")]
public void SelectSimilar()
{
ICollection<Sector> selection = General.Map.Map.GetSelectedSectors(true);
if(selection.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
var form = new SelectSimilarElementOptionsPanel();
if(form.Setup(this)) form.ShowDialog(General.Interface);
}
//mxd
[BeginAction("fliplinedefs")]
public void FlipLinedefs()
{
// Get selection
ICollection<Sector> selected = General.Map.Map.GetSelectedSectors(true);
if(selected.Count == 0 && highlighted != null && !highlighted.IsDisposed)
selected.Add(highlighted);
if(selected.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
// Make undo
if(selected.Count > 1)
{
General.Map.UndoRedo.CreateUndo("Flip linedefs of " + selected.Count + " sectors");
General.Interface.DisplayStatus(StatusType.Action, "Flipped linedefs of " + selected.Count + "sectors.");
}
else
{
General.Map.UndoRedo.CreateUndo("Flip sector linedefs");
General.Interface.DisplayStatus(StatusType.Action, "Flipped sector linedefs.");
}
HashSet<Linedef> selectedlines = new HashSet<Linedef>();
foreach(Sector s in selected)
{
foreach(Sidedef side in s.Sidedefs)
{
// Skip single-sided lines with only front side
if(!selectedlines.Contains(side.Line) && (side.Line.Back != null || side.Line.Front == null))
selectedlines.Add(side.Line);
}
}
// Flip all selected linedefs
foreach(Linedef l in selectedlines)
{
l.FlipVertices();
l.FlipSidedefs();
}
// Redraw
General.Map.Map.Update();
General.Map.IsChanged = true;
General.Interface.RefreshInfo();
General.Interface.RedrawDisplay();
}
//mxd
[BeginAction("alignlinedefs")]
public void AlignLinedefs()
{
// Get selection
ICollection<Sector> selection = General.Map.Map.GetSelectedSectors(true);
if(selection.Count == 0 && highlighted != null && !highlighted.IsDisposed)
selection.Add(highlighted);
if(selection.Count == 0)
{
General.Interface.DisplayStatus(StatusType.Warning, "This action requires a selection!");
return;
}
// Make undo
if(selection.Count > 1)
{
General.Map.UndoRedo.CreateUndo("Align linedefs of " + selection.Count + " sectors");
General.Interface.DisplayStatus(StatusType.Action, "Aligned linedefs of " + selection.Count + "sectors.");
}
else
{
General.Map.UndoRedo.CreateUndo("Align sector linedefs");
General.Interface.DisplayStatus(StatusType.Action, "Aligned sector linedefs.");
}
// Flip lines
Tools.FlipSectorLinedefs(selection, false);
// Redraw
General.Map.Map.Update();
General.Map.IsChanged = true;
General.Interface.RefreshInfo();
General.Interface.RedrawDisplay();
}
[BeginAction("smartgridtransform", BaseAction = true)]
protected void SmartGridTransform()
{
General.Map.Grid.SetGridRotation(0.0);
General.Map.Grid.SetGridOrigin(0, 0);
General.Map.GridVisibilityChanged();
General.Interface.RedrawDisplay();
}
#endregion
}
}