#region ================== Namespaces using System; using System.Collections.Generic; using System.Windows.Forms; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.VisualModes; using CodeImp.DoomBuilder.Windows; #endregion namespace CodeImp.DoomBuilder.BuilderEffects { public partial class JitterSectorsForm : DelayedForm { #region ================== Variables private readonly string editingModeName; private readonly List visualSectors; private readonly List visualVerts; private readonly TranslationOffsetVertexData[] vertexData; private readonly List sectorData; private readonly List sidedefData; private readonly int MaxSafeDistance; private readonly int MaxSafeHeightDistance; //settings private static bool keepExistingSideTextures = true; private static bool useFloorVertexHeights; private static bool useCeilingVertexHeights; private static int storedceiloffsetmode; private static int storedflooroffsetmode; #endregion #region ================== Structs private struct TranslationOffsetVertexData { public Vertex Vertex; public Vector2D InitialPosition; public int SafeDistance; public float JitterAngle; } private struct HeightOffsetVertexData { public Vertex Vertex; public float InitialFloorHeight; public float InitialCeilingHeight; public float ZFloor; public float ZCeiling; public float JitterFloorHeight; public float JitterCeilingHeight; } private struct SectorData { public Sector Sector; public HeightOffsetVertexData[] Verts; public int InitialCeilingHeight; public int InitialFloorHeight; public int SafeDistance; public float JitterFloorHeight; public float JitterCeilingHeight; public bool Triangular; } private struct SidedefData { public Sidedef Side; public string HighTexture; public string OtherLowTexture; public string OtherHighTexture; public string LowTexture; public bool PegTop; public bool PegBottom; public bool UpdateTextureOnOtherSide; } #endregion #region ================== Constructor / Setup public JitterSectorsForm(string editingModeName) { this.editingModeName = editingModeName; InitializeComponent(); //get selection List verts = new List(); List sectors = new List(); if(editingModeName == "BaseVisualMode") { VisualMode vm = (VisualMode)General.Editing.Mode; List visualGeometry = vm.GetSelectedSurfaces(); visualSectors = new List(); //get selected visual and regular sectors foreach(VisualGeometry vg in visualGeometry) { if(vg.GeometryType != VisualGeometryType.CEILING && vg.GeometryType != VisualGeometryType.FLOOR) continue; if(vg.Sector != null && vg.Sector.Sector != null) { foreach(Sidedef sd in vg.Sector.Sector.Sidedefs) { if(!verts.Contains(sd.Line.Start)) verts.Add(sd.Line.Start); if(!verts.Contains(sd.Line.End)) verts.Add(sd.Line.End); } sectors.Add(vg.Sector.Sector); visualSectors.Add(vg.Sector); } } //also get visual sectors around selected ones (because they also may be affected) List affectedVerts = new List(); foreach(Sector s in sectors) { foreach(Sidedef sd in s.Sidedefs) { if(!affectedVerts.Contains(sd.Line.Start)) affectedVerts.Add(sd.Line.Start); if(!affectedVerts.Contains(sd.Line.End)) affectedVerts.Add(sd.Line.End); } } List affectedSectors = new List(); foreach(Vertex v in affectedVerts) { foreach(Linedef l in v.Linedefs) { if(l.Front != null && !sectors.Contains(l.Front.Sector) && !affectedSectors.Contains(l.Front.Sector) && vm.VisualSectorExists(l.Front.Sector)) { visualSectors.Add(vm.GetVisualSector(l.Front.Sector)); affectedSectors.Add(l.Front.Sector); } if(l.Back != null && !sectors.Contains(l.Back.Sector) && !affectedSectors.Contains(l.Back.Sector) && vm.VisualSectorExists(l.Back.Sector)) { visualSectors.Add(vm.GetVisualSector(l.Back.Sector)); affectedSectors.Add(l.Back.Sector); } } } visualVerts = new List(); foreach(Vertex vert in affectedVerts) { if(vm.VisualVertices.ContainsKey(vert)) visualVerts.Add(vm.VisualVertices[vert]); } } else if(editingModeName == "SectorsMode") { ICollection list = General.Map.Map.GetSelectedSectors(true); foreach(Sector s in list) { foreach(Sidedef sd in s.Sidedefs) { if(!verts.Contains(sd.Line.Start)) verts.Add(sd.Line.Start); if(!verts.Contains(sd.Line.End)) verts.Add(sd.Line.End); } sectors.Add(s); } } if(verts.Count == 0 || sectors.Count == 0) { General.Interface.DisplayStatus(StatusType.Warning, "Unable to get sectors from selection!"); return; } //create undo General.Map.UndoRedo.ClearAllRedos(); General.Map.UndoRedo.CreateUndo("Randomize " + sectors.Count + (sectors.Count > 1 ? " sectors" : " sector")); //update window header this.Text = "Randomize " + sectors.Count + (sectors.Count > 1 ? " sectors" : " sector"); //store intial properties //process verts... Dictionary data = new Dictionary(); foreach(Vertex v in verts) { TranslationOffsetVertexData vd = new TranslationOffsetVertexData(); vd.Vertex = v; vd.InitialPosition = v.Position; data.Add(v, vd); } foreach(Vertex v in verts) { if(v.Linedefs == null) continue; //get nearest linedef Linedef closestLine = null; float distance = float.MaxValue; // Go for all linedefs in selection foreach(Linedef l in General.Map.Map.Linedefs) { if(v.Linedefs.Contains(l)) continue; // Calculate distance and check if closer than previous find float d = l.SafeDistanceToSq(v.Position, true); if(d < distance) { // This one is closer closestLine = l; distance = d; } } if(closestLine == null) continue; float closestLineDistance = Vector2D.Distance(v.Position, closestLine.NearestOnLine(v.Position)); //check SafeDistance of closest line if(data.ContainsKey(closestLine.Start) && data[closestLine.Start].SafeDistance > closestLineDistance) { TranslationOffsetVertexData vd = data[closestLine.Start]; vd.SafeDistance = (int)Math.Floor(closestLineDistance); data[closestLine.Start] = vd; } if(data.ContainsKey(closestLine.End) && data[closestLine.End].SafeDistance > closestLineDistance) { TranslationOffsetVertexData vd = data[closestLine.End]; vd.SafeDistance = (int)Math.Floor(closestLineDistance); data[closestLine.End] = vd; } //save SafeDistance int dist = (int)Math.Floor(closestLineDistance); if(data[v].SafeDistance == 0 || data[v].SafeDistance > dist) { TranslationOffsetVertexData vd = data[v]; vd.SafeDistance = dist; data[v] = vd; } } //store properties vertexData = new TranslationOffsetVertexData[data.Values.Count]; data.Values.CopyTo(vertexData, 0); for(int i = 0; i < data.Count; i++) { if(vertexData[i].SafeDistance > 0) vertexData[i].SafeDistance /= 2; if(MaxSafeDistance < vertexData[i].SafeDistance) MaxSafeDistance = vertexData[i].SafeDistance; } //process sectors and linedes sectorData = new List(); sidedefData = new List(); foreach(Sector s in sectors) { SectorData sd = new SectorData(); sd.Sector = s; sd.InitialCeilingHeight = s.CeilHeight; sd.InitialFloorHeight = s.FloorHeight; sd.Triangular = General.Map.UDMF && s.Sidedefs.Count == 3; if(sd.Triangular) { Vertex[] sectorverts = GetSectorVerts(s); sd.Verts = new HeightOffsetVertexData[sectorverts.Length]; for(int i = 0; i < sectorverts.Length; i++) { HeightOffsetVertexData vd = new HeightOffsetVertexData(); vd.Vertex = sectorverts[i]; vd.ZFloor = sectorverts[i].ZFloor; vd.ZCeiling = sectorverts[i].ZCeiling; vd.InitialFloorHeight = float.IsNaN(vd.ZFloor) ? GetHighestFloor(sectorverts[i]) : sectorverts[i].ZFloor; vd.InitialCeilingHeight = float.IsNaN(vd.ZCeiling) ? GetLowestCeiling(sectorverts[i]) : sectorverts[i].ZCeiling; sd.Verts[i] = vd; } } sd.SafeDistance = (s.CeilHeight - s.FloorHeight) / 2; if(sd.SafeDistance > MaxSafeHeightDistance) MaxSafeHeightDistance = sd.SafeDistance; sectorData.Add(sd); foreach(Sidedef side in s.Sidedefs) { //store initial sidedef properties SidedefData sdd = new SidedefData(); sdd.Side = side; sdd.LowTexture = side.LowTexture; sdd.HighTexture = side.HighTexture; sdd.PegBottom = side.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag); sdd.PegTop = side.Line.IsFlagSet(General.Map.Config.UpperUnpeggedFlag); if(side.Other != null && !sectors.Contains(side.Other.Sector)) { sdd.UpdateTextureOnOtherSide = true; sdd.OtherHighTexture = side.Other.HighTexture; sdd.OtherLowTexture = side.Other.LowTexture; } sidedefData.Add(sdd); } } positionJitterAmmount.Maximum = MaxSafeDistance; floorHeightAmmount.Maximum = MaxSafeHeightDistance; ceilingHeightAmmount.Maximum = MaxSafeHeightDistance; //set editing settings cbKeepExistingTextures.Checked = keepExistingSideTextures; ceiloffsetmode.SelectedIndex = storedceiloffsetmode; flooroffsetmode.SelectedIndex = storedflooroffsetmode; //vertex heights can not be set in non-UDMF maps if(General.Map.UDMF) { cbUseFloorVertexHeights.Checked = useFloorVertexHeights; cbUseCeilingVertexHeights.Checked = useCeilingVertexHeights; } else { useFloorVertexHeights = false; cbUseFloorVertexHeights.Checked = false; cbUseFloorVertexHeights.Enabled = false; useCeilingVertexHeights = false; cbUseCeilingVertexHeights.Checked = false; cbUseCeilingVertexHeights.Enabled = false; } //texture pickers textureLower.Initialize(); textureUpper.Initialize(); //We can't use floor/ceiling textures when MixTexturesFlats is disabled if(General.Map.Config.MixTexturesFlats) { textureLower.TextureName = General.Settings.DefaultFloorTexture; textureUpper.TextureName = General.Settings.DefaultCeilingTexture; } else { textureLower.TextureName = General.Settings.DefaultTexture; textureUpper.TextureName = General.Settings.DefaultTexture; cbUpperTexStyle.Items[1] = "Use default texture"; cbLowerTexStyle.Items[1] = "Use default texture"; } cbUpperTexStyle.SelectedIndex = 0; cbLowerTexStyle.SelectedIndex = 0; UpdateTextureSelectors(); //update interface //create random values UpdateAngles(); UpdateFloorHeights(); UpdateCeilingHeights(); } #endregion #region ================== Methods private static float GetLowestCeiling(Vertex v) { if(v.Linedefs.Count == 0) return float.NaN; List sectors = GetSectors(v); if(sectors.Count == 0) return float.NaN; float target = sectors[0].CeilHeight; for(int i = 1; i < sectors.Count; i++) { if(target > sectors[i].CeilHeight && sectors[i].Sidedefs.Count == 3) target = sectors[i].CeilHeight; } return target; } private static float GetHighestFloor(Vertex v) { if(v.Linedefs.Count == 0) return float.NaN; List sectors = GetSectors(v); if(sectors.Count == 0) return float.NaN; float target = sectors[0].FloorHeight; for(int i = 1; i < sectors.Count; i++) { if(target < sectors[i].FloorHeight && sectors[i].Sidedefs.Count == 3) target = sectors[i].FloorHeight; } return target; } private static List GetSectors(Vertex v) { List result = new List(); foreach(Linedef l in v.Linedefs) { if(l.Front != null && l.Front.Sector != null && !result.Contains(l.Front.Sector)) result.Add(l.Front.Sector); if(l.Back != null && l.Back.Sector != null && !result.Contains(l.Back.Sector)) result.Add(l.Back.Sector); } return result; } private static Vertex[] GetSectorVerts(Sector s) { List result = new List(); foreach(Sidedef side in s.Sidedefs) { if(side.Line == null) continue; if(!result.Contains(side.Line.Start)) result.Add(side.Line.Start); if(!result.Contains(side.Line.End)) result.Add(side.Line.End); } return result.ToArray(); } #endregion #region ================== Utility private void ApplyTranslationJitter(int ammount) { for(int i = 0; i < vertexData.Length; i++) { int curAmmount = ammount > vertexData[i].SafeDistance ? vertexData[i].SafeDistance : ammount; vertexData[i].Vertex.Move(new Vector2D(vertexData[i].InitialPosition.x + (int)(Math.Sin(vertexData[i].JitterAngle) * curAmmount), vertexData[i].InitialPosition.y + (int)(Math.Cos(vertexData[i].JitterAngle) * curAmmount))); } //update view if(editingModeName == "BaseVisualMode") { General.Map.Map.Update(); General.Map.IsChanged = true; UpdateVisualGeometry(); } else { General.Interface.RedrawDisplay(); } } private void ApplyCeilingHeightJitter(int ammount) { for(int i = 0; i < sectorData.Count; i++) { int curAmmount = ammount > sectorData[i].SafeDistance ? sectorData[i].SafeDistance : ammount; if(sectorData[i].Triangular && cbUseCeilingVertexHeights.Checked) { foreach(HeightOffsetVertexData vd in sectorData[i].Verts) { vd.Vertex.ZCeiling = vd.InitialCeilingHeight - (float)Math.Floor(curAmmount * ModifyByOffsetMode(vd.JitterCeilingHeight, ceiloffsetmode.SelectedIndex)); } } else { sectorData[i].Sector.CeilHeight = sectorData[i].InitialCeilingHeight - (int)Math.Floor(curAmmount * ModifyByOffsetMode(sectorData[i].JitterCeilingHeight, ceiloffsetmode.SelectedIndex)); } } //update view if(editingModeName == "BaseVisualMode") { General.Map.Map.Update(); General.Map.IsChanged = true; UpdateVisualGeometry(); } UpdateUpperTextures(cbUpperTexStyle.SelectedIndex, false); } private void ApplyFloorHeightJitter(int ammount) { for(int i = 0; i < sectorData.Count; i++) { int curAmmount = ammount > sectorData[i].SafeDistance ? sectorData[i].SafeDistance : ammount; if(sectorData[i].Triangular && cbUseFloorVertexHeights.Checked) { foreach(HeightOffsetVertexData vd in sectorData[i].Verts) { vd.Vertex.ZFloor = vd.InitialFloorHeight + (float)Math.Floor(curAmmount * ModifyByOffsetMode(vd.JitterFloorHeight, flooroffsetmode.SelectedIndex)); } } else { sectorData[i].Sector.FloorHeight = sectorData[i].InitialFloorHeight + (int)Math.Floor(curAmmount * ModifyByOffsetMode(sectorData[i].JitterFloorHeight, flooroffsetmode.SelectedIndex)); } } //update view if(editingModeName == "BaseVisualMode") { General.Map.Map.Update(); General.Map.IsChanged = true; UpdateVisualGeometry(); } UpdateLowerTextures(cbLowerTexStyle.SelectedIndex, false); } private static float ModifyByOffsetMode(float value, int mode) { switch(mode) { case 0: //Raise and lower return value; case 1: //Raise only return Math.Abs(value); case 2: //Lower only return -Math.Abs(value); default: throw new NotImplementedException("JitterSectorsForm.ModifyByOffsetMode: got unknown mode (" + mode + ")"); } } private void UpdateVisualGeometry() { foreach(VisualSector vs in visualSectors) vs.UpdateSectorGeometry(true); foreach(VisualSector vs in visualSectors) vs.UpdateSectorData(); foreach(VisualSector vs in visualSectors) vs.UpdateSectorData(); foreach(VisualVertexPair pair in visualVerts) { pair.Changed = true; pair.Update(); } } private void UpdateTextureSelectors() { cbLowerTexStyle.Enabled = floorHeightAmmount.Value > 0; cbUpperTexStyle.Enabled = ceilingHeightAmmount.Value > 0; gbLowerTexture.Enabled = floorHeightAmmount.Value > 0 && cbLowerTexStyle.SelectedIndex > 0; gbUpperTexture.Enabled = ceilingHeightAmmount.Value > 0 && cbUpperTexStyle.SelectedIndex > 0; textureLower.Enabled = floorHeightAmmount.Value > 0 && cbLowerTexStyle.SelectedIndex == 2; textureUpper.Enabled = ceilingHeightAmmount.Value > 0 && cbUpperTexStyle.SelectedIndex == 2; } private void UpdateUpperTextures(int index, bool updateGeometry) { if(index == -1) return; if(index == 0) //revert { foreach(SidedefData sd in sidedefData) SetUpperTexture(sd, sd.HighTexture); } else if(index == 1) //use ceiling or default texture { if(General.Map.Config.MixTexturesFlats) { foreach(SidedefData sd in sidedefData) { if(sd.Side.Sector != null) { if(sd.UpdateTextureOnOtherSide && sd.Side.Other.Sector != null) SetUpperTexture(sd, sd.Side.Sector.CeilTexture, sd.Side.Other.Sector.CeilTexture); else SetUpperTexture(sd, sd.Side.Sector.CeilTexture); } } } else { foreach(SidedefData sd in sidedefData) SetUpperTexture(sd, General.Settings.DefaultTexture); } } else if(index == 2) //use given texture { foreach(SidedefData sd in sidedefData) SetUpperTexture(sd, textureUpper.TextureName); } General.Map.Data.UpdateUsedTextures(); if(updateGeometry && editingModeName == "BaseVisualMode") UpdateVisualGeometry(); } private void UpdateLowerTextures(int index, bool updateGeometry) { if(index == -1) return; if(index == 0) //revert { foreach(SidedefData sd in sidedefData) SetLowerTexture(sd, sd.LowTexture); } else if(index == 1) //use floor or default texture { if(General.Map.Config.MixTexturesFlats) { foreach(SidedefData sd in sidedefData) { if(sd.Side.Sector != null) { if(sd.UpdateTextureOnOtherSide && sd.Side.Other.Sector != null) SetLowerTexture(sd, sd.Side.Sector.FloorTexture, sd.Side.Other.Sector.FloorTexture); else SetLowerTexture(sd, sd.Side.Sector.FloorTexture); } } } else { foreach(SidedefData sd in sidedefData) SetLowerTexture(sd, General.Settings.DefaultTexture); } } else if(index == 2) //use given texture { foreach(SidedefData sd in sidedefData) SetLowerTexture(sd, textureLower.TextureName); } General.Map.Data.UpdateUsedTextures(); if(updateGeometry && editingModeName == "BaseVisualMode") UpdateVisualGeometry(); } #endregion #region ================== Set Textures private void SetUpperTexture(SidedefData sd, string textureName) { SetUpperTexture(sd, textureName, textureName); } private void SetUpperTexture(SidedefData sd, string textureName, string otherTextureName) { if(!cbKeepExistingTextures.Checked || string.IsNullOrEmpty(sd.HighTexture) || sd.HighTexture == "-") sd.Side.SetTextureHigh(textureName); if(sd.UpdateTextureOnOtherSide && sd.Side.Other != null && (!cbKeepExistingTextures.Checked || string.IsNullOrEmpty(sd.OtherHighTexture) || sd.OtherHighTexture == "-")) sd.Side.Other.SetTextureHigh(otherTextureName); } private void SetLowerTexture(SidedefData sd, string textureName) { SetLowerTexture(sd, textureName, textureName); } private void SetLowerTexture(SidedefData sd, string textureName, string otherTextureName) { if(!cbKeepExistingTextures.Checked || string.IsNullOrEmpty(sd.LowTexture) || sd.LowTexture == "-") sd.Side.SetTextureLow(textureName); if(sd.UpdateTextureOnOtherSide && sd.Side.Other != null && (!cbKeepExistingTextures.Checked || string.IsNullOrEmpty(sd.OtherLowTexture) || sd.OtherLowTexture == "-")) sd.Side.Other.SetTextureLow(otherTextureName); } #endregion #region ================== Jitter generation private void UpdateAngles() { for(int i = 0; i < vertexData.Length; i++) { TranslationOffsetVertexData vd = vertexData[i]; vd.JitterAngle = (float)(General.Random(0, 359) * Math.PI / 180f); vertexData[i] = vd; } } private void UpdateFloorHeights() { for(int i = 0; i < sectorData.Count; i++) { SectorData sd = sectorData[i]; if(sd.Triangular) { for(int c = 0; c < 3; c++) { HeightOffsetVertexData vd = sd.Verts[c]; vd.JitterFloorHeight = General.Random(-100, 100) / 100f; sd.Verts[c] = vd; } } sd.JitterFloorHeight = General.Random(-100, 100) / 100f; sectorData[i] = sd; } } private void UpdateCeilingHeights() { for(int i = 0; i < sectorData.Count; i++) { SectorData sd = sectorData[i]; if(sd.Triangular) { for(int c = 0; c < 3; c++) { HeightOffsetVertexData vd = sd.Verts[c]; vd.JitterCeilingHeight = General.Random(-100, 100) / 100f; sd.Verts[c] = vd; } } sd.JitterCeilingHeight = General.Random(-100, 100) / 100f; sectorData[i] = sd; } } #endregion #region ================== Events private void bApply_Click(object sender, EventArgs e) { //store settings keepExistingSideTextures = cbKeepExistingTextures.Checked; useFloorVertexHeights = cbUseFloorVertexHeights.Checked; useCeilingVertexHeights = cbUseCeilingVertexHeights.Checked; storedceiloffsetmode = ceiloffsetmode.SelectedIndex; storedflooroffsetmode = flooroffsetmode.SelectedIndex; // Clean unused sidedef textures foreach(SidedefData sd in sidedefData) { sd.Side.RemoveUnneededTextures(false); if(sd.UpdateTextureOnOtherSide) sd.Side.Other.RemoveUnneededTextures(false); } // Update cached values General.Map.Map.Update(); General.Map.IsChanged = true; // Clear selection General.Actions.InvokeAction("builder_clearselection"); this.DialogResult = DialogResult.OK; Close(); } private void bCancel_Click(object sender, EventArgs e) { this.DialogResult = DialogResult.Cancel; Close(); } private void JitterSectorsForm_FormClosing(object sender, FormClosingEventArgs e) { if(this.DialogResult == DialogResult.Cancel) General.Map.UndoRedo.WithdrawUndo(); //undo changes } private void positionJitterAmmount_OnValueChanging(object sender, EventArgs e) { ApplyTranslationJitter(positionJitterAmmount.Value); } private void ceilingHeightAmmount_OnValueChanging(object sender, EventArgs e) { ApplyCeilingHeightJitter(ceilingHeightAmmount.Value); UpdateTextureSelectors(); } private void floorHeightAmmount_OnValueChanging(object sender, EventArgs e) { ApplyFloorHeightJitter(floorHeightAmmount.Value); UpdateTextureSelectors(); } private void cbKeepExistingTextures_CheckedChanged(object sender, EventArgs e) { //revert possible changes if(cbKeepExistingTextures.Checked) { foreach(SidedefData sd in sidedefData) { if(!string.IsNullOrEmpty(sd.HighTexture)) sd.Side.SetTextureHigh(sd.HighTexture); if(sd.UpdateTextureOnOtherSide && !string.IsNullOrEmpty(sd.OtherHighTexture)) sd.Side.Other.SetTextureHigh(sd.OtherHighTexture); } if(editingModeName == "BaseVisualMode") UpdateVisualGeometry(); } else { UpdateLowerTextures(cbLowerTexStyle.SelectedIndex, false); UpdateUpperTextures(cbUpperTexStyle.SelectedIndex, true); } } private void cbUseFloorVertexHeights_CheckedChanged(object sender, EventArgs e) { //Reset values? if(!cbUseFloorVertexHeights.Checked || floorHeightAmmount.Value == 0) { foreach(SectorData data in sectorData) { if(!data.Triangular) continue; foreach(HeightOffsetVertexData vd in data.Verts) vd.Vertex.ZFloor = vd.ZFloor; } } //update changes ApplyFloorHeightJitter(floorHeightAmmount.Value); UpdateTextureSelectors(); } private void cbUseCeilingVertexHeights_CheckedChanged(object sender, EventArgs e) { //Reset values? if(!cbUseCeilingVertexHeights.Checked || ceilingHeightAmmount.Value == 0) { foreach(SectorData data in sectorData) { if(!data.Triangular) continue; foreach(HeightOffsetVertexData vd in data.Verts) vd.Vertex.ZCeiling = vd.ZCeiling; } } //update changes ApplyCeilingHeightJitter(ceilingHeightAmmount.Value); UpdateTextureSelectors(); } #region ================== Update Events private void bUpdateTranslation_Click(object sender, EventArgs e) { UpdateAngles(); ApplyTranslationJitter(positionJitterAmmount.Value); } private void bUpdateCeilingHeight_Click(object sender, EventArgs e) { UpdateCeilingHeights(); ApplyCeilingHeightJitter(ceilingHeightAmmount.Value); } private void bUpdateFloorHeight_Click(object sender, EventArgs e) { UpdateFloorHeights(); ApplyFloorHeightJitter(floorHeightAmmount.Value); } #endregion #region ================== Height Offset Mode Events private void ceiloffsetmode_SelectedIndexChanged(object sender, EventArgs e) { ApplyCeilingHeightJitter(ceilingHeightAmmount.Value); } private void flooroffsetmode_SelectedIndexChanged(object sender, EventArgs e) { ApplyFloorHeightJitter(floorHeightAmmount.Value); } #endregion #region ================== Texture Pegging Events private void cbPegTop_CheckedChanged(object sender, EventArgs e) { if(cbPegTop.Checked) //apply flag { foreach(SidedefData sd in sidedefData) sd.Side.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, true); } else //revert to initial setting { foreach(SidedefData sd in sidedefData) sd.Side.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, sd.PegTop); } if(editingModeName == "BaseVisualMode") { General.Map.Data.UpdateUsedTextures(); UpdateVisualGeometry(); } } private void cbPegBottom_CheckedChanged(object sender, EventArgs e) { if(cbPegBottom.Checked) //apply flag { foreach(SidedefData sd in sidedefData) sd.Side.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, true); } else //revert to initial setting { foreach(SidedefData sd in sidedefData) sd.Side.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, sd.PegBottom); } if(editingModeName == "BaseVisualMode") { General.Map.Data.UpdateUsedTextures(); UpdateVisualGeometry(); } } #endregion #region ================== Texture Picker Events //texture pickers private void textureLower_OnValueChanged(object sender, EventArgs e) { UpdateLowerTextures(cbLowerTexStyle.SelectedIndex, true); } private void textureUpper_OnValueChanged(object sender, EventArgs e) { UpdateUpperTextures(cbUpperTexStyle.SelectedIndex, true); } #endregion #region ================== Texture Style Selector Events //texture style selectors private void cbUpperTexStyle_SelectedIndexChanged(object sender, EventArgs e) { UpdateUpperTextures(cbUpperTexStyle.SelectedIndex, true); UpdateTextureSelectors(); } private void cbLowerTexStyle_SelectedIndexChanged(object sender, EventArgs e) { UpdateLowerTextures(cbLowerTexStyle.SelectedIndex, true); UpdateTextureSelectors(); } #endregion //HALP! private void JitterSectorsForm_HelpRequested(object sender, HelpEventArgs hlpevent) { General.ShowHelp("gzdb/features/all_modes/jitter.html"); hlpevent.Handled = true; } #endregion } }