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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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702 lines
21 KiB
C#
Executable file
702 lines
21 KiB
C#
Executable file
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#region ================== Copyright (c) 2007 Pascal vd Heiden, 2014 Boris Iwanski
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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.Generic;
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using System.ComponentModel;
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using System.Drawing;
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using System.Threading.Tasks;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Windows;
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using System.Diagnostics;
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#endregion
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namespace CodeImp.DoomBuilder.SoundPropagationMode
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{
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[EditMode(DisplayName = "Sound Propagation Mode",
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SwitchAction = "soundpropagationmode", // Action name used to switch to this mode
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ButtonImage = "SoundPropagationIcon.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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UseByDefault = true,
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SafeStartMode = false,
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Volatile = false)]
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public class SoundPropagationMode : ClassicMode
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{
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#region ================== Variables
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// Highlighted item
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private Sector highlighted;
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private Linedef highlightedline; //mxd
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private FlatVertex[] overlayGeometry;
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private List<Thing> huntingThings;
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private List<SoundPropagationDomain> propagationdomains;
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private Dictionary<Sector, SoundPropagationDomain> sector2domain;
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private LeakFinder leakfinder;
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private PixelColor doublesidedcolor;
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// The blockmap makes is used to make finding lines faster
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private BlockMap<BlockEntry> blockmap;
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private Sector leakstartsector;
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private Sector leakendsector;
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private Vector2D leakstartposition;
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private Vector2D leakendposition;
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private TextLabel leakstartlabel;
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private TextLabel leakendlabel;
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private BackgroundWorker worker;
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#endregion
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#region ================== Properties
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public override object HighlightedObject { get { return highlighted; } }
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internal static string BlockSoundFlag { get { return (General.Map.UDMF ? "blocksound" : "64"); } } //mxd
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#endregion
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#region ================== Constructor / Disposer
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// Disposer
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public override void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Dispose base
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base.Dispose();
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}
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}
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#endregion
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#region ================== Methods
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private void UpdateData()
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{
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BuilderPlug.Me.DataIsDirty = false;
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List<FlatVertex> vertsList = new List<FlatVertex>();
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// Go for all sectors
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foreach(Sector s in General.Map.Map.Sectors) vertsList.AddRange(s.FlatVertices);
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overlayGeometry = vertsList.ToArray();
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for(int i = 0; i < overlayGeometry.Length; i++)
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overlayGeometry[i].c = BuilderPlug.Me.NoSoundColor.WithAlpha(128).ToInt();
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}
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// This highlights a new item
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private void Highlight(Sector s)
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{
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// Set new highlight
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highlighted = s;
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UpdateSoundPropagation();
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}
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//mxd
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private void ResetSoundPropagation()
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{
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sector2domain.Clear();
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propagationdomains.Clear();
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BuilderPlug.Me.BlockingLinedefs.Clear();
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UpdateSoundPropagation();
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}
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private void UpdateSoundPropagation()
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{
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huntingThings.Clear();
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BuilderPlug.Me.BlockingLinedefs.Clear();
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foreach(Linedef ld in General.Map.Map.Linedefs)
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{
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if(ld.IsFlagSet(BlockSoundFlag)) BuilderPlug.Me.BlockingLinedefs.Add(ld);
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}
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//mxd. Create sound propagation for the whole map
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int counter = 0;
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foreach(Sector sector in General.Map.Map.Sectors)
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{
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if(!sector2domain.ContainsKey(sector))
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{
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SoundPropagationDomain spd = new SoundPropagationDomain(sector);
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foreach(Sector s in spd.Sectors) sector2domain[s] = spd;
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spd.Color = BuilderPlug.Me.DistinctColors[counter++ % BuilderPlug.Me.DistinctColors.Count].WithAlpha(255).ToInt();
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propagationdomains.Add(spd);
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}
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}
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if(highlighted == null || highlighted.IsDisposed) return;
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//mxd. Create the list of sectors, which will be affected by noise made in highlighted sector
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SoundPropagationDomain curdomain = sector2domain[highlighted];
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Dictionary<int, Sector> noisysectors = new Dictionary<int, Sector>(curdomain.Sectors.Count);
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foreach(Sector s in curdomain.Sectors)
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{
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noisysectors.Add(s.Index, s);
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}
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foreach(Sector s in curdomain.AdjacentSectors)
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{
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SoundPropagationDomain aspd = sector2domain[s];
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foreach(Sector adjs in aspd.Sectors)
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{
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if(!noisysectors.ContainsKey(adjs.Index)) noisysectors.Add(adjs.Index, adjs);
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}
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}
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// Update the list of things that will actually go for the player when hearing a noise
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foreach(Thing thing in General.Map.Map.Things)
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{
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if(!General.Map.ThingsFilter.VisibleThings.Contains(thing)) continue;
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if(thing.IsFlagSet(General.Map.UDMF ? "ambush" : "8")) continue;
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if(thing.Sector != null && noisysectors.ContainsKey(thing.Sector.Index)) huntingThings.Add(thing);
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}
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}
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/// <summary>
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/// Create a blockmap containing linedefs. This is used to speed up determining the closest line
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/// to the mouse cursor
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/// </summary>
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private void CreateBlockmap()
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{
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RectangleF area = MapSet.CreateArea(General.Map.Map.Vertices);
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area = MapSet.IncreaseArea(area, General.Map.Map.Things);
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blockmap = new BlockMap<BlockEntry>(area);
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blockmap.AddLinedefsSet(General.Map.Map.Linedefs);
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blockmap.AddSectorsSet(General.Map.Map.Sectors);
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}
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#endregion
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#region ================== Events
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public override void OnHelp()
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{
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General.ShowHelp("gzdb/features/classic_modes/mode_soundpropagation.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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// Cancel base class
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base.OnCancel();
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// Return to previous mode
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General.Editing.ChangeMode(new SoundPropagationMode());
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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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huntingThings = new List<Thing>();
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propagationdomains = new List<SoundPropagationDomain>();
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sector2domain = new Dictionary<Sector, SoundPropagationDomain>();
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BuilderPlug.Me.BlockingLinedefs = new List<Linedef>();
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doublesidedcolor = General.Colors.Linedefs.WithAlpha(General.Settings.DoubleSidedAlphaByte);
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UpdateData();
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General.Interface.AddButton(BuilderPlug.Me.MenusForm.ColorConfiguration);
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CustomPresentation presentation = new CustomPresentation();
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presentation.AddLayer(new PresentLayer(RendererLayer.Background, BlendingMode.Mask, General.Settings.BackgroundAlpha));
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presentation.AddLayer(new PresentLayer(RendererLayer.Grid, BlendingMode.Mask));
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presentation.AddLayer(new PresentLayer(RendererLayer.Overlay, BlendingMode.Alpha, 1.0f, true)); // First overlay (0)
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presentation.AddLayer(new PresentLayer(RendererLayer.Things, BlendingMode.Alpha, 1.0f));
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presentation.AddLayer(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 1.0f, true));
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presentation.AddLayer(new PresentLayer(RendererLayer.Overlay, BlendingMode.Alpha, 1.0f, true)); // Second overlay (1)
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renderer.SetPresentation(presentation);
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leakstartlabel = new TextLabel
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{
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TransformCoords = true,
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AlignX = TextAlignmentX.Center,
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AlignY = TextAlignmentY.Middle,
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Color = General.Colors.Selection,
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BackColor = General.Colors.Background,
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Text = "S"
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};
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leakendlabel = new TextLabel
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{
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TransformCoords = true,
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AlignX = TextAlignmentX.Center,
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AlignY = TextAlignmentY.Middle,
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Color = General.Colors.Selection,
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BackColor = General.Colors.Background,
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Text = "E"
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};
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// Create the blockmap
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CreateBlockmap();
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// To show things that will wake up we need to know the sector they are in
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Parallel.ForEach(General.Map.Map.Things, t => t.DetermineSector(blockmap));
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// Convert geometry selection to sectors only
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General.Map.Map.ConvertSelection(SelectionType.Sectors);
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UpdateSoundPropagation();
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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.ColorConfiguration);
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// Hide highlight info
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General.Interface.HideInfo();
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if (worker != null)
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{
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worker.CancelAsync();
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worker.Dispose();
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}
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}
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// This redraws the display
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public override void OnRedrawDisplay()
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{
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List<SoundPropagationDomain> renderedspds = new List<SoundPropagationDomain>();
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if (BuilderPlug.Me.DataIsDirty) UpdateData();
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// We don't care for the actualy surfaces, but without this the render targets will not be recreated
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// when the window is resized
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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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// Plot lines by hand, so that no coloring (line specials, 3D floors etc.) distracts from
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// the sound propagation. Also don't draw the line's normal. They are not needed here anyway
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// and can make it harder to see the sound environment propagation
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if (General.Settings.ParallelizedLinedefPlotting)
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{
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Parallel.ForEach(General.Map.Map.Linedefs, ld =>
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{
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PixelColor c = ld.IsFlagSet(General.Map.Config.ImpassableFlag) ? General.Colors.Linedefs : doublesidedcolor;
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renderer.PlotLine(ld.Start.Position, ld.End.Position, c, BuilderPlug.LINE_LENGTH_SCALER);
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});
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}
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else
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{
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foreach (Linedef ld in General.Map.Map.Linedefs)
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{
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PixelColor c = ld.IsFlagSet(General.Map.Config.ImpassableFlag) ? General.Colors.Linedefs : doublesidedcolor;
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renderer.PlotLine(ld.Start.Position, ld.End.Position, c, BuilderPlug.LINE_LENGTH_SCALER);
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}
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}
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// Since there will usually be way less blocking linedefs than total linedefs, it's presumably
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// faster to draw them on their own instead of checking if each linedef is in BlockingLinedefs
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foreach (Linedef ld in BuilderPlug.Me.BlockingLinedefs)
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renderer.PlotLine(ld.Start.Position, ld.End.Position, BuilderPlug.Me.BlockSoundColor, BuilderPlug.LINE_LENGTH_SCALER);
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//mxd. Render highlighted line
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if (highlightedline != null)
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renderer.PlotLine(highlightedline.Start.Position, highlightedline.End.Position, General.Colors.Highlight, BuilderPlug.LINE_LENGTH_SCALER);
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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, General.Settings.HiddenThingsAlpha);
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renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, General.Settings.InactiveThingsAlpha);
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renderer.RenderThingSet(huntingThings, General.Colors.Selection, General.Settings.ActiveThingsAlpha);
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renderer.Finish();
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}
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// The sound propagation domain overlay
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if (renderer.StartOverlay(true))
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{
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// Render highlighted domain and domains adjacent to it
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if (highlighted != null && !highlighted.IsDisposed)
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{
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renderer.RenderGeometry(overlayGeometry, null, true); //mxd
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SoundPropagationDomain spd = sector2domain[highlighted];
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renderer.RenderGeometry(spd.Level1Geometry, null, true);
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foreach (Sector s in spd.AdjacentSectors)
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{
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SoundPropagationDomain aspd = sector2domain[s];
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if (!renderedspds.Contains(aspd))
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{
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renderer.RenderGeometry(aspd.Level2Geometry, null, true);
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renderedspds.Add(aspd);
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}
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}
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renderer.RenderHighlight(highlighted.FlatVertices, BuilderPlug.Me.HighlightColor.WithAlpha(128).ToInt()); //mxd
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}
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else
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{
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//mxd. Render all domains using domain colors
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foreach (SoundPropagationDomain spd in propagationdomains)
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renderer.RenderHighlight(spd.Level1Geometry, spd.Color);
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}
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renderer.Finish();
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}
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// The sound leak overlay. This is done so that the path and labels are drawn at the very top
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if (renderer.StartOverlay(true, 1))
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{
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if (leakfinder != null && leakfinder.Finished)
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leakfinder.End.RenderPath(renderer);
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if (leakstartsector != null)
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renderer.RenderText(leakstartlabel);
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if (leakendsector != null)
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renderer.RenderText(leakendlabel);
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renderer.Finish();
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}
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renderer.Present();
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}
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//mxd. If a linedef is highlighted, toggle the sound blocking flag
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protected override void OnSelectEnd()
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{
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if(highlightedline == null) return;
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// Make undo
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General.Map.UndoRedo.CreateUndo("Toggle Linedef Sound Blocking");
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// Toggle flag
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highlightedline.SetFlag(BlockSoundFlag, !highlightedline.IsFlagSet(BlockSoundFlag));
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// Update
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ResetSoundPropagation();
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FindSoundLeak();
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General.Interface.RedrawDisplay();
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}
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public override bool OnUndoBegin()
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{
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base.OnUndoBegin();
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if (worker != null)
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{
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worker.CancelAsync();
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worker.Dispose();
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worker = null;
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}
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return true;
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}
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//mxd
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public override void OnUndoEnd()
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{
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base.OnUndoEnd();
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// Recreate the blockmap
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CreateBlockmap();
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// To show things that will wake up we need to know the sector they are in
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Parallel.ForEach(General.Map.Map.Things, t => t.DetermineSector(blockmap));
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// Recreate the overlay geometry
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UpdateData();
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// Update
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ResetSoundPropagation();
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General.Interface.RedrawDisplay();
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}
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public override bool OnRedoBegin()
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{
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base.OnRedoBegin();
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if (worker != null)
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{
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worker.CancelAsync();
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worker.Dispose();
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worker = null;
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}
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return true;
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}
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//mxd
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public override void OnRedoEnd()
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{
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base.OnRedoEnd();
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// Recreate the blockmap
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CreateBlockmap();
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// To show things that will wake up we need to know the sector they are in
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Parallel.ForEach(General.Map.Map.Things, t => t.DetermineSector(blockmap));
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// Recreate the overlay geometry
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UpdateData();
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// Update
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ResetSoundPropagation();
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General.Interface.RedrawDisplay();
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}
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// Mouse moves
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public override void OnMouseMove(MouseEventArgs e)
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{
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base.OnMouseMove(e);
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// Not holding any buttons?
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if(e.Button == MouseButtons.None)
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{
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General.Interface.SetCursor(Cursors.Default);
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//mxd. Find the nearest linedef within default highlight range
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Linedef nl = MapSet.NearestLinedefRange(blockmap, mousemappos, 20 / renderer.Scale);
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//mxd. We are not interested in single-sided lines (unless they have "blocksound" flag set)...
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if(nl != null && (nl.Front == null || nl.Back == null) && !nl.IsFlagSet(BlockSoundFlag)) nl = null;
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//mxd. Set as highlighted
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bool redrawrequired = (highlightedline != nl);
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highlightedline = nl;
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// Find the nearest linedef within highlight range
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Linedef l = MapSet.NearestLinedef(blockmap, mousemappos);
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if(l != null)
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{
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// Check on which side of the linedef the mouse is
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double side = l.SideOfLine(mousemappos);
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if(side > 0)
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{
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// Is there a sidedef here?
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if(l.Back != null)
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{
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// Highlight if not the same
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if(l.Back.Sector != highlighted)
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{
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Highlight(l.Back.Sector);
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redrawrequired = true; //mxd
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}
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}
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else if(highlighted != null)
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{
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// Highlight nothing
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Highlight(null);
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redrawrequired = true; //mxd
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}
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}
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else
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{
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// Is there a sidedef here?
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if(l.Front != null)
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{
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// Highlight if not the same
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if(l.Front.Sector != highlighted)
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{
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Highlight(l.Front.Sector);
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redrawrequired = true; //mxd
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}
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}
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else if(highlighted != null)
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{
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// Highlight nothing
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Highlight(null);
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redrawrequired = true; //mxd
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}
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}
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}
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else if(highlighted != null)
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{
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// Highlight nothing
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Highlight(null);
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redrawrequired = true; //mxd
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}
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//mxd
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if(redrawrequired)
|
|
{
|
|
// Show highlight info
|
|
if(highlightedline != null && !highlightedline.IsDisposed)
|
|
General.Interface.ShowLinedefInfo(highlightedline);
|
|
else if(highlighted != null && !highlighted.IsDisposed)
|
|
General.Interface.ShowSectorInfo(highlighted);
|
|
else
|
|
General.Interface.HideInfo();
|
|
|
|
// Redraw display
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Mouse leaves
|
|
public override void OnMouseLeave(EventArgs e)
|
|
{
|
|
base.OnMouseLeave(e);
|
|
|
|
// Highlight nothing
|
|
Highlight(null);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Starts finding a sound leak. Finding the actual leak is done by a background worker that's started from this method
|
|
/// </summary>
|
|
private void FindSoundLeak()
|
|
{
|
|
leakfinder = null;
|
|
|
|
// Do not show an error if either start or end is not set, since that'll happen when you start out
|
|
if (leakstartsector == null || leakendsector == null)
|
|
return;
|
|
|
|
if (leakendsector == leakstartsector)
|
|
{
|
|
General.ToastManager.ShowToast(ToastMessages.SOUNDPROPAGATIONMODE, ToastType.WARNING, "Sound propagation", "Stard and end position for sound leak are in the same sector");
|
|
return;
|
|
}
|
|
|
|
HashSet<Sector> sectors = new HashSet<Sector>(sector2domain[leakstartsector].Sectors);
|
|
|
|
// Mash all sectors from the leak start sector's domain and the adjacent domains into one hash set
|
|
foreach (Sector s in sector2domain[leakstartsector].AdjacentSectors)
|
|
sectors.UnionWith(sector2domain[s].Sectors);
|
|
|
|
// If the leak end sector isn't in the list of sectors there's no way sound can travel between the start and end
|
|
if (!sectors.Contains(leakendsector))
|
|
{
|
|
General.ToastManager.ShowToast(ToastMessages.SOUNDPROPAGATIONMODE, ToastType.WARNING, "Sound propagation", "Sound can not travel between the selected start and end positions");
|
|
return;
|
|
}
|
|
|
|
if (worker != null)
|
|
{
|
|
worker.CancelAsync();
|
|
worker.Dispose();
|
|
}
|
|
|
|
General.Interface.DisplayStatus(StatusType.Busy, "Searching for sound leak...");
|
|
|
|
worker = new BackgroundWorker();
|
|
worker.WorkerSupportsCancellation = true;
|
|
worker.DoWork += FindSoundLeakStart;
|
|
worker.RunWorkerCompleted += FindSoundLeakFinished;
|
|
worker.RunWorkerAsync(sectors);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Method for the background worker that finds a sound leak.
|
|
/// </summary>
|
|
/// <param name="sender">The sender</param>
|
|
/// <param name="e">The event arguments</param>
|
|
private void FindSoundLeakStart(object sender, DoWorkEventArgs e)
|
|
{
|
|
Stopwatch sw = Stopwatch.StartNew();
|
|
|
|
leakfinder = new LeakFinder(leakstartsector, leakstartposition, leakendsector, leakendposition, (HashSet<Sector>)e.Argument);
|
|
|
|
if (leakfinder.FindLeak() == false)
|
|
General.ToastManager.ShowToast(ToastMessages.SOUNDPROPAGATIONMODE, ToastType.WARNING, "Sound propagation", "Could not find a leak between the selected start and end positions, even though there should be one. This is weird");
|
|
else
|
|
General.Interface.DisplayStatus(StatusType.Info, string.Format(@"Searching for sound leak finished. Elapsed time: {0:mm\:ss\.ff}", sw.Elapsed));
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Method that's called when finding a sound leak finished.
|
|
/// </summary>
|
|
/// <param name="sender">The sender</param>
|
|
/// <param name="e">The event arguments</param>
|
|
private void FindSoundLeakFinished(object sender, RunWorkerCompletedEventArgs e)
|
|
{
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Actions
|
|
|
|
[BeginAction("soundpropagationcolorconfiguration")]
|
|
public void ConfigureColors()
|
|
{
|
|
using(ColorConfiguration cc = new ColorConfiguration())
|
|
{
|
|
if (cc.ShowDialog((Form)General.Interface) == DialogResult.OK)
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
|
|
[BeginAction("setleakfinderstart")]
|
|
public void SetLeakFinderStartSector()
|
|
{
|
|
leakstartsector = highlighted;
|
|
leakstartposition = mousemappos;
|
|
leakstartlabel.Location = mousemappos;
|
|
leakfinder = null;
|
|
|
|
// Redraw to show the label
|
|
General.Interface.RedrawDisplay();
|
|
|
|
FindSoundLeak();
|
|
}
|
|
|
|
[BeginAction("setleakfinderend")]
|
|
public void SetLeakFinderEndSector()
|
|
{
|
|
leakendsector = highlighted;
|
|
leakendposition = mousemappos;
|
|
leakendlabel.Location = mousemappos;
|
|
leakfinder = null;
|
|
|
|
// Redraw to show the label
|
|
General.Interface.RedrawDisplay();
|
|
|
|
FindSoundLeak();
|
|
}
|
|
|
|
[BeginAction("clearselection", BaseAction = true)]
|
|
public void ClearLeakFinder()
|
|
{
|
|
leakendsector = leakstartsector = null;
|
|
leakfinder = null;
|
|
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|