mirror of
https://git.do.srb2.org/STJr/ZoneBuilder.git
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5095 lines
163 KiB
C#
5095 lines
163 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.BuilderModes.Interface;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.GZBuilder.Data;
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using CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.Data;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[EditMode(DisplayName = "Visual Mode",
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SwitchAction = "gzdbvisualmode", // Action name used to switch to this mode
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ButtonImage = "VisualMode.png", // Image resource name for the button
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ButtonOrder = 1, // Position of the button (lower is more to the left)
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ButtonGroup = "001_visual",
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UseByDefault = true)]
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public class BaseVisualMode : VisualMode
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{
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#region ================== Constants
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// Object picking
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private const long PICK_INTERVAL = 80;
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private const long PICK_INTERVAL_PAINT_SELECT = 10; // biwa
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private const float PICK_RANGE = 0.98f;
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// Gravity
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private const float GRAVITY = -0.06f;
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#endregion
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#region ================== Variables
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// Gravity
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private Vector3D gravity;
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private float cameraflooroffset = 41f; // same as in doom
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private float cameraceilingoffset = 10f;
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// Object picking
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private VisualPickResult target;
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private long lastpicktime;
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private bool locktarget;
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private bool useSelectionFromClassicMode;//mxd
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private readonly Timer selectioninfoupdatetimer; //mxd
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// This keeps extra element info
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private Dictionary<Sector, SectorData> sectordata;
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private Dictionary<Thing, ThingData> thingdata;
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private Dictionary<Vertex, VertexData> vertexdata; //mxd
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//private Dictionary<Thing, EffectDynamicLight> lightdata; //mxd
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// This is true when a selection was made because the action is performed
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// on an object that was not selected. In this case the previous selection
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// is cleared and the targeted object is temporarely selected to perform
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// the action on. After the action is completed, the object is deselected.
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private bool singleselection;
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// We keep these to determine if we need to make a new undo level
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private bool selectionchanged;
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private int lastundogroup;
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private VisualActionResult actionresult;
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private bool undocreated;
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// List of selected objects when an action is performed
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private List<IVisualEventReceiver> selectedobjects;
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//mxd. Used in Cut/PasteSelection actions
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private readonly List<ThingCopyData> copybuffer;
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private Type lasthighlighttype;
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private BSP bsp;
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private bool useblockmap;
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// biwa. Info for paint selection
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protected bool paintselectpressed;
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protected Type paintselecttype = null;
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protected IVisualPickable highlighted; // biwa
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//mxd. Moved here from Tools
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private struct SidedefAlignJob
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{
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public Sidedef sidedef;
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public float offsetx;
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public float scaleX; //mxd
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public float scaleY; //mxd
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private Sidedef controlside; //mxd
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public Sidedef controlSide
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{
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get
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{
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return controlside;
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}
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set
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{
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controlside = value;
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ceilingheight = (controlside.Index != sidedef.Index && controlside.Line.Args[1] == 0 ? controlside.Sector.FloorHeight : controlside.Sector.CeilHeight);
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}
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}
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private int ceilingheight; //mxd
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public int ceilingHeight { get { return ceilingheight; } } //mxd
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// When this is true, the previous sidedef was on the left of
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// this one and the texture X offset of this sidedef can be set
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// directly. When this is false, the length of this sidedef
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// must be subtracted from the X offset first.
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public bool forward;
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}
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#endregion
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#region ================== Properties
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public override object HighlightedObject
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{
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get
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{
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// Geometry picked?
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VisualGeometry vg = target.picked as VisualGeometry;
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if(vg != null)
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{
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if(vg.Sidedef != null) return vg.Sidedef;
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if(vg.Sector != null) return vg.Sector;
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return null;
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}
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// Thing picked?
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VisualThing vt = target.picked as VisualThing;
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if(vt != null) return vt.Thing;
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return null;
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}
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}
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public object HighlightedTarget { get { return target.picked; } } //mxd
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public bool UseSelectionFromClassicMode { get { return useSelectionFromClassicMode; } } //mxd
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new public IRenderer3D Renderer { get { return renderer; } }
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public bool IsSingleSelection { get { return singleselection; } }
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public bool SelectionChanged { get { return selectionchanged; } set { selectionchanged |= value; } }
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public BSP BSP { get { return bsp; } }
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public bool UseBlockmap { get { return useblockmap; } }
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public bool PaintSelectPressed { get { return paintselectpressed; } } // biwa
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public Type PaintSelectType { get { return paintselecttype; } set { paintselecttype = value; } } // biwa
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public IVisualPickable Highlighted { get { return highlighted; } } // biwa
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public BaseVisualMode()
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{
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// Initialize
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this.gravity = new Vector3D(0.0f, 0.0f, 0.0f);
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this.selectedobjects = new List<IVisualEventReceiver>();
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//mxd
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this.copybuffer = new List<ThingCopyData>();
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this.selectioninfoupdatetimer = new Timer();
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selectioninfoupdatetimer.Interval = 100;
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selectioninfoupdatetimer.Tick += SelectioninfoupdatetimerOnTick;
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bsp = new BSP(BuilderPlug.Me.DontUseNodes);
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useblockmap = bsp.IsDeactivated;
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if (useblockmap && !String.IsNullOrEmpty(bsp.ErrorMessage))
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MessageBox.Show("Could not load the map's nodes: " + bsp.ErrorMessage + " Defaulting to blockmap.", "Error loading nodes!", MessageBoxButtons.OK, MessageBoxIcon.Error);
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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public override void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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selectioninfoupdatetimer.Dispose(); //mxd
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// Done
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base.Dispose();
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}
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}
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#endregion
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#region ================== Methods
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// This calculates brightness level
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internal int CalculateBrightness(int level)
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{
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return renderer.CalculateBrightness(level);
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}
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//mxd. This calculates brightness level with doom-style shading
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internal int CalculateBrightness(int level, Sidedef sd)
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{
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return renderer.CalculateBrightness(level, sd);
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}
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// This adds a selected object
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internal void AddSelectedObject(IVisualEventReceiver obj)
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{
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selectedobjects.Add(obj);
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selectionchanged = true;
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selectioninfoupdatetimer.Start(); //mxd
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}
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// This removes a selected object
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internal void RemoveSelectedObject(IVisualEventReceiver obj)
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{
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selectedobjects.Remove(obj);
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selectionchanged = true;
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selectioninfoupdatetimer.Start(); //mxd
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}
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// This is called before an action is performed
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public void PreAction(int multiselectionundogroup)
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{
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actionresult = new VisualActionResult();
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PickTargetUnlocked();
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// If the action is not performed on a selected object, clear the
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// current selection and make a temporary selection for the target.
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if((target.picked != null) && !target.picked.Selected && (BuilderPlug.Me.VisualModeClearSelection || (selectedobjects.Count == 0)))
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{
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// Single object, no selection
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singleselection = true;
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ClearSelection();
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undocreated = false;
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}
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else
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{
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singleselection = false;
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// Check if we should make a new undo level
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// We don't want to do this if this is the same action with the same
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// selection and the action wants to group the undo levels
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if((lastundogroup != multiselectionundogroup) || (lastundogroup == UndoGroup.None) ||
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(multiselectionundogroup == UndoGroup.None) || selectionchanged)
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{
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// We want to create a new undo level, but not just yet
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lastundogroup = multiselectionundogroup;
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undocreated = false;
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}
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else
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{
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// We don't want to make a new undo level (changes will be combined)
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undocreated = true;
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}
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}
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}
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// Called before an action is performed. This does not make an undo level
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private void PreActionNoChange()
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{
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actionresult = new VisualActionResult();
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singleselection = false;
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undocreated = false;
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}
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// This is called after an action is performed
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private void PostAction()
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{
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if(!string.IsNullOrEmpty(actionresult.displaystatus))
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General.Interface.DisplayStatus(StatusType.Action, actionresult.displaystatus);
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// Reset changed flags
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foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
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{
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BaseVisualSector bvs = (BaseVisualSector)vs.Value;
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foreach(VisualFloor vf in bvs.ExtraFloors) vf.Changed = false;
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foreach(VisualCeiling vc in bvs.ExtraCeilings) vc.Changed = false;
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foreach(VisualFloor vf in bvs.ExtraBackFloors) vf.Changed = false; //mxd
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foreach(VisualCeiling vc in bvs.ExtraBackCeilings) vc.Changed = false; //mxd
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bvs.Floor.Changed = false;
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bvs.Ceiling.Changed = false;
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}
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selectionchanged = false;
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if(singleselection) ClearSelection();
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UpdateChangedObjects();
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ShowTargetInfo();
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}
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// This sets the result for an action
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public void SetActionResult(VisualActionResult result)
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{
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actionresult = result;
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}
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// This sets the result for an action
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public void SetActionResult(string displaystatus)
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{
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actionresult = new VisualActionResult {displaystatus = displaystatus};
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}
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// This creates an undo, when only a single selection is made
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// When a multi-selection is made, the undo is created by the PreAction function
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public int CreateUndo(string description, int group, int grouptag)
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{
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if(!undocreated)
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{
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undocreated = true;
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if(singleselection)
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return General.Map.UndoRedo.CreateUndo(description, this, group, grouptag);
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return General.Map.UndoRedo.CreateUndo(description, this, UndoGroup.None, 0);
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}
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return 0;
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}
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// This creates an undo, when only a single selection is made
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// When a multi-selection is made, the undo is created by the PreAction function
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public int CreateUndo(string description)
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{
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return CreateUndo(description, UndoGroup.None, 0);
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}
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// This makes a list of the selected object
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private void RebuildSelectedObjectsList()
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{
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// Make list of selected objects
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selectedobjects = new List<IVisualEventReceiver>();
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foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
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{
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if(vs.Value != null)
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{
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BaseVisualSector bvs = (BaseVisualSector)vs.Value;
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if((bvs.Floor != null) && bvs.Floor.Selected) selectedobjects.Add(bvs.Floor);
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if((bvs.Ceiling != null) && bvs.Ceiling.Selected) selectedobjects.Add(bvs.Ceiling);
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foreach(Sidedef sd in vs.Key.Sidedefs)
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{
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List<VisualGeometry> sidedefgeos = bvs.GetSidedefGeometry(sd);
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foreach(VisualGeometry sdg in sidedefgeos)
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{
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if(sdg.Selected) selectedobjects.Add((IVisualEventReceiver)sdg);
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}
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}
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}
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}
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foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
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{
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if(vt.Value != null)
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{
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BaseVisualThing bvt = (BaseVisualThing)vt.Value;
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if(bvt.Selected) selectedobjects.Add(bvt);
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}
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}
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//mxd
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if(General.Map.UDMF && General.Settings.GZShowVisualVertices)
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{
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foreach(KeyValuePair<Vertex, VisualVertexPair> pair in vertices)
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{
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if(pair.Value.CeilingVertex.Selected)
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selectedobjects.Add((BaseVisualVertex)pair.Value.CeilingVertex);
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if(pair.Value.FloorVertex.Selected)
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selectedobjects.Add((BaseVisualVertex)pair.Value.FloorVertex);
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}
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}
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//mxd
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UpdateSelectionInfo();
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}
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//mxd. Need this to apply changes to 3d-floor even if control sector doesn't exist as BaseVisualSector
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internal BaseVisualSector CreateBaseVisualSector(Sector s)
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{
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BaseVisualSector vs = new BaseVisualSector(this, s);
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allsectors.Add(s, vs);
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return vs;
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}
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// This creates a visual sector
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protected override VisualSector CreateVisualSector(Sector s)
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{
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BaseVisualSector vs = new BaseVisualSector(this, s);
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allsectors.Add(s, vs); //mxd
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return vs;
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}
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// This creates a visual thing
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protected override VisualThing CreateVisualThing(Thing t)
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{
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BaseVisualThing vt = new BaseVisualThing(this, t);
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return vt.Setup() ? vt : null;
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}
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// This locks the target so that it isn't changed until unlocked
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public void LockTarget()
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{
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locktarget = true;
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}
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// This unlocks the target so that is changes to the aimed geometry again
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public void UnlockTarget()
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{
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locktarget = false;
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}
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// This picks a new target, if not locked
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private void PickTargetUnlocked()
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{
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if(!locktarget) PickTarget();
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}
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// This picks a new target
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private void PickTarget()
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{
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// Find the object we are aiming at
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Vector3D start = General.Map.VisualCamera.Position;
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Vector3D delta = General.Map.VisualCamera.Target - General.Map.VisualCamera.Position;
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delta = delta.GetFixedLength(General.Settings.ViewDistance * PICK_RANGE);
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VisualPickResult newtarget = PickObject(start, start + delta);
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// Should we update the info on panels?
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bool updateinfo = (newtarget.picked != target.picked);
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// Apply new target
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target = newtarget;
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// Show target info
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if(updateinfo) ShowTargetInfo();
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}
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// This shows the picked target information
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public void ShowTargetInfo()
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{
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// Any result?
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if(target.picked != null)
|
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{
|
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// Geometry picked?
|
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if(target.picked is VisualGeometry)
|
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{
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VisualGeometry pickedgeo = (VisualGeometry)target.picked;
|
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// Sidedef?
|
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if(pickedgeo is BaseVisualGeometrySidedef)
|
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{
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BaseVisualGeometrySidedef pickedsidedef = (BaseVisualGeometrySidedef)pickedgeo;
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General.Interface.ShowLinedefInfo(pickedsidedef.GetControlLinedef(), pickedsidedef.Sidedef); //mxd
|
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}
|
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// Sector?
|
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else if(pickedgeo is BaseVisualGeometrySector)
|
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{
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BaseVisualGeometrySector pickedsector = (BaseVisualGeometrySector)pickedgeo;
|
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bool isceiling = (pickedsector is VisualCeiling); //mxd
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General.Interface.ShowSectorInfo(pickedsector.Level.sector, isceiling, !isceiling);
|
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}
|
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else
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{
|
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General.Interface.HideInfo();
|
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}
|
||
}
|
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// Thing picked?
|
||
else if(target.picked is VisualThing)
|
||
{
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VisualThing pickedthing = (VisualThing)target.picked;
|
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General.Interface.ShowThingInfo(pickedthing.Thing);
|
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}
|
||
//mxd. Vertex picked?
|
||
else if(target.picked is VisualVertex)
|
||
{
|
||
VisualVertex pickedvert = (VisualVertex)target.picked;
|
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General.Interface.ShowVertexInfo(pickedvert.Vertex);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
General.Interface.HideInfo();
|
||
}
|
||
}
|
||
|
||
// This updates the VisualSectors and VisualThings that have their Changed property set
|
||
private void UpdateChangedObjects()
|
||
{
|
||
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
|
||
{
|
||
if(vs.Value != null)
|
||
{
|
||
BaseVisualSector bvs = (BaseVisualSector)vs.Value;
|
||
if(bvs.Changed) bvs.Rebuild();
|
||
}
|
||
}
|
||
|
||
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
|
||
{
|
||
if(vt.Value != null)
|
||
{
|
||
BaseVisualThing bvt = (BaseVisualThing)vt.Value;
|
||
if(bvt.Changed) bvt.Rebuild();
|
||
}
|
||
}
|
||
|
||
//mxd
|
||
if(General.Map.UDMF)
|
||
{
|
||
foreach(KeyValuePair<Vertex, VisualVertexPair> pair in vertices)
|
||
pair.Value.Update();
|
||
}
|
||
|
||
//mxd. Update event lines (still better than updating them on every frame redraw)
|
||
renderer.SetEventLines(LinksCollector.GetThingLinks(General.Map.ThingsFilter.VisibleThings, blockmap, bsp, useblockmap));
|
||
}
|
||
|
||
//mxd
|
||
protected override void MoveSelectedThings(Vector2D direction, bool absoluteposition)
|
||
{
|
||
List<VisualThing> visualthings = GetSelectedVisualThings(true);
|
||
if(visualthings.Count == 0) return;
|
||
|
||
PreAction(UndoGroup.ThingMove);
|
||
|
||
Vector3D[] coords = new Vector3D[visualthings.Count];
|
||
for(int i = 0; i < visualthings.Count; i++)
|
||
coords[i] = visualthings[i].Thing.Position;
|
||
|
||
//move things...
|
||
Vector3D[] translatedcoords = TranslateCoordinates(coords, direction, absoluteposition);
|
||
for(int i = 0; i < visualthings.Count; i++)
|
||
{
|
||
BaseVisualThing t = (BaseVisualThing)visualthings[i];
|
||
t.OnMove(translatedcoords[i]);
|
||
}
|
||
|
||
// Things may've changed sectors...
|
||
FillBlockMap();
|
||
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
private static Vector3D[] TranslateCoordinates(Vector3D[] coordinates, Vector2D direction, bool absolutePosition)
|
||
{
|
||
if(coordinates.Length == 0) return null;
|
||
|
||
direction.x = (float)Math.Round(direction.x);
|
||
direction.y = (float)Math.Round(direction.y);
|
||
|
||
Vector3D[] translatedCoords = new Vector3D[coordinates.Length];
|
||
|
||
//move things...
|
||
if(!absolutePosition) //...relatively (that's easy)
|
||
{
|
||
int camAngle = (int)Math.Round(Angle2D.RadToDeg(General.Map.VisualCamera.AngleXY));
|
||
int sector = General.ClampAngle(camAngle - 45) / 90;
|
||
direction = direction.GetRotated(sector * Angle2D.PIHALF);
|
||
|
||
for(int i = 0; i < coordinates.Length; i++)
|
||
translatedCoords[i] = coordinates[i] + new Vector3D(direction);
|
||
|
||
return translatedCoords;
|
||
}
|
||
|
||
//...to specified location preserving relative positioning (that's harder)
|
||
if(coordinates.Length == 1) //just move it there
|
||
{
|
||
translatedCoords[0] = new Vector3D(direction.x, direction.y, coordinates[0].z);
|
||
return translatedCoords;
|
||
}
|
||
|
||
//we need some reference
|
||
float minX = coordinates[0].x;
|
||
float maxX = minX;
|
||
float minY = coordinates[0].y;
|
||
float maxY = minY;
|
||
|
||
//get bounding coordinates for selected things
|
||
for(int i = 1; i < coordinates.Length; i++)
|
||
{
|
||
if(coordinates[i].x < minX)
|
||
minX = coordinates[i].x;
|
||
else if(coordinates[i].x > maxX)
|
||
maxX = coordinates[i].x;
|
||
|
||
if(coordinates[i].y < minY)
|
||
minY = coordinates[i].y;
|
||
else if(coordinates[i].y > maxY)
|
||
maxY = coordinates[i].y;
|
||
}
|
||
|
||
Vector2D selectionCenter = new Vector2D(minX + (maxX - minX) / 2, minY + (maxY - minY) / 2);
|
||
|
||
//move them
|
||
for(int i = 0; i < coordinates.Length; i++)
|
||
translatedCoords[i] = new Vector3D((float)Math.Round(direction.x - (selectionCenter.x - coordinates[i].x)), (float)Math.Round(direction.y - (selectionCenter.y - coordinates[i].y)), (float)Math.Round(coordinates[i].z));
|
||
|
||
return translatedCoords;
|
||
}
|
||
|
||
//mxd
|
||
public override void UpdateSelectionInfo()
|
||
{
|
||
// Collect info
|
||
int numWalls = 0;
|
||
int numFloors = 0;
|
||
int numCeilings = 0;
|
||
int numThings = 0;
|
||
int numVerts = 0;
|
||
|
||
foreach(IVisualEventReceiver obj in selectedobjects)
|
||
{
|
||
if(!obj.Selected) continue;
|
||
|
||
if(obj is BaseVisualThing) numThings++;
|
||
else if(obj is BaseVisualVertex) numVerts++;
|
||
else if(obj is VisualCeiling) numCeilings++;
|
||
else if(obj is VisualFloor) numFloors++;
|
||
else if(obj is VisualMiddleSingle || obj is VisualMiddleDouble || obj is VisualLower || obj is VisualUpper || obj is VisualMiddle3D || obj is VisualMiddleBack)
|
||
numWalls++;
|
||
}
|
||
|
||
List<string> results = new List<string>();
|
||
if(numWalls > 0) results.Add(numWalls + (numWalls > 1 ? " sidedefs" : " sidedef"));
|
||
if(numFloors > 0) results.Add(numFloors + (numFloors > 1 ? " floors" : " floor"));
|
||
if(numCeilings > 0) results.Add(numCeilings + (numCeilings > 1 ? " ceilings" : " ceiling"));
|
||
if(numThings > 0) results.Add(numThings + (numThings > 1 ? " things" : " thing"));
|
||
if(numVerts > 0) results.Add(numVerts + (numVerts > 1 ? " vertices" : " vertex"));
|
||
|
||
// Display results
|
||
string result = string.Empty;
|
||
if(results.Count > 0)
|
||
{
|
||
result = string.Join(", ", results.ToArray());
|
||
int pos = result.LastIndexOf(",", StringComparison.Ordinal);
|
||
if(pos != -1) result = result.Remove(pos, 1).Insert(pos, " and");
|
||
result += " selected.";
|
||
}
|
||
|
||
General.Interface.DisplayStatus(StatusType.Selection, result);
|
||
}
|
||
|
||
//mxd
|
||
internal void StartRealtimeInterfaceUpdate(SelectionType selectiontype)
|
||
{
|
||
switch(selectiontype)
|
||
{
|
||
case SelectionType.All:
|
||
case SelectionType.Linedefs:
|
||
case SelectionType.Sectors:
|
||
General.Interface.OnEditFormValuesChanged += Interface_OnSectorEditFormValuesChanged;
|
||
break;
|
||
case SelectionType.Things:
|
||
General.Interface.OnEditFormValuesChanged += Interface_OnThingEditFormValuesChanged;
|
||
break;
|
||
default:
|
||
General.Interface.OnEditFormValuesChanged += Interface_OnEditFormValuesChanged;
|
||
break;
|
||
}
|
||
}
|
||
|
||
//mxd
|
||
internal void StopRealtimeInterfaceUpdate(SelectionType selectiontype)
|
||
{
|
||
switch(selectiontype)
|
||
{
|
||
case SelectionType.All:
|
||
case SelectionType.Linedefs:
|
||
case SelectionType.Sectors:
|
||
General.Interface.OnEditFormValuesChanged -= Interface_OnSectorEditFormValuesChanged;
|
||
break;
|
||
case SelectionType.Things:
|
||
General.Interface.OnEditFormValuesChanged -= Interface_OnThingEditFormValuesChanged;
|
||
break;
|
||
default:
|
||
General.Interface.OnEditFormValuesChanged -= Interface_OnEditFormValuesChanged;
|
||
break;
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region ================== Extended Methods
|
||
|
||
// This requests a sector's extra data
|
||
internal SectorData GetSectorData(Sector s)
|
||
{
|
||
// Make fresh sector data when it doesn't exist yet
|
||
if(!sectordata.ContainsKey(s))
|
||
sectordata[s] = new SectorData(this, s);
|
||
|
||
return sectordata[s];
|
||
}
|
||
|
||
//mxd. This requests a sector's extra data or null if given sector doesn't have it
|
||
internal SectorData GetSectorDataEx(Sector s)
|
||
{
|
||
return (sectordata.ContainsKey(s) ? sectordata[s] : null);
|
||
}
|
||
|
||
// This requests a things's extra data
|
||
internal ThingData GetThingData(Thing t)
|
||
{
|
||
// Make fresh sector data when it doesn't exist yet
|
||
if(!thingdata.ContainsKey(t))
|
||
thingdata[t] = new ThingData(this, t);
|
||
|
||
return thingdata[t];
|
||
}
|
||
|
||
//mxd
|
||
internal VertexData GetVertexData(Vertex v)
|
||
{
|
||
if(!vertexdata.ContainsKey(v))
|
||
vertexdata[v] = new VertexData(this, v);
|
||
return vertexdata[v];
|
||
}
|
||
|
||
internal BaseVisualVertex GetVisualVertex(Vertex v, bool floor)
|
||
{
|
||
if(!vertices.ContainsKey(v))
|
||
vertices.Add(v, new VisualVertexPair(new BaseVisualVertex(this, v, false), new BaseVisualVertex(this, v, true)));
|
||
|
||
return (floor ? (BaseVisualVertex)vertices[v].FloorVertex : (BaseVisualVertex)vertices[v].CeilingVertex);
|
||
}
|
||
|
||
//mxd
|
||
internal void UpdateVertexHandle(Vertex v)
|
||
{
|
||
if(!vertices.ContainsKey(v))
|
||
vertices.Add(v, new VisualVertexPair(new BaseVisualVertex(this, v, false), new BaseVisualVertex(this, v, true)));
|
||
else
|
||
vertices[v].Changed = true;
|
||
}
|
||
|
||
internal void ApplyFlatAlignment(Linedef l, Sector s, bool alignfloor, bool alignceiling, Vector2D offset, float rotation)
|
||
{
|
||
s.Fields.BeforeFieldsChange();
|
||
if (alignfloor)
|
||
{
|
||
if (s.Fields.ContainsKey("xpanningfloor")) s.Fields["xpanningfloor"] = new UniValue(UniversalType.Float, offset.x);
|
||
else s.Fields.Add("xpanningfloor", new UniValue(UniversalType.Float, offset.x));
|
||
if (s.Fields.ContainsKey("ypanningfloor")) s.Fields["ypanningfloor"] = new UniValue(UniversalType.Float, offset.y);
|
||
else s.Fields.Add("ypanningfloor", new UniValue(UniversalType.Float, offset.y));
|
||
if (s.Fields.ContainsKey("rotationfloor")) s.Fields["rotationfloor"] = new UniValue(UniversalType.Float, rotation);
|
||
else s.Fields.Add("rotationfloor", new UniValue(UniversalType.Float, rotation));
|
||
}
|
||
if (alignceiling)
|
||
{
|
||
if (s.Fields.ContainsKey("xpanningceiling")) s.Fields["xpanningceiling"] = new UniValue(UniversalType.Float, offset.x);
|
||
else s.Fields.Add("xpanningceiling", new UniValue(UniversalType.Float, offset.x));
|
||
if (s.Fields.ContainsKey("ypanningceiling")) s.Fields["ypanningceiling"] = new UniValue(UniversalType.Float, offset.y);
|
||
else s.Fields.Add("ypanningceiling", new UniValue(UniversalType.Float, offset.y));
|
||
if (s.Fields.ContainsKey("rotationceiling")) s.Fields["rotationceiling"] = new UniValue(UniversalType.Float, rotation);
|
||
else s.Fields.Add("rotationceiling", new UniValue(UniversalType.Float, rotation));
|
||
}
|
||
}
|
||
|
||
// This rebuilds the sector data
|
||
// This requires that the blockmap is up-to-date!
|
||
internal void RebuildElementData()
|
||
{
|
||
//mxd
|
||
HashSet<Sector> effectsectors = null;
|
||
bsp.Build();
|
||
useblockmap = bsp.IsDeactivated;
|
||
|
||
if (!General.Settings.GZDoomRenderingEffects)
|
||
{
|
||
//Store all sectors with effects
|
||
if(sectordata != null && sectordata.Count > 0)
|
||
effectsectors = new HashSet<Sector>(sectordata.Keys);
|
||
|
||
//Remove all vertex handles from selection
|
||
if(vertices != null && vertices.Count > 0)
|
||
{
|
||
foreach(IVisualEventReceiver i in selectedobjects)
|
||
{
|
||
if(i is BaseVisualVertex) RemoveSelectedObject(i);
|
||
}
|
||
}
|
||
}
|
||
|
||
Dictionary<int, List<Sector>> sectortags = new Dictionary<int, List<Sector>>();
|
||
List<Thing> slopethings = new List<Thing>();
|
||
sectordata = new Dictionary<Sector, SectorData>(General.Map.Map.Sectors.Count);
|
||
thingdata = new Dictionary<Thing, ThingData>(General.Map.Map.Things.Count);
|
||
|
||
if (bsp.IsDeactivated && !String.IsNullOrEmpty(bsp.ErrorMessage))
|
||
MessageBox.Show("Could not load the map's nodes: " + bsp.ErrorMessage + " Defaulting to blockmap.", "Error loading nodes!", MessageBoxButtons.OK, MessageBoxIcon.Error);
|
||
|
||
|
||
//mxd. Rebuild all sectors with effects
|
||
if (effectsectors != null)
|
||
{
|
||
foreach (Sector s in effectsectors)
|
||
{
|
||
if (!VisualSectorExists(s)) continue;
|
||
|
||
// The visual sector associated is now outdated
|
||
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(s);
|
||
vs.UpdateSectorGeometry(true);
|
||
}
|
||
}
|
||
|
||
if(General.Map.UDMF)
|
||
{
|
||
vertexdata = new Dictionary<Vertex, VertexData>(General.Map.Map.Vertices.Count); //mxd
|
||
vertices.Clear();
|
||
}
|
||
|
||
if (!General.Settings.GZDoomRenderingEffects) return; //mxd
|
||
|
||
if (General.Map.SRB2)
|
||
{
|
||
// Find all slope vertex things and store them
|
||
foreach (Thing t in General.Map.Map.Things)
|
||
{
|
||
if (t.IsSlopeVertex) slopethings.Add(t);
|
||
}
|
||
}
|
||
|
||
foreach (Sector s in General.Map.Map.Sectors)
|
||
{
|
||
// Find all sector whose tag is not 0 and hash them so that we can find them quickly
|
||
foreach (int tag in s.Tags)
|
||
{
|
||
if(tag == 0) continue;
|
||
if(!sectortags.ContainsKey(tag)) sectortags[tag] = new List<Sector>();
|
||
sectortags[tag].Add(s);
|
||
}
|
||
|
||
if (General.Map.SRB2) s.Fields.Clear(); //Reset fake UDMF properties (since the linedef special that set them might no longer be there)
|
||
else
|
||
{
|
||
// Find sectors with 3 vertices, because they can be sloped
|
||
// ========== Thing vertex slope, vertices with UDMF vertex offsets ==========
|
||
if (s.Sidedefs.Count == 3)
|
||
{
|
||
if (General.Map.UDMF) GetSectorData(s).AddEffectVertexOffset(); //mxd
|
||
List<Thing> slopeceilingthings = new List<Thing>(3);
|
||
List<Thing> slopefloorthings = new List<Thing>(3);
|
||
|
||
foreach (Sidedef sd in s.Sidedefs)
|
||
{
|
||
Vertex v = sd.IsFront ? sd.Line.End : sd.Line.Start;
|
||
|
||
// Check if a thing is at this vertex
|
||
VisualBlockEntry b = blockmap.GetBlock(blockmap.GetBlockCoordinates(v.Position));
|
||
foreach (Thing t in b.Things)
|
||
{
|
||
if ((Vector2D)t.Position == v.Position)
|
||
{
|
||
switch (t.SRB2Type)
|
||
{
|
||
case 1504: slopefloorthings.Add(t); break;
|
||
case 1505: slopeceilingthings.Add(t); break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// Slope any floor vertices?
|
||
if (slopefloorthings.Count > 0)
|
||
{
|
||
SectorData sd = GetSectorData(s);
|
||
sd.AddEffectThingVertexSlope(slopefloorthings, true);
|
||
}
|
||
|
||
// Slope any ceiling vertices?
|
||
if (slopeceilingthings.Count > 0)
|
||
{
|
||
SectorData sd = GetSectorData(s);
|
||
sd.AddEffectThingVertexSlope(slopeceilingthings, false);
|
||
}
|
||
}
|
||
|
||
// ========== mxd. Glowing flats ==========
|
||
if (General.Map.Data.GlowingFlats.ContainsKey(s.LongFloorTexture) || General.Map.Data.GlowingFlats.ContainsKey(s.LongCeilTexture))
|
||
{
|
||
SectorData sd = GetSectorData(s);
|
||
//sd.AddEffectGlowingFlat(s);
|
||
}
|
||
}
|
||
}
|
||
|
||
// Find interesting linedefs (such as line slopes)
|
||
foreach (Linedef l in General.Map.Map.Linedefs)
|
||
{
|
||
// MascaraSnake: Slope handling
|
||
// ========== Plane Align (see http://zdoom.org/wiki/Plane_Align) ==========
|
||
if (l.IsRegularSlope)
|
||
{
|
||
if (!General.Map.FormatInterface.HasLinedefParameters) l.SetSlopeArgs();
|
||
if (((l.Args[0] == 1) || (l.Args[1] == 1)) && (l.Front != null))
|
||
{
|
||
SectorData sd = GetSectorData(l.Front.Sector);
|
||
sd.AddEffectLineSlope(l);
|
||
if (l.IsFlagSet("32768") && General.Map.SRB2)
|
||
{
|
||
l.SetSlopeCopyArgs();
|
||
sd = GetSectorData(l.Back.Sector);
|
||
sd.AddEffectPlaneClopySlope(l, false);
|
||
l.SetSlopeArgs();
|
||
}
|
||
}
|
||
if (((l.Args[0] == 2) || (l.Args[1] == 2)) && (l.Back != null))
|
||
{
|
||
SectorData sd = GetSectorData(l.Back.Sector);
|
||
sd.AddEffectLineSlope(l);
|
||
if (l.IsFlagSet("32768") && General.Map.SRB2)
|
||
{
|
||
l.SetSlopeCopyArgs();
|
||
sd = GetSectorData(l.Front.Sector);
|
||
sd.AddEffectPlaneClopySlope(l, true);
|
||
l.SetSlopeArgs();
|
||
}
|
||
}
|
||
}
|
||
|
||
// MascaraSnake: Slope handling
|
||
// ========== Plane Copy (mxd) (see http://zdoom.org/wiki/Plane_Copy) ==========
|
||
if (l.IsCopySlope)
|
||
{
|
||
if (!General.Map.FormatInterface.HasLinedefParameters) l.SetSlopeCopyArgs();
|
||
//check the flags...
|
||
bool floorCopyToBack = false;
|
||
bool floorCopyToFront = false;
|
||
bool ceilingCopyToBack = false;
|
||
bool ceilingCopyToFront = false;
|
||
|
||
if (l.Args[4] > 0 && l.Args[4] != 3 && l.Args[4] != 12)
|
||
{
|
||
floorCopyToBack = (l.Args[4] & 1) == 1;
|
||
floorCopyToFront = (l.Args[4] & 2) == 2;
|
||
ceilingCopyToBack = (l.Args[4] & 4) == 4;
|
||
ceilingCopyToFront = (l.Args[4] & 8) == 8;
|
||
}
|
||
|
||
// Copy slope to front sector
|
||
if (l.Front != null)
|
||
{
|
||
if ((l.Args[0] > 0 || l.Args[1] > 0) || (l.Back != null && (floorCopyToFront || ceilingCopyToFront)))
|
||
{
|
||
SectorData sd = GetSectorData(l.Front.Sector);
|
||
sd.AddEffectPlaneClopySlope(l, true);
|
||
}
|
||
}
|
||
|
||
// Copy slope to back sector
|
||
if (l.Back != null)
|
||
{
|
||
if ((l.Args[2] > 0 || l.Args[3] > 0) || (l.Front != null && (floorCopyToBack || ceilingCopyToBack)))
|
||
{
|
||
SectorData sd = GetSectorData(l.Back.Sector);
|
||
sd.AddEffectPlaneClopySlope(l, false);
|
||
}
|
||
}
|
||
}
|
||
|
||
if (General.Map.SRB2)
|
||
{
|
||
//sphere: Multi-tagging
|
||
/*
|
||
if (l.Action == 96)
|
||
{
|
||
int[] tags = new int[5];
|
||
|
||
tags[0] = l.Tag;
|
||
if (l.IsFlagSet("8192"))
|
||
{
|
||
tags[1] = l.Front.OffsetX;
|
||
tags[2] = l.Front.OffsetY;
|
||
}
|
||
if (l.IsFlagSet("32768") && l.Back != null)
|
||
{
|
||
tags[3] = l.Back.OffsetX;
|
||
tags[4] = l.Back.OffsetY;
|
||
}
|
||
|
||
if (!sectortags.ContainsKey(l.Front.Sector.Tag)) sectortags[l.Front.Sector.Tag] = new List<Sector>();
|
||
|
||
if (l.IsFlagSet("1024"))
|
||
{
|
||
for (int i = 0; i <= 4; i++)
|
||
{
|
||
if (tags[i] == 0 || !sectortags.ContainsKey(tags[i])) continue;
|
||
|
||
foreach (Sector s in sectortags[tags[i]])
|
||
sectortags[l.Front.Sector.Tag].Add(s);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
foreach (Sector s in sectortags[l.Tag])
|
||
{
|
||
sectortags[l.Front.Sector.Tag].Add(s);
|
||
for (int i = 1; i <= 4; i++) // only iterate over offset/extra tags
|
||
{
|
||
if (tags[i] != 0) continue;
|
||
if (!sectortags.ContainsKey(tags[i])) sectortags[tags[i]] = new List<Sector>();
|
||
sectortags[tags[i]].Add(s);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
*/
|
||
|
||
if (l.Action == 97 || l.Action == 98 || l.Action == 99)
|
||
{
|
||
int[] tags = new int[5];
|
||
|
||
tags[0] = l.Tag;
|
||
if (l.IsFlagSet("8192"))
|
||
{
|
||
tags[1] = l.Front.OffsetX;
|
||
tags[2] = l.Front.OffsetY;
|
||
}
|
||
if (l.IsFlagSet("32768") && l.Back != null)
|
||
{
|
||
tags[3] = l.Back.OffsetX;
|
||
tags[4] = l.Back.OffsetY;
|
||
}
|
||
|
||
foreach (int tag in tags)
|
||
{
|
||
if (tag == 0) continue;
|
||
if (!sectortags.ContainsKey(tag)) sectortags[tag] = new List<Sector>();
|
||
if (l.Action == 97 || l.Action == 99) sectortags[tag].Add(l.Front.Sector);
|
||
if (l.Action == 98 || l.Action == 99) sectortags[tag].Add(l.Back.Sector);
|
||
}
|
||
}
|
||
|
||
//MascaraSnake: Flat alignment
|
||
//With flat offset/rotation fixes by Justburner
|
||
if (l.IsFlatAlignment)
|
||
{
|
||
int sectortag = l.Tag;
|
||
bool alignfloor = !l.IsFlagSet("2048");
|
||
bool alignceiling = !l.IsFlagSet("4096");
|
||
bool useoffsets = l.IsFlagSet("8192");
|
||
float xoffset = useoffsets ? l.Front.OffsetX : -l.Start.Position.x;
|
||
float yoffset = useoffsets ? -l.Front.OffsetY : -l.Start.Position.y;
|
||
float rotation = General.ClampAngle(90f - l.Angle * Angle2D.PIDEG);
|
||
|
||
// Affine offset, this got me a few headaches of why both rotation and offset didn't worked at same time
|
||
float rotationrad = rotation / Angle2D.PIDEG;
|
||
float cos = (float)Math.Cos(rotationrad);
|
||
float sin = (float)Math.Sin(rotationrad);
|
||
float rx = cos * xoffset - sin * yoffset;
|
||
float ry = sin * xoffset + cos * yoffset;
|
||
xoffset = rx;
|
||
yoffset = -ry;
|
||
|
||
Vector2D offset = new Vector2D(xoffset, yoffset);
|
||
|
||
if (sectortag == 0)
|
||
ApplyFlatAlignment(l, l.Front.Sector, alignfloor, alignceiling, offset, rotation);
|
||
else if (sectortags.ContainsKey(sectortag))
|
||
{
|
||
List<Sector> sectors = sectortags[sectortag];
|
||
foreach (Sector s in sectors)
|
||
ApplyFlatAlignment(l, s, alignfloor, alignceiling, offset, rotation);
|
||
}
|
||
}
|
||
|
||
//MascaraSnake: Colormap
|
||
if (l.IsColormap && l.Front != null && General.Settings.ShowColormaps)
|
||
{
|
||
int sectortag = l.Tag;
|
||
int color;
|
||
int alpha;
|
||
l.ParseColor(l.Front.HighTexture, out color, out alpha);
|
||
if (sectortags.ContainsKey(sectortag) || sectortag == 65535)
|
||
{
|
||
List<Sector> sectors = (sectortag == 65535) ? General.Map.Map.Sectors.ToList() : sectortags[sectortag];
|
||
foreach (Sector s in sectors)
|
||
{
|
||
s.Fields.BeforeFieldsChange();
|
||
if (s.Fields.ContainsKey("lightcolor")) s.Fields["lightcolor"] = new UniValue(UniversalType.Color, color);
|
||
else s.Fields.Add("lightcolor", new UniValue(UniversalType.Color, color));
|
||
//TODO: Find out why the alpha value is ignored.
|
||
/*if (s.Fields.ContainsKey("lightalpha")) s.Fields["lightalpha"] = new UniValue(UniversalType.Integer, alpha);
|
||
else s.Fields.Add("lightalpha", new UniValue(UniversalType.Integer, alpha));*/
|
||
}
|
||
}
|
||
}
|
||
|
||
// MascaraSnake: Vertex slopes, SRB2-style
|
||
if (l.IsVertexSlope)
|
||
{
|
||
l.SetVertexSlopeArgs();
|
||
if (l.Args[0] >= 0 && l.Args[0] <= 3)
|
||
{
|
||
bool slopefloor = l.Args[0] == 0 || l.Args[0] == 2;
|
||
List<Thing> slopevertices = new List<Thing>(3);
|
||
Sidedef side = (l.Args[0] == 0 || l.Args[0] == 1) ? l.Front : l.Back;
|
||
Sector s = side.Sector;
|
||
|
||
//If Effect 6 is set, use tag, X offset and Y offset to search for slope vertices.
|
||
if (l.IsFlagSet("8192"))
|
||
{
|
||
bool foundtag = false;
|
||
bool foundxoffset = false;
|
||
bool foundyoffset = false;
|
||
foreach (Thing t in slopethings)
|
||
{
|
||
if (!foundtag && (int)t.AngleDoom == l.Tag)
|
||
{
|
||
slopevertices.Add(t);
|
||
foundtag = true;
|
||
}
|
||
if (!foundxoffset && (int)t.AngleDoom == side.OffsetX)
|
||
{
|
||
slopevertices.Add(t);
|
||
foundxoffset = true;
|
||
}
|
||
if (!foundyoffset && (int)t.AngleDoom == side.OffsetY)
|
||
{
|
||
slopevertices.Add(t);
|
||
foundyoffset = true;
|
||
}
|
||
}
|
||
|
||
}
|
||
//Otherwise, just use tag.
|
||
else
|
||
{
|
||
foreach (Thing t in slopethings)
|
||
{
|
||
if ((int)t.AngleDoom == l.Tag) slopevertices.Add(t);
|
||
}
|
||
}
|
||
if (slopevertices.Count >= 3)
|
||
{
|
||
SectorData sd = GetSectorData(s);
|
||
sd.AddEffectSRB2ThingVertexSlope(slopevertices, slopefloor, blockmap, bsp);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// MascaraSnake: 3D floor handling
|
||
// ========== Sector 3D floor (see http://zdoom.org/wiki/Sector_Set3dFloor) ==========
|
||
if (l.Is3DFloor && (General.Settings.SRB2RenderingEffects || !l.IsInvisibleFOF))
|
||
{
|
||
if (l.Front != null)
|
||
{
|
||
if (!General.Map.FormatInterface.HasLinedefParameters) l.Set3DFloorArgs();
|
||
//mxd. Added hi-tag/line ID check
|
||
int sectortag = (General.Map.UDMF || (l.Args[1] & (int)Effect3DFloor.FloorTypes.HiTagIsLineID) != 0) ? l.Args[0] : l.Args[0] + (l.Args[4] << 8);
|
||
if (sectortags.ContainsKey(sectortag) || sectortag == 65535)
|
||
{
|
||
List<Sector> sectors = (sectortag == 65535) ? General.Map.Map.Sectors.ToList() : sectortags[sectortag];
|
||
foreach (Sector s in sectors)
|
||
{
|
||
SectorData sd = GetSectorData(s);
|
||
sd.AddEffect3DFloor(l);
|
||
}
|
||
}
|
||
}
|
||
|
||
}
|
||
if (!General.Map.SRB2)
|
||
{
|
||
switch (l.Action)
|
||
{
|
||
// ========== Transfer Brightness (see http://zdoom.org/wiki/ExtraFloor_LightOnly) =========
|
||
case 50:
|
||
if (l.Front != null && sectortags.ContainsKey(l.Args[0]))
|
||
{
|
||
List<Sector> sectors = sectortags[l.Args[0]];
|
||
foreach (Sector s in sectors)
|
||
{
|
||
SectorData sd = GetSectorData(s);
|
||
sd.AddEffectBrightnessLevel(l);
|
||
}
|
||
}
|
||
break;
|
||
|
||
// ========== mxd. Transfer Floor Brightness (see http://www.zdoom.org/w/index.php?title=Transfer_FloorLight) =========
|
||
case 210:
|
||
if (l.Front != null && sectortags.ContainsKey(l.Args[0]))
|
||
{
|
||
List<Sector> sectors = sectortags[l.Args[0]];
|
||
foreach (Sector s in sectors)
|
||
{
|
||
SectorData sd = GetSectorData(s);
|
||
sd.AddEffectTransferFloorBrightness(l);
|
||
}
|
||
}
|
||
break;
|
||
|
||
// ========== mxd. Transfer Ceiling Brightness (see http://www.zdoom.org/w/index.php?title=Transfer_CeilingLight) =========
|
||
case 211:
|
||
if (l.Front != null && sectortags.ContainsKey(l.Args[0]))
|
||
{
|
||
List<Sector> sectors = sectortags[l.Args[0]];
|
||
foreach (Sector s in sectors)
|
||
{
|
||
SectorData sd = GetSectorData(s);
|
||
sd.AddEffectTransferCeilingBrightness(l);
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
if (!General.Map.SRB2)
|
||
{
|
||
// Find interesting things (such as sector slopes)
|
||
foreach (Thing t in General.Map.Map.Things)
|
||
{
|
||
switch (t.SRB2Type)
|
||
{
|
||
// ========== Copy slope ==========
|
||
case 9511:
|
||
case 9510:
|
||
t.DetermineSector(blockmap);
|
||
if (t.Sector != null)
|
||
{
|
||
SectorData sd = GetSectorData(t.Sector);
|
||
sd.AddEffectCopySlope(t);
|
||
}
|
||
break;
|
||
|
||
// ========== Thing line slope ==========
|
||
case 9501:
|
||
case 9500:
|
||
t.DetermineSector(blockmap);
|
||
if (t.Sector != null)
|
||
{
|
||
SectorData sd = GetSectorData(t.Sector);
|
||
sd.AddEffectThingLineSlope(t);
|
||
}
|
||
break;
|
||
|
||
// ========== Thing slope ==========
|
||
case 9503:
|
||
case 9502:
|
||
t.DetermineSector(blockmap);
|
||
if (t.Sector != null)
|
||
{
|
||
SectorData sd = GetSectorData(t.Sector);
|
||
sd.AddEffectThingSlope(t);
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region ================== Events
|
||
|
||
// Help!
|
||
public override void OnHelp()
|
||
{
|
||
General.ShowHelp("e_visual.html");
|
||
}
|
||
|
||
// When entering this mode
|
||
public override void OnEngage()
|
||
{
|
||
base.OnEngage();
|
||
|
||
//mxd
|
||
useSelectionFromClassicMode = BuilderPlug.Me.SyncSelection ? !General.Interface.ShiftState : General.Interface.ShiftState;
|
||
if(useSelectionFromClassicMode) UpdateSelectionInfo();
|
||
|
||
// Read settings
|
||
cameraflooroffset = General.Map.Config.ReadSetting("cameraflooroffset", cameraflooroffset);
|
||
cameraceilingoffset = General.Map.Config.ReadSetting("cameraceilingoffset", cameraceilingoffset);
|
||
|
||
//mxd. Update fog color (otherwise FogBoundaries won't be setup correctly)
|
||
foreach(Sector s in General.Map.Map.Sectors) s.UpdateFogColor();
|
||
|
||
// (Re)create special effects
|
||
RebuildElementData();
|
||
|
||
//mxd. Update event lines
|
||
renderer.SetEventLines(LinksCollector.GetThingLinks(General.Map.ThingsFilter.VisibleThings, blockmap, bsp, useblockmap));
|
||
}
|
||
|
||
// When returning to another mode
|
||
public override void OnDisengage()
|
||
{
|
||
base.OnDisengage();
|
||
|
||
//mxd
|
||
if(BuilderPlug.Me.SyncSelection ? !General.Interface.ShiftState : General.Interface.ShiftState)
|
||
{
|
||
//clear previously selected stuff
|
||
General.Map.Map.ClearAllSelected();
|
||
|
||
//refill selection
|
||
List<int> selectedsectorindices = new List<int>();
|
||
List<int> selectedlineindices = new List<int>();
|
||
List<int> selectedvertexindices = new List<int>();
|
||
|
||
foreach(IVisualEventReceiver obj in selectedobjects)
|
||
{
|
||
if(obj is BaseVisualThing)
|
||
{
|
||
((BaseVisualThing)obj).Thing.Selected = true;
|
||
}
|
||
else if(obj is VisualFloor || obj is VisualCeiling)
|
||
{
|
||
VisualGeometry vg = (VisualGeometry)obj;
|
||
if(vg.Sector != null && vg.Sector.Sector != null && !selectedsectorindices.Contains(vg.Sector.Sector.Index))
|
||
{
|
||
selectedsectorindices.Add(vg.Sector.Sector.Index);
|
||
vg.Sector.Sector.Selected = true;
|
||
}
|
||
}
|
||
else if(obj is VisualLower || obj is VisualUpper || obj is VisualMiddleDouble
|
||
|| obj is VisualMiddleSingle || obj is VisualMiddle3D)
|
||
{
|
||
VisualGeometry vg = (VisualGeometry)obj;
|
||
if(vg.Sidedef != null && !selectedlineindices.Contains(vg.Sidedef.Line.Index))
|
||
{
|
||
selectedlineindices.Add(vg.Sidedef.Line.Index);
|
||
vg.Sidedef.Line.Selected = true;
|
||
}
|
||
}
|
||
else if(obj is VisualVertex)
|
||
{
|
||
VisualVertex v = (VisualVertex)obj;
|
||
if(!selectedvertexindices.Contains(v.Vertex.Index))
|
||
{
|
||
selectedvertexindices.Add(v.Vertex.Index);
|
||
v.Vertex.Selected = true;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
General.Map.Map.Update();
|
||
}
|
||
|
||
// Processing
|
||
public override void OnProcess(long deltatime)
|
||
{
|
||
float pickinterval = PICK_INTERVAL; // biwa
|
||
// Process things?
|
||
base.ProcessThings = (BuilderPlug.Me.ShowVisualThings != 0);
|
||
|
||
// Setup the move multiplier depending on gravity
|
||
Vector3D movemultiplier = new Vector3D(1.0f, 1.0f, 1.0f);
|
||
if(BuilderPlug.Me.UseGravity) movemultiplier.z = 0.0f;
|
||
General.Map.VisualCamera.MoveMultiplier = movemultiplier;
|
||
|
||
// Apply gravity?
|
||
if(BuilderPlug.Me.UseGravity && (General.Map.VisualCamera.Sector != null))
|
||
{
|
||
SectorData sd = GetSectorData(General.Map.VisualCamera.Sector);
|
||
if(!sd.Updated) sd.Update();
|
||
|
||
// Camera below floor level?
|
||
Vector3D feetposition = General.Map.VisualCamera.Position;
|
||
SectorLevel floorlevel = sd.GetFloorBelow(feetposition) ?? sd.Floor;
|
||
float floorheight = floorlevel.plane.GetZ(General.Map.VisualCamera.Position);
|
||
if(General.Map.VisualCamera.Position.z < (floorheight + cameraflooroffset + 0.1f))
|
||
{
|
||
// Stay above floor
|
||
gravity = new Vector3D(0.0f, 0.0f, 0.0f);
|
||
General.Map.VisualCamera.Position = new Vector3D(General.Map.VisualCamera.Position.x,
|
||
General.Map.VisualCamera.Position.y,
|
||
floorheight + cameraflooroffset);
|
||
}
|
||
else
|
||
{
|
||
// Fall down
|
||
gravity.z += GRAVITY * General.Map.VisualCamera.Gravity * deltatime;
|
||
if(gravity.z > 3.0f) gravity.z = 3.0f;
|
||
|
||
// Test if we don't go through a floor
|
||
if((General.Map.VisualCamera.Position.z + gravity.z) < (floorheight + cameraflooroffset + 0.1f))
|
||
{
|
||
// Stay above floor
|
||
gravity = new Vector3D(0.0f, 0.0f, 0.0f);
|
||
General.Map.VisualCamera.Position = new Vector3D(General.Map.VisualCamera.Position.x,
|
||
General.Map.VisualCamera.Position.y,
|
||
floorheight + cameraflooroffset);
|
||
}
|
||
else
|
||
{
|
||
// Apply gravity vector
|
||
General.Map.VisualCamera.Position += gravity;
|
||
}
|
||
}
|
||
|
||
// Camera above ceiling?
|
||
feetposition = General.Map.VisualCamera.Position - new Vector3D(0, 0, cameraflooroffset - 7.0f);
|
||
SectorLevel ceillevel = sd.GetCeilingAbove(feetposition) ?? sd.Ceiling;
|
||
float ceilheight = ceillevel.plane.GetZ(General.Map.VisualCamera.Position);
|
||
if(General.Map.VisualCamera.Position.z > (ceilheight - cameraceilingoffset - 0.01f))
|
||
{
|
||
// Stay below ceiling
|
||
General.Map.VisualCamera.Position = new Vector3D(General.Map.VisualCamera.Position.x,
|
||
General.Map.VisualCamera.Position.y,
|
||
ceilheight - cameraceilingoffset);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
gravity = new Vector3D(0.0f, 0.0f, 0.0f);
|
||
}
|
||
|
||
// Do processing
|
||
base.OnProcess(deltatime);
|
||
|
||
// Process visible geometry
|
||
foreach(IVisualEventReceiver g in visiblegeometry)
|
||
{
|
||
g.OnProcess(deltatime);
|
||
}
|
||
|
||
// biwa. Use a lower pick interval for paint selection, to make it more reliable
|
||
if (paintselectpressed)
|
||
pickinterval = PICK_INTERVAL_PAINT_SELECT;
|
||
|
||
// Time to pick a new target?
|
||
if(Clock.CurrentTime > (lastpicktime + pickinterval))
|
||
{
|
||
PickTargetUnlocked();
|
||
lastpicktime = Clock.CurrentTime;
|
||
}
|
||
|
||
// The mouse is always in motion
|
||
MouseEventArgs args = new MouseEventArgs(General.Interface.MouseButtons, 0, 0, 0, 0);
|
||
OnMouseMove(args);
|
||
}
|
||
|
||
//mxd
|
||
public override void OnClockReset()
|
||
{
|
||
base.OnClockReset();
|
||
lastpicktime = 0;
|
||
}
|
||
|
||
// This draws a frame
|
||
public override void OnRedrawDisplay()
|
||
{
|
||
// Start drawing
|
||
if(renderer.Start())
|
||
{
|
||
// Use fog!
|
||
renderer.SetFogMode(true);
|
||
|
||
// Set target for highlighting
|
||
renderer.ShowSelection = General.Settings.GZOldHighlightMode || General.Settings.UseHighlight; //mxd
|
||
|
||
if(General.Settings.UseHighlight)
|
||
renderer.SetHighlightedObject(target.picked);
|
||
|
||
// Begin with geometry
|
||
renderer.StartGeometry();
|
||
|
||
// Render all visible sectors
|
||
foreach(VisualGeometry g in visiblegeometry)
|
||
renderer.AddSectorGeometry(g);
|
||
|
||
if(BuilderPlug.Me.ShowVisualThings != 0)
|
||
{
|
||
// Render things in cages?
|
||
renderer.DrawThingCages = ((BuilderPlug.Me.ShowVisualThings & 2) != 0);
|
||
|
||
// Render all visible things
|
||
foreach(VisualThing t in visiblethings.Values)
|
||
renderer.AddThingGeometry(t);
|
||
}
|
||
|
||
//mxd
|
||
if(General.Map.UDMF && General.Settings.GZShowVisualVertices && vertices.Count > 0)
|
||
{
|
||
List<VisualVertex> verts = new List<VisualVertex>();
|
||
|
||
foreach(KeyValuePair<Vertex, VisualVertexPair> pair in vertices)
|
||
verts.AddRange(pair.Value.Vertices);
|
||
|
||
renderer.SetVisualVertices(verts);
|
||
}
|
||
|
||
// Done rendering geometry
|
||
renderer.FinishGeometry();
|
||
|
||
// Render crosshair
|
||
renderer.RenderCrosshair();
|
||
|
||
// Present!
|
||
renderer.Finish();
|
||
}
|
||
}
|
||
|
||
// After resources were reloaded
|
||
protected override void ResourcesReloaded()
|
||
{
|
||
base.ResourcesReloaded();
|
||
RebuildElementData();
|
||
UpdateChangedObjects(); //mxd
|
||
PickTarget();
|
||
}
|
||
|
||
// This usually happens when geometry is changed by undo, redo, cut or paste actions
|
||
// and uses the marks to check what needs to be reloaded.
|
||
protected override void ResourcesReloadedPartial()
|
||
{
|
||
if(General.Map.UndoRedo.GeometryChanged)
|
||
{
|
||
// Let the core do this (it will just dispose the sectors that were changed)
|
||
base.ResourcesReloadedPartial();
|
||
}
|
||
else
|
||
{
|
||
bool sectorsmarked = false;
|
||
|
||
// Neighbour sectors must be updated as well
|
||
foreach(Sector s in General.Map.Map.Sectors)
|
||
{
|
||
if(s.Marked)
|
||
{
|
||
sectorsmarked = true;
|
||
foreach(Sidedef sd in s.Sidedefs)
|
||
{
|
||
sd.Marked = true;
|
||
if(sd.Other != null) sd.Other.Marked = true;
|
||
}
|
||
}
|
||
}
|
||
|
||
// Go for all sidedefs to update
|
||
foreach(Sidedef sd in General.Map.Map.Sidedefs)
|
||
{
|
||
if(sd.Marked && VisualSectorExists(sd.Sector))
|
||
{
|
||
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(sd.Sector);
|
||
VisualSidedefParts parts = vs.GetSidedefParts(sd);
|
||
parts.SetupAllParts();
|
||
}
|
||
}
|
||
|
||
// Go for all sectors to update
|
||
foreach(Sector s in General.Map.Map.Sectors)
|
||
{
|
||
if(s.Marked)
|
||
{
|
||
SectorData sd = GetSectorDataEx(s);
|
||
if(sd != null)
|
||
{
|
||
sd.Reset(false); //mxd (changed Reset implementation)
|
||
|
||
// UpdateSectorGeometry for associated sectors (sd.UpdateAlso) as well!
|
||
foreach(KeyValuePair<Sector, bool> us in sd.UpdateAlso)
|
||
{
|
||
if(VisualSectorExists(us.Key))
|
||
{
|
||
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(us.Key);
|
||
vs.UpdateSectorGeometry(us.Value);
|
||
}
|
||
}
|
||
}
|
||
|
||
// And update for this sector ofcourse
|
||
if(VisualSectorExists(s))
|
||
{
|
||
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(s);
|
||
vs.UpdateSectorGeometry(false);
|
||
}
|
||
}
|
||
}
|
||
|
||
if(!sectorsmarked)
|
||
{
|
||
// No sectors or geometry changed. So we only have
|
||
// to update things when they have changed.
|
||
HashSet<Thing> toremove = new HashSet<Thing>(); //mxd
|
||
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
|
||
{
|
||
if((vt.Value != null) && vt.Key.Marked)
|
||
{
|
||
if(vt.Key.IsDisposed) toremove.Add(vt.Key); //mxd. Disposed things will cause problems
|
||
else ((BaseVisualThing)vt.Value).Rebuild();
|
||
}
|
||
}
|
||
|
||
//mxd. Remove disposed things
|
||
foreach(Thing t in toremove)
|
||
{
|
||
if(allthings[t] != null) allthings[t].Dispose();
|
||
allthings.Remove(t);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// Things depend on the sector they are in and because we can't
|
||
// easily determine which ones changed, we dispose all things
|
||
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
|
||
if(vt.Value != null) vt.Value.Dispose();
|
||
|
||
// Apply new lists
|
||
allthings = new Dictionary<Thing, VisualThing>(allthings.Count);
|
||
}
|
||
|
||
// Clear visibility collections
|
||
visiblesectors.Clear();
|
||
visibleblocks.Clear();
|
||
visiblegeometry.Clear();
|
||
visiblethings.Clear();
|
||
|
||
// Make new blockmap
|
||
if(sectorsmarked || General.Map.UndoRedo.PopulationChanged)
|
||
FillBlockMap();
|
||
|
||
RebuildElementData();
|
||
UpdateChangedObjects();
|
||
|
||
// Visibility culling (this re-creates the needed resources)
|
||
DoCulling();
|
||
}
|
||
|
||
// Determine what we're aiming at now
|
||
PickTarget();
|
||
}
|
||
|
||
// Mouse moves
|
||
public override void OnMouseMove(MouseEventArgs e)
|
||
{
|
||
base.OnMouseMove(e);
|
||
IVisualEventReceiver o = GetTargetEventReceiver(true);
|
||
o.OnMouseMove(e);
|
||
|
||
//mxd. Show hints!
|
||
if(o.GetType() != lasthighlighttype)
|
||
{
|
||
if(General.Interface.ActiveDockerTabName == "Help")
|
||
{
|
||
if(o is BaseVisualGeometrySidedef)
|
||
{
|
||
General.Hints.ShowHints(this.GetType(), "sidedefs");
|
||
}
|
||
else if(o is BaseVisualGeometrySector)
|
||
{
|
||
General.Hints.ShowHints(this.GetType(), "sectors");
|
||
}
|
||
else if(o is BaseVisualThing)
|
||
{
|
||
General.Hints.ShowHints(this.GetType(), "things");
|
||
}
|
||
else if(o is BaseVisualVertex)
|
||
{
|
||
General.Hints.ShowHints(this.GetType(), "vertices");
|
||
}
|
||
else
|
||
{
|
||
General.Hints.ShowHints(this.GetType(), HintsManager.GENERAL);
|
||
}
|
||
}
|
||
|
||
lasthighlighttype = o.GetType();
|
||
}
|
||
|
||
// biwa
|
||
if (o is NullVisualEventReceiver)
|
||
highlighted = null;
|
||
else if (o is VisualGeometry)
|
||
highlighted = (VisualGeometry)o;
|
||
else if (o is VisualThing)
|
||
highlighted = (VisualThing)o;
|
||
}
|
||
|
||
// Undo performed
|
||
public override void OnUndoEnd()
|
||
{
|
||
base.OnUndoEnd();
|
||
|
||
//mxd. Effects may've become invalid
|
||
if(sectordata != null && sectordata.Count > 0) RebuildElementData();
|
||
|
||
//mxd. As well as geometry...
|
||
foreach(KeyValuePair<Sector, VisualSector> group in visiblesectors)
|
||
{
|
||
BaseVisualSector vs = (BaseVisualSector)group.Value;
|
||
if(vs != null) vs.Rebuild();
|
||
}
|
||
|
||
RebuildSelectedObjectsList();
|
||
|
||
// We can't group with this undo level anymore
|
||
lastundogroup = UndoGroup.None;
|
||
}
|
||
|
||
// Redo performed
|
||
public override void OnRedoEnd()
|
||
{
|
||
base.OnRedoEnd();
|
||
|
||
//mxd. Effects may've become invalid
|
||
if(sectordata != null && sectordata.Count > 0) RebuildElementData();
|
||
|
||
//mxd. As well as geometry...
|
||
foreach(KeyValuePair<Sector, VisualSector> group in visiblesectors)
|
||
{
|
||
BaseVisualSector vs = (BaseVisualSector)group.Value;
|
||
if(vs != null) vs.Rebuild();
|
||
}
|
||
|
||
RebuildSelectedObjectsList();
|
||
}
|
||
|
||
//mxd
|
||
private void Interface_OnSectorEditFormValuesChanged(object sender, EventArgs e)
|
||
{
|
||
if(allsectors == null) return;
|
||
|
||
// Reset changed flags
|
||
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
|
||
{
|
||
BaseVisualSector bvs = (BaseVisualSector)vs.Value;
|
||
foreach(VisualFloor vf in bvs.ExtraFloors) vf.Changed = false;
|
||
foreach(VisualCeiling vc in bvs.ExtraCeilings) vc.Changed = false;
|
||
foreach(VisualFloor vf in bvs.ExtraBackFloors) vf.Changed = false;
|
||
foreach(VisualCeiling vc in bvs.ExtraBackCeilings) vc.Changed = false;
|
||
bvs.Floor.Changed = false;
|
||
bvs.Ceiling.Changed = false;
|
||
}
|
||
|
||
UpdateChangedObjects();
|
||
ShowTargetInfo();
|
||
}
|
||
|
||
//mxd
|
||
private void Interface_OnThingEditFormValuesChanged(object sender, EventArgs e)
|
||
{
|
||
//update visual sectors, which are affected by certain things
|
||
List<Thing> things = GetSelectedThings();
|
||
foreach(Thing t in things)
|
||
{
|
||
if(thingdata.ContainsKey(t))
|
||
{
|
||
// Update what must be updated
|
||
ThingData td = GetThingData(t);
|
||
foreach(KeyValuePair<Sector, bool> s in td.UpdateAlso)
|
||
{
|
||
if(VisualSectorExists(s.Key))
|
||
{
|
||
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(s.Key);
|
||
vs.UpdateSectorGeometry(s.Value);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
UpdateChangedObjects();
|
||
ShowTargetInfo();
|
||
}
|
||
|
||
//mxd
|
||
private void Interface_OnEditFormValuesChanged(object sender, EventArgs e)
|
||
{
|
||
UpdateChangedObjects();
|
||
ShowTargetInfo();
|
||
}
|
||
|
||
//mxd
|
||
private void SelectioninfoupdatetimerOnTick(object sender, EventArgs eventArgs)
|
||
{
|
||
selectioninfoupdatetimer.Stop();
|
||
UpdateSelectionInfo();
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region ================== Action Assist
|
||
|
||
// Because some actions can only be called on a single (the targeted) object because
|
||
// they show a dialog window or something, these functions help applying the result
|
||
// to all compatible selected objects.
|
||
|
||
// Apply texture offsets
|
||
public void ApplyTextureOffsetChange(int dx, int dy)
|
||
{
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(false, true, false, false);
|
||
|
||
//mxd. Because Upper/Middle/Lower textures offsets should be threated separately in UDMF
|
||
if(General.Map.UDMF)
|
||
{
|
||
HashSet<BaseVisualGeometrySidedef> donesides = new HashSet<BaseVisualGeometrySidedef>();
|
||
foreach(IVisualEventReceiver i in objs)
|
||
{
|
||
BaseVisualGeometrySidedef vs = (BaseVisualGeometrySidedef)i; //mxd
|
||
if(!donesides.Contains(vs))
|
||
{
|
||
//mxd. added scaling by texture scale
|
||
if(vs.Texture.UsedInMap) //mxd. Otherwise it's MissingTexture3D and we probably don't want to drag that
|
||
vs.OnChangeTextureOffset((int)(dx / vs.Texture.Scale.x), (int)(dy / vs.Texture.Scale.y), false);
|
||
|
||
donesides.Add(vs);
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
HashSet<Sidedef> donesides = new HashSet<Sidedef>();
|
||
foreach(IVisualEventReceiver i in objs)
|
||
{
|
||
BaseVisualGeometrySidedef vs = (BaseVisualGeometrySidedef)i; //mxd
|
||
if(!donesides.Contains(vs.Sidedef))
|
||
{
|
||
//mxd. added scaling by texture scale
|
||
if(vs.Texture.UsedInMap) //mxd. Otherwise it's MissingTexture3D and we probably don't want to drag that
|
||
vs.OnChangeTextureOffset((int)(dx / vs.Texture.Scale.x), (int)(dy / vs.Texture.Scale.y), false);
|
||
|
||
donesides.Add(vs.Sidedef);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// Apply flat offsets
|
||
public void ApplyFlatOffsetChange(int dx, int dy)
|
||
{
|
||
HashSet<Sector> donesectors = new HashSet<Sector>();
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, false, false, false);
|
||
foreach(IVisualEventReceiver i in objs)
|
||
{
|
||
BaseVisualGeometrySector bvs = (BaseVisualGeometrySector)i;
|
||
if(bvs != null && !donesectors.Contains(bvs.Sector.Sector))
|
||
{
|
||
bvs.OnChangeTextureOffset(dx, dy, false);
|
||
donesectors.Add(bvs.Sector.Sector);
|
||
}
|
||
}
|
||
}
|
||
|
||
// Apply linedef flag
|
||
public void ApplyLinedefFlag(string flag, bool set)
|
||
{
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(false, true, false, false);
|
||
foreach (IVisualEventReceiver i in objs)
|
||
{
|
||
i.ApplyLinedefFlag(flag, set);
|
||
}
|
||
}
|
||
|
||
// Apply texture change
|
||
public void ApplySelectTexture(string texture, bool flat)
|
||
{
|
||
List<IVisualEventReceiver> objs;
|
||
|
||
if(General.Map.Config.MixTexturesFlats)
|
||
{
|
||
// Apply on all compatible types
|
||
objs = GetSelectedObjects(true, true, false, false);
|
||
}
|
||
else
|
||
{
|
||
// We don't want to mix textures and flats, so apply only on the appropriate type
|
||
objs = GetSelectedObjects(flat, !flat, false, false);
|
||
}
|
||
|
||
foreach(IVisualEventReceiver i in objs)
|
||
{
|
||
i.ApplyTexture(texture);
|
||
}
|
||
}
|
||
|
||
// This returns all selected objects
|
||
internal List<IVisualEventReceiver> GetSelectedObjects(bool includesectors, bool includesidedefs, bool includethings, bool includevertices)
|
||
{
|
||
List<IVisualEventReceiver> objs = new List<IVisualEventReceiver>();
|
||
foreach(IVisualEventReceiver i in selectedobjects)
|
||
{
|
||
if(includesectors && (i is BaseVisualGeometrySector)) objs.Add(i);
|
||
else if(includesidedefs && (i is BaseVisualGeometrySidedef)) objs.Add(i);
|
||
else if(includethings && (i is BaseVisualThing)) objs.Add(i);
|
||
else if(includevertices && (i is BaseVisualVertex)) objs.Add(i); //mxd
|
||
}
|
||
|
||
// Add highlight?
|
||
if (selectedobjects.Count == 0)
|
||
{
|
||
IVisualEventReceiver i = (target.picked as IVisualEventReceiver);
|
||
if(includesectors && (i is BaseVisualGeometrySector)) objs.Add(i);
|
||
else if(includesidedefs && (i is BaseVisualGeometrySidedef)) objs.Add(i);
|
||
else if(includethings && (i is BaseVisualThing)) objs.Add(i);
|
||
else if(includevertices && (i is BaseVisualVertex)) objs.Add(i); //mxd
|
||
}
|
||
|
||
return objs;
|
||
}
|
||
|
||
//mxd
|
||
private static IEnumerable<IVisualEventReceiver> RemoveDuplicateSidedefs(IEnumerable<IVisualEventReceiver> objs)
|
||
{
|
||
HashSet<Sidedef> processed = new HashSet<Sidedef>();
|
||
List<IVisualEventReceiver> result = new List<IVisualEventReceiver>();
|
||
|
||
if(General.Map.UDMF)
|
||
{
|
||
// For UDMF maps, we only need to remove duplicate extrafloor sidedefs
|
||
foreach(IVisualEventReceiver i in objs)
|
||
{
|
||
if(i is VisualMiddle3D)
|
||
{
|
||
VisualMiddle3D vm = i as VisualMiddle3D;
|
||
if(!processed.Contains(vm.Sidedef))
|
||
{
|
||
processed.Add(vm.Sidedef);
|
||
result.Add(i);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
result.Add(i);
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// For Doom/Hexen maps, we need to remove all duplicates
|
||
foreach(IVisualEventReceiver i in objs)
|
||
{
|
||
BaseVisualGeometrySidedef sidedef = i as BaseVisualGeometrySidedef;
|
||
if(sidedef != null)
|
||
{
|
||
if(!processed.Contains(sidedef.Sidedef))
|
||
{
|
||
processed.Add(sidedef.Sidedef);
|
||
result.Add(i);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
result.Add(i);
|
||
}
|
||
}
|
||
}
|
||
|
||
return result;
|
||
}
|
||
|
||
// This returns all selected sectors, no doubles
|
||
public List<Sector> GetSelectedSectors()
|
||
{
|
||
HashSet<Sector> added = new HashSet<Sector>();
|
||
List<Sector> sectors = new List<Sector>();
|
||
foreach(IVisualEventReceiver i in selectedobjects)
|
||
{
|
||
BaseVisualGeometrySector sector = i as BaseVisualGeometrySector;
|
||
if(sector != null && !added.Contains(sector.Level.sector))
|
||
{
|
||
sectors.Add(sector.Level.sector);
|
||
added.Add(sector.Level.sector);
|
||
}
|
||
}
|
||
|
||
// Add highlight?
|
||
if((selectedobjects.Count == 0) && (target.picked is BaseVisualGeometrySector))
|
||
{
|
||
Sector s = ((BaseVisualGeometrySector)target.picked).Level.sector;
|
||
if(!added.Contains(s)) sectors.Add(s);
|
||
}
|
||
|
||
return sectors;
|
||
}
|
||
|
||
// This returns all selected linedefs, no doubles
|
||
public List<Linedef> GetSelectedLinedefs()
|
||
{
|
||
HashSet<Linedef> added = new HashSet<Linedef>();
|
||
List<Linedef> linedefs = new List<Linedef>();
|
||
foreach(IVisualEventReceiver i in selectedobjects)
|
||
{
|
||
BaseVisualGeometrySidedef sidedef = i as BaseVisualGeometrySidedef;
|
||
if(sidedef != null)
|
||
{
|
||
Linedef l = sidedef.GetControlLinedef(); //mxd
|
||
if(!added.Contains(l))
|
||
{
|
||
linedefs.Add(l);
|
||
added.Add(l);
|
||
}
|
||
}
|
||
}
|
||
|
||
// Add highlight?
|
||
if((selectedobjects.Count == 0) && (target.picked is BaseVisualGeometrySidedef))
|
||
{
|
||
Linedef l = ((BaseVisualGeometrySidedef)target.picked).GetControlLinedef(); //mxd
|
||
if(!added.Contains(l)) linedefs.Add(l);
|
||
}
|
||
|
||
return linedefs;
|
||
}
|
||
|
||
// This returns all selected sidedefs, no doubles
|
||
public List<Sidedef> GetSelectedSidedefs()
|
||
{
|
||
HashSet<Sidedef> added = new HashSet<Sidedef>();
|
||
List<Sidedef> sidedefs = new List<Sidedef>();
|
||
foreach(IVisualEventReceiver i in selectedobjects)
|
||
{
|
||
BaseVisualGeometrySidedef sidedef = i as BaseVisualGeometrySidedef;
|
||
if(sidedef != null && !added.Contains(sidedef.Sidedef))
|
||
{
|
||
sidedefs.Add(sidedef.Sidedef);
|
||
added.Add(sidedef.Sidedef);
|
||
}
|
||
}
|
||
|
||
// Add highlight?
|
||
if((selectedobjects.Count == 0) && (target.picked is BaseVisualGeometrySidedef))
|
||
{
|
||
Sidedef sd = ((BaseVisualGeometrySidedef)target.picked).Sidedef;
|
||
if(!added.Contains(sd)) sidedefs.Add(sd);
|
||
}
|
||
|
||
return sidedefs;
|
||
}
|
||
|
||
// This returns all selected things, no doubles
|
||
public List<Thing> GetSelectedThings()
|
||
{
|
||
HashSet<Thing> added = new HashSet<Thing>();
|
||
List<Thing> things = new List<Thing>();
|
||
foreach(IVisualEventReceiver i in selectedobjects)
|
||
{
|
||
BaseVisualThing thing = i as BaseVisualThing;
|
||
if(thing != null && !added.Contains(thing.Thing))
|
||
{
|
||
things.Add(thing.Thing);
|
||
added.Add(thing.Thing);
|
||
}
|
||
}
|
||
|
||
// Add highlight?
|
||
if((selectedobjects.Count == 0) && (target.picked is BaseVisualThing))
|
||
{
|
||
Thing t = ((BaseVisualThing)target.picked).Thing;
|
||
if(!added.Contains(t)) things.Add(t);
|
||
}
|
||
|
||
return things;
|
||
}
|
||
|
||
//mxd. This returns all selected vertices, no doubles
|
||
public List<Vertex> GetSelectedVertices()
|
||
{
|
||
HashSet<Vertex> added = new HashSet<Vertex>();
|
||
List<Vertex> verts = new List<Vertex>();
|
||
|
||
foreach(IVisualEventReceiver i in selectedobjects)
|
||
{
|
||
BaseVisualVertex vertex = i as BaseVisualVertex;
|
||
if(vertex != null && !added.Contains(vertex.Vertex))
|
||
{
|
||
verts.Add(vertex.Vertex);
|
||
added.Add(vertex.Vertex);
|
||
}
|
||
}
|
||
|
||
// Add highlight?
|
||
if((selectedobjects.Count == 0) && (target.picked is BaseVisualVertex))
|
||
{
|
||
Vertex v = ((BaseVisualVertex)target.picked).Vertex;
|
||
if(!added.Contains(v)) verts.Add(v);
|
||
}
|
||
|
||
return verts;
|
||
}
|
||
|
||
// This returns the IVisualEventReceiver on which the action must be performed
|
||
private IVisualEventReceiver GetTargetEventReceiver(bool targetonly)
|
||
{
|
||
if(target.picked != null)
|
||
{
|
||
if(singleselection || target.picked.Selected || targetonly)
|
||
{
|
||
return (IVisualEventReceiver)target.picked;
|
||
}
|
||
|
||
if(selectedobjects.Count > 0)
|
||
{
|
||
return selectedobjects[0];
|
||
}
|
||
|
||
return (IVisualEventReceiver)target.picked;
|
||
}
|
||
|
||
return new NullVisualEventReceiver();
|
||
}
|
||
|
||
//mxd. Copied from BuilderModes.ThingsMode
|
||
// This creates a new thing
|
||
private static Thing CreateThing(Vector2D pos)
|
||
{
|
||
if(pos.x < General.Map.Config.LeftBoundary || pos.x > General.Map.Config.RightBoundary ||
|
||
pos.y > General.Map.Config.TopBoundary || pos.y < General.Map.Config.BottomBoundary)
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Failed to insert thing: outside of map boundaries.");
|
||
return null;
|
||
}
|
||
|
||
// Create thing
|
||
Thing t = General.Map.Map.CreateThing();
|
||
if(t != null)
|
||
{
|
||
General.Settings.ApplyDefaultThingSettings(t);
|
||
t.Move(pos);
|
||
t.UpdateConfiguration();
|
||
General.Map.IsChanged = true;
|
||
|
||
// Update things filter so that it includes this thing
|
||
General.Map.ThingsFilter.Update();
|
||
|
||
// Snap to grid enabled?
|
||
if(General.Interface.SnapToGrid)
|
||
{
|
||
// Snap to grid
|
||
t.SnapToGrid();
|
||
}
|
||
else
|
||
{
|
||
// Snap to map format accuracy
|
||
t.SnapToAccuracy();
|
||
}
|
||
}
|
||
|
||
return t;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region ================== Actions
|
||
|
||
[BeginAction("clearselection", BaseAction = true)]
|
||
public void ClearSelection()
|
||
{
|
||
selectedobjects = new List<IVisualEventReceiver>();
|
||
|
||
foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
|
||
{
|
||
if(vs.Value != null)
|
||
{
|
||
BaseVisualSector bvs = (BaseVisualSector)vs.Value;
|
||
if(bvs.Floor != null) bvs.Floor.Selected = false;
|
||
if(bvs.Ceiling != null) bvs.Ceiling.Selected = false;
|
||
foreach(VisualFloor vf in bvs.ExtraFloors) vf.Selected = false;
|
||
foreach(VisualCeiling vc in bvs.ExtraCeilings) vc.Selected = false;
|
||
foreach(VisualFloor vf in bvs.ExtraBackFloors) vf.Selected = false; //mxd
|
||
foreach(VisualCeiling vc in bvs.ExtraBackCeilings) vc.Selected = false; //mxd
|
||
|
||
foreach(Sidedef sd in vs.Key.Sidedefs)
|
||
{
|
||
//mxd. VisualSidedefParts can contain references to visual geometry, which is not present in VisualSector.sidedefgeometry
|
||
bvs.GetSidedefParts(sd).DeselectAllParts();
|
||
}
|
||
}
|
||
}
|
||
|
||
foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
|
||
{
|
||
if(vt.Value != null)
|
||
{
|
||
BaseVisualThing bvt = (BaseVisualThing)vt.Value;
|
||
bvt.Selected = false;
|
||
}
|
||
}
|
||
|
||
//mxd
|
||
if(General.Map.UDMF)
|
||
{
|
||
foreach(KeyValuePair<Vertex, VisualVertexPair> pair in vertices) pair.Value.Deselect();
|
||
}
|
||
|
||
//mxd
|
||
General.Interface.DisplayStatus(StatusType.Selection, string.Empty);
|
||
}
|
||
|
||
[BeginAction("visualselect", BaseAction = true)]
|
||
public void BeginSelect()
|
||
{
|
||
PreActionNoChange();
|
||
PickTargetUnlocked();
|
||
GetTargetEventReceiver(true).OnSelectBegin();
|
||
PostAction();
|
||
}
|
||
|
||
[EndAction("visualselect", BaseAction = true)]
|
||
public void EndSelect()
|
||
{
|
||
IVisualEventReceiver target = GetTargetEventReceiver(true);
|
||
target.OnSelectEnd();
|
||
|
||
//mxd
|
||
if((General.Interface.ShiftState || General.Interface.CtrlState) && selectedobjects.Count > 0)
|
||
{
|
||
if(General.Interface.AltState)
|
||
{
|
||
target.SelectNeighbours(target.Selected, General.Interface.ShiftState, General.Interface.CtrlState);
|
||
}
|
||
else
|
||
{
|
||
IVisualEventReceiver[] selection = new IVisualEventReceiver[selectedobjects.Count];
|
||
selectedobjects.CopyTo(selection);
|
||
|
||
foreach(IVisualEventReceiver obj in selection)
|
||
obj.SelectNeighbours(target.Selected, General.Interface.ShiftState, General.Interface.CtrlState);
|
||
}
|
||
}
|
||
|
||
Renderer.ShowSelection = true;
|
||
Renderer.ShowHighlight = true;
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("visualedit", BaseAction = true)]
|
||
public void BeginEdit()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
GetTargetEventReceiver(false).OnEditBegin();
|
||
PostAction();
|
||
}
|
||
|
||
[EndAction("visualedit", BaseAction = true)]
|
||
public void EndEdit()
|
||
{
|
||
PreActionNoChange();
|
||
GetTargetEventReceiver(false).OnEditEnd();
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("raisesector8")]
|
||
public void RaiseSector8()
|
||
{
|
||
PreAction(UndoGroup.SectorHeightChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, true);
|
||
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(8);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("lowersector8")]
|
||
public void LowerSector8()
|
||
{
|
||
PreAction(UndoGroup.SectorHeightChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, true);
|
||
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(-8);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("raisesector1")]
|
||
public void RaiseSector1()
|
||
{
|
||
PreAction(UndoGroup.SectorHeightChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, true);
|
||
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(1);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("lowersector1")]
|
||
public void LowerSector1()
|
||
{
|
||
PreAction(UndoGroup.SectorHeightChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, true);
|
||
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetHeight(-1);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("raisesectorgridsize")]
|
||
public void RaiseSectorGridSize()
|
||
{
|
||
PreAction(UndoGroup.SectorHeightChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, true);
|
||
foreach (IVisualEventReceiver i in objs) i.OnChangeTargetHeight(General.Map.Grid.GridSize);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("lowersectorgridsize")]
|
||
public void LowerSectorGridSize()
|
||
{
|
||
PreAction(UndoGroup.SectorHeightChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, true);
|
||
foreach (IVisualEventReceiver i in objs) i.OnChangeTargetHeight(-General.Map.Grid.GridSize);
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("raisesectortonearest")]
|
||
public void RaiseSectorToNearest()
|
||
{
|
||
Dictionary<Sector, VisualFloor> floors = new Dictionary<Sector, VisualFloor>();
|
||
Dictionary<Sector, VisualCeiling> ceilings = new Dictionary<Sector, VisualCeiling>();
|
||
List<BaseVisualThing> things = new List<BaseVisualThing>();
|
||
bool withinSelection = General.Interface.CtrlState;
|
||
|
||
// Get selection
|
||
if(selectedobjects.Count == 0)
|
||
{
|
||
if(target.picked is VisualFloor)
|
||
{
|
||
VisualFloor vf = (VisualFloor)target.picked;
|
||
floors.Add(vf.Level.sector, vf);
|
||
}
|
||
else if(target.picked is VisualCeiling)
|
||
{
|
||
VisualCeiling vc = (VisualCeiling)target.picked;
|
||
ceilings.Add(vc.Level.sector, vc);
|
||
}
|
||
else if(target.picked is BaseVisualThing)
|
||
{
|
||
things.Add((BaseVisualThing)target.picked);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
foreach(IVisualEventReceiver i in selectedobjects)
|
||
{
|
||
if(i is VisualFloor)
|
||
{
|
||
VisualFloor vf = (VisualFloor)i;
|
||
floors.Add(vf.Level.sector, vf);
|
||
}
|
||
else if(i is VisualCeiling)
|
||
{
|
||
VisualCeiling vc = (VisualCeiling)i;
|
||
ceilings.Add(vc.Level.sector, vc);
|
||
}
|
||
else if(i is BaseVisualThing)
|
||
{
|
||
things.Add((BaseVisualThing)i);
|
||
}
|
||
}
|
||
}
|
||
|
||
// Check what we have
|
||
if(floors.Count + ceilings.Count == 0 && (things.Count == 0 || !General.Map.FormatInterface.HasThingHeight))
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "No suitable objects found!");
|
||
return;
|
||
}
|
||
|
||
if(withinSelection)
|
||
{
|
||
string s = string.Empty;
|
||
|
||
if(floors.Count == 1) s = "floors";
|
||
|
||
if(ceilings.Count == 1)
|
||
{
|
||
if(!string.IsNullOrEmpty(s)) s += " and ";
|
||
s += "ceilings";
|
||
}
|
||
|
||
if(!string.IsNullOrEmpty(s))
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Can't do: at least 2 selected " + s + " are required!");
|
||
return;
|
||
}
|
||
}
|
||
|
||
// Process floors...
|
||
int maxSelectedHeight = int.MinValue;
|
||
int minSelectedCeilingHeight = int.MaxValue;
|
||
int targetCeilingHeight = int.MaxValue;
|
||
|
||
// Get highest ceiling height from selection
|
||
foreach(KeyValuePair<Sector, VisualCeiling> group in ceilings)
|
||
{
|
||
if(group.Key.CeilHeight > maxSelectedHeight) maxSelectedHeight = group.Key.CeilHeight;
|
||
}
|
||
|
||
if(withinSelection)
|
||
{
|
||
// We are raising, so we don't need to check anything
|
||
targetCeilingHeight = maxSelectedHeight;
|
||
}
|
||
else
|
||
{
|
||
// Get next higher floor or ceiling from surrounding unselected sectors
|
||
foreach(Sector s in BuilderModesTools.GetSectorsAround(this, ceilings.Keys))
|
||
{
|
||
if(s.FloorHeight < targetCeilingHeight && s.FloorHeight > maxSelectedHeight)
|
||
targetCeilingHeight = s.FloorHeight;
|
||
else if(s.CeilHeight < targetCeilingHeight && s.CeilHeight > maxSelectedHeight)
|
||
targetCeilingHeight = s.CeilHeight;
|
||
}
|
||
}
|
||
|
||
// Ceilings...
|
||
maxSelectedHeight = int.MinValue;
|
||
int targetFloorHeight = int.MaxValue;
|
||
|
||
// Get maximum floor and minimum ceiling heights from selection
|
||
foreach(KeyValuePair<Sector, VisualFloor> group in floors)
|
||
{
|
||
if(group.Key.FloorHeight > maxSelectedHeight) maxSelectedHeight = group.Key.FloorHeight;
|
||
if(group.Key.CeilHeight < minSelectedCeilingHeight) minSelectedCeilingHeight = group.Key.CeilHeight;
|
||
}
|
||
|
||
if(withinSelection)
|
||
{
|
||
// Check heights
|
||
if(minSelectedCeilingHeight < maxSelectedHeight)
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Can't do: lowest ceiling is lower than highest floor!");
|
||
return;
|
||
}
|
||
targetFloorHeight = maxSelectedHeight;
|
||
}
|
||
else
|
||
{
|
||
// Get next higher floor or ceiling from surrounding unselected sectors
|
||
foreach(Sector s in BuilderModesTools.GetSectorsAround(this, floors.Keys))
|
||
{
|
||
if(s.FloorHeight > maxSelectedHeight && s.FloorHeight < targetFloorHeight && s.FloorHeight <= minSelectedCeilingHeight)
|
||
targetFloorHeight = s.FloorHeight;
|
||
else if(s.CeilHeight > maxSelectedHeight && s.CeilHeight < targetFloorHeight && s.CeilHeight <= minSelectedCeilingHeight)
|
||
targetFloorHeight = s.CeilHeight;
|
||
}
|
||
}
|
||
|
||
//CHECK VALUES
|
||
string alignFailDescription = string.Empty;
|
||
|
||
if(floors.Count > 0 && targetFloorHeight == int.MaxValue)
|
||
{
|
||
// Raise to lowest ceiling?
|
||
if(!withinSelection && minSelectedCeilingHeight > maxSelectedHeight)
|
||
{
|
||
targetFloorHeight = minSelectedCeilingHeight;
|
||
}
|
||
else
|
||
{
|
||
alignFailDescription = floors.Count > 1 ? "floors" : "floor";
|
||
}
|
||
}
|
||
|
||
if(ceilings.Count > 0 && targetCeilingHeight == int.MaxValue)
|
||
{
|
||
if(!string.IsNullOrEmpty(alignFailDescription)) alignFailDescription += " and ";
|
||
alignFailDescription += ceilings.Count > 1 ? "ceilings" : "ceiling";
|
||
}
|
||
|
||
if(!string.IsNullOrEmpty(alignFailDescription))
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Unable to align selected " + alignFailDescription + "!");
|
||
return;
|
||
}
|
||
|
||
//APPLY VALUES
|
||
PreAction(UndoGroup.SectorHeightChange);
|
||
|
||
// Change floors heights
|
||
if(floors.Count > 0)
|
||
{
|
||
foreach(KeyValuePair<Sector, VisualFloor> group in floors)
|
||
{
|
||
if(targetFloorHeight != group.Key.FloorHeight)
|
||
group.Value.OnChangeTargetHeight(targetFloorHeight - group.Key.FloorHeight);
|
||
}
|
||
}
|
||
|
||
// Change ceilings heights
|
||
if(ceilings.Count > 0)
|
||
{
|
||
foreach(KeyValuePair<Sector, VisualCeiling> group in ceilings)
|
||
{
|
||
if(targetCeilingHeight != group.Key.CeilHeight)
|
||
group.Value.OnChangeTargetHeight(targetCeilingHeight - group.Key.CeilHeight);
|
||
}
|
||
}
|
||
|
||
// Change things heights. Align to higher 3d floor or actual ceiling.
|
||
if(General.Map.FormatInterface.HasThingHeight)
|
||
{
|
||
foreach(BaseVisualThing vt in things)
|
||
{
|
||
if(vt.Thing.Sector == null) continue;
|
||
SectorData sd = GetSectorData(vt.Thing.Sector);
|
||
vt.OnMove(new Vector3D(vt.Thing.Position, BuilderModesTools.GetHigherThingZ(this, sd, vt)));
|
||
}
|
||
}
|
||
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("lowersectortonearest")]
|
||
public void LowerSectorToNearest()
|
||
{
|
||
Dictionary<Sector, VisualFloor> floors = new Dictionary<Sector, VisualFloor>();
|
||
Dictionary<Sector, VisualCeiling> ceilings = new Dictionary<Sector, VisualCeiling>();
|
||
List<BaseVisualThing> things = new List<BaseVisualThing>();
|
||
bool withinSelection = General.Interface.CtrlState;
|
||
|
||
// Get selection
|
||
if(selectedobjects.Count == 0)
|
||
{
|
||
if(target.picked is VisualFloor)
|
||
{
|
||
VisualFloor vf = (VisualFloor)target.picked;
|
||
floors.Add(vf.Level.sector, vf);
|
||
}
|
||
else if(target.picked is VisualCeiling)
|
||
{
|
||
VisualCeiling vc = (VisualCeiling)target.picked;
|
||
ceilings.Add(vc.Level.sector, vc);
|
||
}
|
||
else if(target.picked is BaseVisualThing)
|
||
{
|
||
things.Add((BaseVisualThing)target.picked);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
foreach(IVisualEventReceiver i in selectedobjects)
|
||
{
|
||
if(i is VisualFloor)
|
||
{
|
||
VisualFloor vf = (VisualFloor)i;
|
||
floors.Add(vf.Level.sector, vf);
|
||
}
|
||
else if(i is VisualCeiling)
|
||
{
|
||
VisualCeiling vc = (VisualCeiling)i;
|
||
ceilings.Add(vc.Level.sector, vc);
|
||
}
|
||
else if(i is BaseVisualThing)
|
||
{
|
||
things.Add((BaseVisualThing)i);
|
||
}
|
||
}
|
||
}
|
||
|
||
// Check what we have
|
||
if(floors.Count + ceilings.Count == 0 && (things.Count == 0 || !General.Map.FormatInterface.HasThingHeight))
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "No suitable objects found!");
|
||
return;
|
||
}
|
||
|
||
if(withinSelection)
|
||
{
|
||
string s = string.Empty;
|
||
|
||
if(floors.Count == 1) s = "floors";
|
||
|
||
if(ceilings.Count == 1)
|
||
{
|
||
if(!string.IsNullOrEmpty(s)) s += " and ";
|
||
s += "ceilings";
|
||
}
|
||
|
||
if(!string.IsNullOrEmpty(s))
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Can't do: at least 2 selected " + s + " are required!");
|
||
return;
|
||
}
|
||
}
|
||
|
||
// Process floors...
|
||
int minSelectedHeight = int.MaxValue;
|
||
int targetFloorHeight = int.MinValue;
|
||
|
||
// Get minimum floor height from selection
|
||
foreach(KeyValuePair<Sector, VisualFloor> group in floors)
|
||
{
|
||
if(group.Key.FloorHeight < minSelectedHeight) minSelectedHeight = group.Key.FloorHeight;
|
||
}
|
||
|
||
if(withinSelection)
|
||
{
|
||
// We are lowering, so we don't need to check anything
|
||
targetFloorHeight = minSelectedHeight;
|
||
}
|
||
else
|
||
{
|
||
// Get next lower ceiling or floor from surrounding unselected sectors
|
||
foreach(Sector s in BuilderModesTools.GetSectorsAround(this, floors.Keys))
|
||
{
|
||
if(s.CeilHeight > targetFloorHeight && s.CeilHeight < minSelectedHeight)
|
||
targetFloorHeight = s.CeilHeight;
|
||
else if(s.FloorHeight > targetFloorHeight && s.FloorHeight < minSelectedHeight)
|
||
targetFloorHeight = s.FloorHeight;
|
||
}
|
||
}
|
||
|
||
// Ceilings...
|
||
minSelectedHeight = int.MaxValue;
|
||
int maxSelectedFloorHeight = int.MinValue;
|
||
int targetCeilingHeight = int.MinValue;
|
||
|
||
// Get minimum ceiling and maximum floor heights from selection
|
||
foreach(KeyValuePair<Sector, VisualCeiling> group in ceilings)
|
||
{
|
||
if(group.Key.CeilHeight < minSelectedHeight) minSelectedHeight = group.Key.CeilHeight;
|
||
if(group.Key.FloorHeight > maxSelectedFloorHeight) maxSelectedFloorHeight = group.Key.FloorHeight;
|
||
}
|
||
|
||
if(withinSelection)
|
||
{
|
||
if(minSelectedHeight < maxSelectedFloorHeight)
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Can't do: lowest ceiling is lower than highest floor!");
|
||
return;
|
||
}
|
||
targetCeilingHeight = minSelectedHeight;
|
||
}
|
||
else
|
||
{
|
||
// Get next lower ceiling or floor from surrounding unselected sectors
|
||
foreach(Sector s in BuilderModesTools.GetSectorsAround(this, ceilings.Keys))
|
||
{
|
||
if(s.CeilHeight > targetCeilingHeight && s.CeilHeight < minSelectedHeight && s.CeilHeight >= maxSelectedFloorHeight)
|
||
targetCeilingHeight = s.CeilHeight;
|
||
else if(s.FloorHeight > targetCeilingHeight && s.FloorHeight < minSelectedHeight && s.FloorHeight >= maxSelectedFloorHeight)
|
||
targetCeilingHeight = s.FloorHeight;
|
||
}
|
||
}
|
||
|
||
//CHECK VALUES:
|
||
string alignFailDescription = string.Empty;
|
||
|
||
if(floors.Count > 0 && targetFloorHeight == int.MinValue)
|
||
alignFailDescription = floors.Count > 1 ? "floors" : "floor";
|
||
|
||
if(ceilings.Count > 0 && targetCeilingHeight == int.MinValue)
|
||
{
|
||
// Drop to highest floor?
|
||
if(!withinSelection && maxSelectedFloorHeight < minSelectedHeight)
|
||
{
|
||
targetCeilingHeight = maxSelectedFloorHeight;
|
||
}
|
||
else
|
||
{
|
||
if(!string.IsNullOrEmpty(alignFailDescription)) alignFailDescription += " and ";
|
||
alignFailDescription += ceilings.Count > 1 ? "ceilings" : "ceiling";
|
||
}
|
||
}
|
||
|
||
if(!string.IsNullOrEmpty(alignFailDescription))
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Unable to align selected " + alignFailDescription + "!");
|
||
return;
|
||
}
|
||
|
||
//APPLY VALUES:
|
||
PreAction(UndoGroup.SectorHeightChange);
|
||
|
||
// Change floor height
|
||
if(floors.Count > 0)
|
||
{
|
||
foreach(KeyValuePair<Sector, VisualFloor> group in floors)
|
||
{
|
||
if(targetFloorHeight != group.Key.FloorHeight)
|
||
group.Value.OnChangeTargetHeight(targetFloorHeight - group.Key.FloorHeight);
|
||
}
|
||
}
|
||
|
||
// Change ceiling height
|
||
if(ceilings.Count > 0)
|
||
{
|
||
foreach(KeyValuePair<Sector, VisualCeiling> group in ceilings)
|
||
{
|
||
if(targetCeilingHeight != group.Key.CeilHeight)
|
||
group.Value.OnChangeTargetHeight(targetCeilingHeight - group.Key.CeilHeight);
|
||
}
|
||
}
|
||
|
||
// Change things height. Drop to lower 3d floor or to actual sector's floor.
|
||
if(General.Map.FormatInterface.HasThingHeight)
|
||
{
|
||
foreach(BaseVisualThing vt in things)
|
||
{
|
||
if(vt.Thing.Sector == null) continue;
|
||
SectorData sd = GetSectorData(vt.Thing.Sector);
|
||
vt.OnMove(new Vector3D(vt.Thing.Position, BuilderModesTools.GetLowerThingZ(this, sd, vt)));
|
||
}
|
||
}
|
||
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("matchbrightness")]
|
||
public void MatchBrightness()
|
||
{
|
||
//check input
|
||
if(!General.Map.UDMF)
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "'Match Brightness' action works only in UDMF map format!");
|
||
return;
|
||
}
|
||
|
||
if(selectedobjects.Count == 0)
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "'Match Brightness' action requires a selection!");
|
||
return;
|
||
}
|
||
|
||
IVisualEventReceiver highlighted = (IVisualEventReceiver)target.picked;
|
||
|
||
if(highlighted is BaseVisualThing)
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Highlight a surface, to which you want to match the brightness.");
|
||
return;
|
||
}
|
||
|
||
//get target brightness
|
||
int targetbrightness;
|
||
if(highlighted is VisualFloor)
|
||
{
|
||
VisualFloor v = (VisualFloor)highlighted;
|
||
targetbrightness = v.Level.sector.Fields.GetValue("lightfloor", 0);
|
||
if(!v.Level.sector.Fields.GetValue("lightfloorabsolute", false))
|
||
{
|
||
targetbrightness += v.Level.sector.Brightness;
|
||
}
|
||
}
|
||
else if(highlighted is VisualCeiling)
|
||
{
|
||
VisualCeiling v = (VisualCeiling)highlighted;
|
||
targetbrightness = v.Level.sector.Fields.GetValue("lightceiling", 0);
|
||
if(!v.Level.sector.Fields.GetValue("lightceilingabsolute", false))
|
||
{
|
||
targetbrightness += v.Level.sector.Brightness;
|
||
}
|
||
}
|
||
else if(highlighted is VisualUpper || highlighted is VisualMiddleSingle || highlighted is VisualMiddleDouble || highlighted is VisualLower)
|
||
{
|
||
BaseVisualGeometrySidedef v = (BaseVisualGeometrySidedef)highlighted;
|
||
targetbrightness = v.Sidedef.Fields.GetValue("light", 0);
|
||
if(!v.Sidedef.Fields.GetValue("lightabsolute", false))
|
||
{
|
||
targetbrightness += v.Sidedef.Sector.Brightness;
|
||
}
|
||
}
|
||
else if(highlighted is VisualMiddle3D)
|
||
{
|
||
VisualMiddle3D v = (VisualMiddle3D)highlighted;
|
||
Sidedef sd = v.GetControlLinedef().Front;
|
||
if(sd == null)
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Highlight a surface, to which you want to match the brightness.");
|
||
return;
|
||
}
|
||
targetbrightness = sd.Fields.GetValue("light", 0);
|
||
if(!sd.Fields.GetValue("lightabsolute", false))
|
||
{
|
||
targetbrightness += sd.Sector.Brightness;
|
||
}
|
||
|
||
}
|
||
else
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Highlight a surface, to which you want to match the brightness.");
|
||
return;
|
||
}
|
||
|
||
//make undo
|
||
CreateUndo("Match Brightness");
|
||
targetbrightness = General.Clamp(targetbrightness, 0, 255);
|
||
|
||
//apply new brightness
|
||
foreach(IVisualEventReceiver obj in selectedobjects)
|
||
{
|
||
if(obj == highlighted) continue;
|
||
|
||
if(obj is VisualFloor)
|
||
{
|
||
VisualFloor v = (VisualFloor)obj;
|
||
v.Level.sector.Fields.BeforeFieldsChange();
|
||
v.Sector.Changed = true;
|
||
|
||
if(v.Level.sector.Fields.GetValue("lightfloorabsolute", false))
|
||
{
|
||
v.Level.sector.Fields["lightfloor"] = new UniValue(UniversalType.Integer, targetbrightness);
|
||
}
|
||
else
|
||
{
|
||
UniFields.SetInteger(v.Level.sector.Fields, "lightfloor", targetbrightness - v.Level.sector.Brightness, 0);
|
||
}
|
||
|
||
v.Sector.UpdateSectorGeometry(false);
|
||
}
|
||
else if(obj is VisualCeiling)
|
||
{
|
||
VisualCeiling v = (VisualCeiling)obj;
|
||
v.Level.sector.Fields.BeforeFieldsChange();
|
||
v.Sector.Changed = true;
|
||
v.Sector.Sector.UpdateNeeded = true;
|
||
|
||
if(v.Level.sector.Fields.GetValue("lightceilingabsolute", false))
|
||
{
|
||
v.Level.sector.Fields["lightceiling"] = new UniValue(UniversalType.Integer, targetbrightness);
|
||
}
|
||
else
|
||
{
|
||
UniFields.SetInteger(v.Level.sector.Fields, "lightceiling", targetbrightness - v.Level.sector.Brightness, 0);
|
||
}
|
||
|
||
v.Sector.UpdateSectorGeometry(false);
|
||
}
|
||
else if(obj is VisualUpper || obj is VisualMiddleSingle || obj is VisualMiddleDouble || obj is VisualLower)
|
||
{
|
||
BaseVisualGeometrySidedef v = (BaseVisualGeometrySidedef)obj;
|
||
v.Sidedef.Fields.BeforeFieldsChange();
|
||
v.Sector.Changed = true;
|
||
|
||
if(v.Sidedef.Fields.GetValue("lightabsolute", false))
|
||
{
|
||
v.Sidedef.Fields["light"] = new UniValue(UniversalType.Integer, targetbrightness);
|
||
}
|
||
else
|
||
{
|
||
UniFields.SetInteger(v.Sidedef.Fields, "light", targetbrightness - v.Sidedef.Sector.Brightness, 0);
|
||
}
|
||
|
||
//Update 'lightfog' flag
|
||
Tools.UpdateLightFogFlag(v.Sidedef);
|
||
}
|
||
}
|
||
|
||
//Done
|
||
General.Interface.DisplayStatus(StatusType.Action, "Matched brightness for " + selectedobjects.Count + " surfaces.");
|
||
Interface_OnSectorEditFormValuesChanged(this, EventArgs.Empty);
|
||
}
|
||
|
||
[BeginAction("showvisualthings")]
|
||
public void ShowVisualThings()
|
||
{
|
||
BuilderPlug.Me.ShowVisualThings++;
|
||
if(BuilderPlug.Me.ShowVisualThings > 2) BuilderPlug.Me.ShowVisualThings = 0;
|
||
}
|
||
|
||
[BeginAction("raisebrightness8")]
|
||
public void RaiseBrightness8()
|
||
{
|
||
PreAction(UndoGroup.SectorBrightnessChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetBrightness(true);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("lowerbrightness8")]
|
||
public void LowerBrightness8()
|
||
{
|
||
PreAction(UndoGroup.SectorBrightnessChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnChangeTargetBrightness(false);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("movetextureleft")]
|
||
public void MoveTextureLeft1() { MoveTextureByOffset(-1, 0); }
|
||
|
||
[BeginAction("movetextureright")]
|
||
public void MoveTextureRight1() { MoveTextureByOffset(1, 0); }
|
||
|
||
[BeginAction("movetextureup")]
|
||
public void MoveTextureUp1() { MoveTextureByOffset(0, -1); }
|
||
|
||
[BeginAction("movetexturedown")]
|
||
public void MoveTextureDown1() { MoveTextureByOffset(0, 1); }
|
||
|
||
[BeginAction("movetextureleft8")]
|
||
public void MoveTextureLeft8() { MoveTextureByOffset(-8, 0); }
|
||
|
||
[BeginAction("movetextureright8")]
|
||
public void MoveTextureRight8() { MoveTextureByOffset(8, 0); }
|
||
|
||
[BeginAction("movetextureup8")]
|
||
public void MoveTextureUp8() { MoveTextureByOffset(0, -8); }
|
||
|
||
[BeginAction("movetexturedown8")]
|
||
public void MoveTextureDown8() { MoveTextureByOffset(0, 8); }
|
||
|
||
[BeginAction("movetextureleftgs")] //mxd
|
||
public void MoveTextureLeftGrid() { MoveTextureByOffset(-General.Map.Grid.GridSize, 0); }
|
||
|
||
[BeginAction("movetexturerightgs")] //mxd
|
||
public void MoveTextureRightGrid() { MoveTextureByOffset(General.Map.Grid.GridSize, 0); }
|
||
|
||
[BeginAction("movetextureupgs")] //mxd
|
||
public void MoveTextureUpGrid() { MoveTextureByOffset(0, -General.Map.Grid.GridSize); }
|
||
|
||
[BeginAction("movetexturedowngs")] //mxd
|
||
public void MoveTextureDownGrid() { MoveTextureByOffset(0, General.Map.Grid.GridSize); }
|
||
|
||
//mxd
|
||
private void MoveTextureByOffset(int ox, int oy)
|
||
{
|
||
PreAction(UndoGroup.TextureOffsetChange);
|
||
IEnumerable<IVisualEventReceiver> objs = RemoveDuplicateSidedefs(GetSelectedObjects(true, true, false, false));
|
||
foreach(IVisualEventReceiver i in objs) i.OnChangeTextureOffset(ox, oy, true);
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("scaleup")]
|
||
public void ScaleTextureUp()
|
||
{
|
||
PreAction(UndoGroup.TextureScaleChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnChangeScale(1, 1);
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("scaledown")]
|
||
public void ScaleTextureDown()
|
||
{
|
||
PreAction(UndoGroup.TextureScaleChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnChangeScale(-1, -1);
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("scaleupx")]
|
||
public void ScaleTextureUpX()
|
||
{
|
||
PreAction(UndoGroup.TextureScaleChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnChangeScale(1, 0);
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("scaledownx")]
|
||
public void ScaleTextureDownX()
|
||
{
|
||
PreAction(UndoGroup.TextureScaleChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnChangeScale(-1, 0);
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("scaleupy")]
|
||
public void ScaleTextureUpY()
|
||
{
|
||
PreAction(UndoGroup.TextureScaleChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnChangeScale(0, 1);
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("scaledowny")]
|
||
public void ScaleTextureDownY()
|
||
{
|
||
PreAction(UndoGroup.TextureScaleChange);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnChangeScale(0, -1);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("textureselect")]
|
||
public void TextureSelect()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
renderer.SetCrosshairBusy(true);
|
||
General.Interface.RedrawDisplay();
|
||
GetTargetEventReceiver(false).OnSelectTexture();
|
||
renderer.SetCrosshairBusy(false);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("texturecopy")]
|
||
public void TextureCopy()
|
||
{
|
||
PreActionNoChange();
|
||
IVisualEventReceiver i = GetTargetEventReceiver(true);
|
||
i.OnCopyTexture(); //mxd
|
||
if(!(i is VisualThing)) copybuffer.Clear(); //mxd. Not copying things any more...
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("texturepaste")]
|
||
public void TexturePaste()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnPasteTexture();
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("visualautoalign")]
|
||
public void TextureAutoAlign()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
renderer.SetCrosshairBusy(true);
|
||
General.Interface.RedrawDisplay();
|
||
GetTargetEventReceiver(false).OnTextureAlign(true, true);
|
||
UpdateChangedObjects();
|
||
renderer.SetCrosshairBusy(false);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("visualautoalignx")]
|
||
public void TextureAutoAlignX()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
renderer.SetCrosshairBusy(true);
|
||
General.Interface.RedrawDisplay();
|
||
GetTargetEventReceiver(false).OnTextureAlign(true, false);
|
||
UpdateChangedObjects();
|
||
renderer.SetCrosshairBusy(false);
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("visualautoaligny")]
|
||
public void TextureAutoAlignY()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
renderer.SetCrosshairBusy(true);
|
||
General.Interface.RedrawDisplay();
|
||
GetTargetEventReceiver(false).OnTextureAlign(false, true);
|
||
UpdateChangedObjects();
|
||
renderer.SetCrosshairBusy(false);
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("visualautoaligntoselection")]
|
||
public void TextureAlignToSelected()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
renderer.SetCrosshairBusy(true);
|
||
General.Interface.RedrawDisplay();
|
||
|
||
AutoAlignTexturesToSelected(true, true);
|
||
|
||
UpdateChangedObjects();
|
||
renderer.SetCrosshairBusy(false);
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("visualautoaligntoselectionx")]
|
||
public void TextureAlignToSelectedX()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
renderer.SetCrosshairBusy(true);
|
||
General.Interface.RedrawDisplay();
|
||
|
||
AutoAlignTexturesToSelected(true, false);
|
||
|
||
UpdateChangedObjects();
|
||
renderer.SetCrosshairBusy(false);
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("visualautoaligntoselectiony")]
|
||
public void TextureAlignToSelectedY()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
renderer.SetCrosshairBusy(true);
|
||
General.Interface.RedrawDisplay();
|
||
|
||
AutoAlignTexturesToSelected(false, true);
|
||
|
||
UpdateChangedObjects();
|
||
renderer.SetCrosshairBusy(false);
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
private void AutoAlignTexturesToSelected(bool alignX, bool alignY)
|
||
{
|
||
string rest;
|
||
if(alignX && alignY) rest = "(X and Y)";
|
||
else if(alignX) rest = "(X)";
|
||
else rest = "(Y)";
|
||
|
||
CreateUndo("Auto-align textures to selected sidedefs " + rest);
|
||
SetActionResult("Auto-aligned textures to selected sidedefs " + rest + ".");
|
||
|
||
// Clear all marks, this will align everything it can
|
||
General.Map.Map.ClearMarkedSidedefs(false);
|
||
|
||
//get selection
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(false, true, false, false);
|
||
|
||
//align
|
||
foreach(IVisualEventReceiver i in objs)
|
||
{
|
||
BaseVisualGeometrySidedef side = (BaseVisualGeometrySidedef)i;
|
||
|
||
// Make sure the texture is loaded (we need the texture size)
|
||
if(!side.Texture.IsImageLoaded) side.Texture.LoadImage();
|
||
|
||
//Align textures
|
||
AutoAlignTextures(side, side.Texture, alignX, alignY, false, false);
|
||
|
||
// Get the changed sidedefs
|
||
List<Sidedef> changes = General.Map.Map.GetMarkedSidedefs(true);
|
||
|
||
foreach(Sidedef sd in changes)
|
||
{
|
||
// Update the parts for this sidedef!
|
||
if(VisualSectorExists(sd.Sector))
|
||
{
|
||
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(sd.Sector);
|
||
VisualSidedefParts parts = vs.GetSidedefParts(sd);
|
||
parts.SetupAllParts();
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("visualfittextures")]
|
||
private void FitTextures()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
|
||
// Get selection
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(false, true, false, false);
|
||
List<BaseVisualGeometrySidedef> sides = new List<BaseVisualGeometrySidedef>();
|
||
foreach(IVisualEventReceiver i in objs)
|
||
{
|
||
BaseVisualGeometrySidedef side = (BaseVisualGeometrySidedef)i;
|
||
if(side != null) sides.Add(side);
|
||
}
|
||
|
||
if(sides.Count == 0)
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Fit Textures action requires selected sidedefs.");
|
||
return;
|
||
}
|
||
|
||
// Show form
|
||
FitTexturesForm form = new FitTexturesForm();
|
||
|
||
// Undo changes?
|
||
if(form.Setup(sides) && form.ShowDialog((Form)General.Interface) == DialogResult.Cancel)
|
||
General.Map.UndoRedo.WithdrawUndo();
|
||
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("toggleupperunpegged")]
|
||
public void ToggleUpperUnpegged()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
GetTargetEventReceiver(false).OnToggleUpperUnpegged();
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("togglelowerunpegged")]
|
||
public void ToggleLowerUnpegged()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
GetTargetEventReceiver(false).OnToggleLowerUnpegged();
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("togglepegmidtexture")]
|
||
public void TogglePegMidtexture()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
GetTargetEventReceiver(false).OnTogglePegMidtexture();
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("togglerepeatmidtexture")]
|
||
public void ToggleRepeatMidtexture()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
GetTargetEventReceiver(false).OnToggleRepeatMidtexture();
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("togglegravity")]
|
||
public void ToggleGravity()
|
||
{
|
||
BuilderPlug.Me.UseGravity = !BuilderPlug.Me.UseGravity;
|
||
string onoff = BuilderPlug.Me.UseGravity ? "ON" : "OFF";
|
||
General.Interface.DisplayStatus(StatusType.Action, "Gravity is now " + onoff + ".");
|
||
}
|
||
|
||
[BeginAction("resettexture")]
|
||
public void ResetTexture()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnResetTextureOffset();
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("resettextureudmf")]
|
||
public void ResetLocalOffsets()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnResetLocalTextureOffset();
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("floodfilltextures")]
|
||
public void FloodfillTextures()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
GetTargetEventReceiver(false).OnTextureFloodfill();
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("texturecopyoffsets")]
|
||
public void TextureCopyOffsets()
|
||
{
|
||
PreActionNoChange();
|
||
GetTargetEventReceiver(true).OnCopyTextureOffsets(); //mxd
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("texturepasteoffsets")]
|
||
public void TexturePasteOffsets()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, false, false);
|
||
foreach(IVisualEventReceiver i in objs) i.OnPasteTextureOffsets();
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("copyproperties")]
|
||
public void CopyProperties()
|
||
{
|
||
PreActionNoChange();
|
||
GetTargetEventReceiver(true).OnCopyProperties(); //mxd
|
||
PostAction();
|
||
}
|
||
|
||
[BeginAction("pasteproperties")]
|
||
public void PasteProperties()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, true);
|
||
foreach(IVisualEventReceiver i in objs) i.OnPasteProperties(false);
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("pastepropertieswithoptions")]
|
||
public void PastePropertiesWithOptions()
|
||
{
|
||
// Which options to show?
|
||
HashSet<int> added;
|
||
var targettypes = new List<MapElementType>();
|
||
var selection = new List<IVisualEventReceiver>();
|
||
|
||
// Sectors selected?
|
||
var obj = GetSelectedObjects(true, false, false, false);
|
||
if(obj.Count > 0)
|
||
{
|
||
targettypes.Add(MapElementType.SECTOR);
|
||
|
||
// Don't add duplicates
|
||
added = new HashSet<int>();
|
||
foreach(IVisualEventReceiver receiver in obj)
|
||
{
|
||
VisualGeometry vg = (VisualGeometry)receiver;
|
||
if(vg != null && !added.Contains(vg.Sector.GetHashCode()))
|
||
{
|
||
selection.Add(receiver);
|
||
added.Add(vg.Sector.GetHashCode());
|
||
}
|
||
}
|
||
}
|
||
|
||
// Sidedefs selected?
|
||
obj = GetSelectedObjects(false, true, false, false);
|
||
if(obj.Count > 0)
|
||
{
|
||
targettypes.Add(MapElementType.SIDEDEF);
|
||
|
||
// Don't add duplicates
|
||
added = new HashSet<int>();
|
||
foreach(IVisualEventReceiver receiver in obj)
|
||
{
|
||
VisualGeometry vg = (VisualGeometry)receiver;
|
||
if(vg != null && !added.Contains(vg.Sidedef.Line.GetHashCode()))
|
||
{
|
||
selection.Add(receiver);
|
||
added.Add(vg.Sidedef.Line.GetHashCode());
|
||
}
|
||
}
|
||
}
|
||
|
||
// Things selected?
|
||
obj = GetSelectedObjects(false, false, true, false);
|
||
if(obj.Count > 0)
|
||
{
|
||
targettypes.Add(MapElementType.THING);
|
||
|
||
// Don't add duplicates
|
||
added = new HashSet<int>();
|
||
foreach(IVisualEventReceiver receiver in obj)
|
||
{
|
||
VisualThing vt = (VisualThing)receiver;
|
||
if(vt != null && !added.Contains(vt.Thing.GetHashCode()))
|
||
{
|
||
selection.Add(receiver);
|
||
added.Add(vt.Thing.GetHashCode());
|
||
}
|
||
}
|
||
}
|
||
|
||
// Vertices selected?
|
||
obj = GetSelectedObjects(false, false, false, true);
|
||
if(obj.Count > 0)
|
||
{
|
||
targettypes.Add(MapElementType.VERTEX);
|
||
|
||
// Don't add duplicates
|
||
added = new HashSet<int>();
|
||
foreach(IVisualEventReceiver receiver in obj)
|
||
{
|
||
VisualVertex vv = (VisualVertex)receiver;
|
||
if(vv != null && !added.Contains(vv.Vertex.GetHashCode()))
|
||
{
|
||
selection.Add(receiver);
|
||
added.Add(vv.Vertex.GetHashCode());
|
||
}
|
||
}
|
||
}
|
||
|
||
// Anything selected?
|
||
if(selection.Count == 0)
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "This action requires highlight or selection!");
|
||
return;
|
||
}
|
||
|
||
// Show the form
|
||
PastePropertiesOptionsForm form = new PastePropertiesOptionsForm();
|
||
if(form.Setup(targettypes) && form.ShowDialog(General.Interface) == DialogResult.OK)
|
||
{
|
||
// Paste properties
|
||
PreAction(UndoGroup.None);
|
||
foreach(IVisualEventReceiver i in selection)i.OnPasteProperties(true);
|
||
PostAction();
|
||
}
|
||
}
|
||
|
||
//mxd. now we can insert things in Visual modes
|
||
[BeginAction("insertitem", BaseAction = true)]
|
||
public void InsertThing()
|
||
{
|
||
Vector2D hitpos = GetHitPosition();
|
||
|
||
if(!hitpos.IsFinite())
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Cannot insert thing here!");
|
||
return;
|
||
}
|
||
|
||
ClearSelection();
|
||
PreActionNoChange();
|
||
General.Map.UndoRedo.ClearAllRedos();
|
||
General.Map.UndoRedo.CreateUndo("Insert thing");
|
||
|
||
Thing t = CreateThing(new Vector2D(hitpos.x, hitpos.y));
|
||
|
||
if(t == null)
|
||
{
|
||
General.Map.UndoRedo.WithdrawUndo();
|
||
return;
|
||
}
|
||
|
||
// Edit the thing?
|
||
if(BuilderPlug.Me.EditNewThing) General.Interface.ShowEditThings(new List<Thing> { t });
|
||
|
||
//add thing to blockmap
|
||
blockmap.AddThing(t);
|
||
|
||
General.Interface.DisplayStatus(StatusType.Action, "Inserted a new thing.");
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("deleteitem", BaseAction = true)]
|
||
public void Delete()
|
||
{
|
||
PreAction(UndoGroup.None);
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(true, true, true, true);
|
||
foreach(IVisualEventReceiver i in objs) i.OnDelete();
|
||
PostAction();
|
||
|
||
ClearSelection();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("copyselection", BaseAction = true)]
|
||
public void CopySelection()
|
||
{
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(false, false, true, false);
|
||
if(objs.Count == 0) return;
|
||
|
||
copybuffer.Clear();
|
||
foreach(IVisualEventReceiver i in objs)
|
||
{
|
||
VisualThing vt = (VisualThing)i;
|
||
if(vt != null) copybuffer.Add(new ThingCopyData(vt.Thing));
|
||
}
|
||
|
||
string rest = copybuffer.Count + (copybuffer.Count > 1 ? " things." : " thing.");
|
||
General.Interface.DisplayStatus(StatusType.Info, "Copied " + rest);
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("cutselection", BaseAction = true)]
|
||
public void CutSelection()
|
||
{
|
||
CopySelection();
|
||
|
||
//Create undo
|
||
string rest = copybuffer.Count + (copybuffer.Count > 1 ? " things." : " thing.");
|
||
CreateUndo("Cut " + rest);
|
||
General.Interface.DisplayStatus(StatusType.Info, "Cut " + rest);
|
||
|
||
List<IVisualEventReceiver> objs = GetSelectedObjects(false, false, true, false);
|
||
foreach(IVisualEventReceiver i in objs)
|
||
{
|
||
BaseVisualThing thing = (BaseVisualThing)i;
|
||
thing.Thing.Fields.BeforeFieldsChange();
|
||
thing.Thing.Dispose();
|
||
thing.Dispose();
|
||
}
|
||
|
||
General.Map.IsChanged = true;
|
||
General.Map.ThingsFilter.Update();
|
||
|
||
// Update event lines
|
||
renderer.SetEventLines(LinksCollector.GetThingLinks(General.Map.ThingsFilter.VisibleThings, blockmap, bsp, useblockmap));
|
||
}
|
||
|
||
//mxd. We'll just use currently selected objects
|
||
[BeginAction("pasteselection", BaseAction = true)]
|
||
public void PasteSelection()
|
||
{
|
||
if(copybuffer.Count == 0)
|
||
{
|
||
TexturePaste(); // I guess we may paste a texture or two instead
|
||
return;
|
||
}
|
||
|
||
Vector2D hitpos = GetHitPosition();
|
||
|
||
if(!hitpos.IsFinite())
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Cannot paste here!");
|
||
return;
|
||
}
|
||
|
||
string rest = copybuffer.Count + (copybuffer.Count > 1 ? " things." : " thing.");
|
||
General.Map.UndoRedo.CreateUndo("Paste " + rest);
|
||
General.Interface.DisplayStatus(StatusType.Info, "Pasted " + rest);
|
||
|
||
PreActionNoChange();
|
||
ClearSelection();
|
||
|
||
//get translated positions
|
||
Vector3D[] coords = new Vector3D[copybuffer.Count];
|
||
for(int i = 0; i < copybuffer.Count; i++ )
|
||
coords[i] = copybuffer[i].Position;
|
||
|
||
Vector3D[] translatedCoords = TranslateCoordinates(coords, hitpos, true);
|
||
|
||
//create things from copyBuffer
|
||
for(int i = 0; i < copybuffer.Count; i++)
|
||
{
|
||
Thing t = CreateThing(new Vector2D());
|
||
if(t != null)
|
||
{
|
||
copybuffer[i].ApplyTo(t);
|
||
t.Move(translatedCoords[i]);
|
||
//add thing to blockmap
|
||
blockmap.AddThing(t);
|
||
}
|
||
}
|
||
|
||
General.Map.IsChanged = true;
|
||
General.Map.ThingsFilter.Update();
|
||
|
||
PostAction();
|
||
}
|
||
|
||
//mxd. Rotate clockwise
|
||
[BeginAction("rotateclockwise")]
|
||
public void RotateCW()
|
||
{
|
||
RotateThingsAndTextures(General.Map.Config.DoomThingRotationAngles ? 45 : 5, 5);
|
||
}
|
||
|
||
//mxd. Rotate counterclockwise
|
||
[BeginAction("rotatecounterclockwise")]
|
||
public void RotateCCW()
|
||
{
|
||
RotateThingsAndTextures(General.Map.Config.DoomThingRotationAngles ? -45 : -5, - 5);
|
||
}
|
||
|
||
//mxd
|
||
private void RotateThingsAndTextures(int thingangleincrement, int textureangleincrement)
|
||
{
|
||
PreAction(UndoGroup.ThingAngleChange);
|
||
|
||
List<IVisualEventReceiver> selection = GetSelectedObjects(true, false, true, false);
|
||
if(selection.Count == 0) return;
|
||
|
||
foreach(IVisualEventReceiver obj in selection)
|
||
{
|
||
if(obj is BaseVisualThing)
|
||
{
|
||
BaseVisualThing t = (BaseVisualThing)obj;
|
||
|
||
int newangle = t.Thing.AngleDoom + thingangleincrement;
|
||
if(General.Map.Config.DoomThingRotationAngles) newangle = newangle / 45 * 45;
|
||
t.SetAngle(General.ClampAngle(newangle));
|
||
|
||
// Visual sectors may be affected by this thing...
|
||
if(thingdata.ContainsKey(t.Thing))
|
||
{
|
||
// Update what must be updated
|
||
ThingData td = GetThingData(t.Thing);
|
||
foreach(KeyValuePair<Sector, bool> s in td.UpdateAlso)
|
||
{
|
||
if(VisualSectorExists(s.Key))
|
||
{
|
||
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(s.Key);
|
||
vs.UpdateSectorGeometry(s.Value);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
else if(obj is VisualFloor)
|
||
{
|
||
VisualFloor vf = (VisualFloor)obj;
|
||
vf.OnChangeTextureRotation(General.ClampAngle(vf.GetControlSector().Fields.GetValue("rotationfloor", 0.0f) + textureangleincrement));
|
||
}
|
||
else if(obj is VisualCeiling)
|
||
{
|
||
VisualCeiling vc = (VisualCeiling)obj;
|
||
vc.OnChangeTextureRotation(General.ClampAngle(vc.GetControlSector().Fields.GetValue("rotationceiling", 0.0f) + textureangleincrement));
|
||
}
|
||
}
|
||
|
||
PostAction();
|
||
}
|
||
|
||
//mxd. Change pitch clockwise
|
||
[BeginAction("pitchclockwise")]
|
||
public void PitchCW()
|
||
{
|
||
ChangeThingsPitch(-5);
|
||
}
|
||
|
||
//mxd. Change pitch counterclockwise
|
||
[BeginAction("pitchcounterclockwise")]
|
||
public void PitchCCW()
|
||
{
|
||
ChangeThingsPitch(5);
|
||
}
|
||
|
||
//mxd
|
||
private void ChangeThingsPitch(int increment)
|
||
{
|
||
PreAction(UndoGroup.ThingPitchChange);
|
||
|
||
List<IVisualEventReceiver> selection = GetSelectedObjects(false, false, true, false);
|
||
if(selection.Count == 0) return;
|
||
|
||
foreach(IVisualEventReceiver obj in selection)
|
||
{
|
||
BaseVisualThing t = (BaseVisualThing)obj;
|
||
if(t != null) t.SetPitch(General.ClampAngle(t.Thing.Pitch + increment));
|
||
}
|
||
|
||
PostAction();
|
||
}
|
||
|
||
//mxd. Change pitch clockwise
|
||
[BeginAction("rollclockwise")]
|
||
public void RollCW()
|
||
{
|
||
ChangeThingsRoll(-5);
|
||
}
|
||
|
||
//mxd. Change pitch counterclockwise
|
||
[BeginAction("rollcounterclockwise")]
|
||
public void RollCCW()
|
||
{
|
||
ChangeThingsRoll(5);
|
||
}
|
||
|
||
//mxd
|
||
private void ChangeThingsRoll(int increment)
|
||
{
|
||
PreAction(UndoGroup.ThingRollChange);
|
||
|
||
List<IVisualEventReceiver> selection = GetSelectedObjects(false, false, true, false);
|
||
if(selection.Count == 0) return;
|
||
|
||
foreach(IVisualEventReceiver obj in selection)
|
||
{
|
||
BaseVisualThing t = (BaseVisualThing)obj;
|
||
if(t != null) t.SetRoll(General.ClampAngle(t.Thing.Roll + increment));
|
||
}
|
||
|
||
PostAction();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("togglegzdoomgeometryeffects")]
|
||
public void ToggleGZDoomRenderingEffects()
|
||
{
|
||
General.Settings.GZDoomRenderingEffects = !General.Settings.GZDoomRenderingEffects;
|
||
RebuildElementData();
|
||
UpdateChangedObjects();
|
||
General.Interface.DisplayStatus(StatusType.Info, "(G)ZDoom geometry effects are " + (General.Settings.GZDoomRenderingEffects ? "ENABLED" : "DISABLED"));
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("togglesrb2geometryeffects")]
|
||
public void ToggleSRB2RenderingEffects()
|
||
{
|
||
General.Settings.SRB2RenderingEffects = !General.Settings.SRB2RenderingEffects;
|
||
RebuildElementData();
|
||
UpdateChangedObjects();
|
||
General.Interface.DisplayStatus(StatusType.Info, "SRB2 invisible FOFs are " + (General.Settings.SRB2RenderingEffects ? "ENABLED" : "DISABLED"));
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("togglecolormaps")]
|
||
public void ToggleColormaps()
|
||
{
|
||
General.Settings.ShowColormaps = !General.Settings.ShowColormaps;
|
||
RebuildElementData();
|
||
//Ugly hack #1354: Get all Things to update so that their colormap is updated.
|
||
foreach (KeyValuePair<Thing, VisualThing> vt in allthings)
|
||
{
|
||
if (vt.Value != null)
|
||
{
|
||
BaseVisualThing bvt = vt.Value as BaseVisualThing;
|
||
bvt.Changed = true;
|
||
}
|
||
}
|
||
|
||
UpdateChangedObjects();
|
||
General.Interface.DisplayStatus(StatusType.Info, "Colormap rendering is " + (General.Settings.ShowColormaps ? "ENABLED" : "DISABLED"));
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("thingaligntowall")]
|
||
public void AlignThingsToWall()
|
||
{
|
||
List<VisualThing> visualThings = GetSelectedVisualThings(true);
|
||
|
||
if(visualThings.Count == 0)
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "This action requires selected Things!");
|
||
return;
|
||
}
|
||
|
||
List<Thing> things = new List<Thing>();
|
||
|
||
foreach(VisualThing vt in visualThings)
|
||
things.Add(vt.Thing);
|
||
|
||
// Make undo
|
||
if(things.Count > 1)
|
||
{
|
||
General.Map.UndoRedo.CreateUndo("Align " + things.Count + " things");
|
||
General.Interface.DisplayStatus(StatusType.Action, "Aligned " + things.Count + " things.");
|
||
}
|
||
else
|
||
{
|
||
General.Map.UndoRedo.CreateUndo("Align thing");
|
||
General.Interface.DisplayStatus(StatusType.Action, "Aligned a thing.");
|
||
}
|
||
|
||
//align things
|
||
foreach(Thing t in things)
|
||
{
|
||
HashSet<Linedef> excludedLines = new HashSet<Linedef>();
|
||
bool aligned;
|
||
|
||
do
|
||
{
|
||
Linedef l = General.Map.Map.NearestLinedef(t.Position, excludedLines);
|
||
aligned = Tools.TryAlignThingToLine(t, l);
|
||
|
||
if(!aligned)
|
||
{
|
||
excludedLines.Add(l);
|
||
|
||
if(excludedLines.Count == General.Map.Map.Linedefs.Count)
|
||
{
|
||
ThingTypeInfo tti = General.Map.Data.GetThingInfo(t.SRB2Type);
|
||
General.ErrorLogger.Add(ErrorType.Warning, "Unable to align Thing <20>" + t.Index + " (" + tti.Title + ") to any linedef in a map!");
|
||
aligned = true;
|
||
}
|
||
}
|
||
} while(!aligned);
|
||
}
|
||
|
||
//apply changes to Visual Things
|
||
for(int i = 0; i < visualThings.Count; i++)
|
||
{
|
||
BaseVisualThing t = (BaseVisualThing)visualThings[i];
|
||
t.Changed = true;
|
||
|
||
// Update what must be updated
|
||
ThingData td = GetThingData(t.Thing);
|
||
foreach(KeyValuePair<Sector, bool> s in td.UpdateAlso)
|
||
{
|
||
if(VisualSectorExists(s.Key))
|
||
{
|
||
BaseVisualSector vs = (BaseVisualSector)GetVisualSector(s.Key);
|
||
vs.UpdateSectorGeometry(s.Value);
|
||
}
|
||
}
|
||
}
|
||
|
||
UpdateChangedObjects();
|
||
ShowTargetInfo();
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("lookthroughthing")]
|
||
public void LookThroughThing()
|
||
{
|
||
List<VisualThing> visualThings = GetSelectedVisualThings(true);
|
||
|
||
if(visualThings.Count != 1)
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Look Through Selection action requires 1 selected Thing!");
|
||
return;
|
||
}
|
||
|
||
//set position and angles
|
||
Thing t = visualThings[0].Thing;
|
||
if((t.SRB2Type == 9072 || t.SRB2Type == 9073) && t.Args[3] > 0) //AimingCamera or MovingCamera with target?
|
||
{
|
||
//position
|
||
if(t.SRB2Type == 9072 && (t.Args[0] > 0 || t.Args[1] > 0)) //positon MovingCamera at targeted interpolation point
|
||
{
|
||
int ipTag = t.Args[0] + (t.Args[1] << 8);
|
||
Thing ip = null;
|
||
|
||
//find interpolation point
|
||
foreach(Thing tgt in General.Map.Map.Things)
|
||
{
|
||
if(tgt.Tag == ipTag && tgt.SRB2Type == 9070)
|
||
{
|
||
ip = tgt;
|
||
break;
|
||
}
|
||
}
|
||
|
||
if(ip != null)
|
||
{
|
||
VisualThing vTarget = !VisualThingExists(ip) ? CreateVisualThing(ip) : GetVisualThing(ip);
|
||
Vector3D targetPos;
|
||
if(vTarget == null)
|
||
{
|
||
targetPos = ip.Position;
|
||
if(ip.Sector != null) targetPos.z += ip.Sector.FloorHeight;
|
||
}
|
||
else
|
||
{
|
||
targetPos = vTarget.CenterV3D;
|
||
}
|
||
|
||
General.Map.VisualCamera.Position = targetPos; //position at interpolation point
|
||
}
|
||
else
|
||
{
|
||
General.Map.VisualCamera.Position = visualThings[0].CenterV3D; //position at camera
|
||
}
|
||
|
||
}
|
||
else
|
||
{
|
||
General.Map.VisualCamera.Position = visualThings[0].CenterV3D; //position at camera
|
||
}
|
||
|
||
//angle
|
||
Thing target = null;
|
||
|
||
foreach(Thing tgt in General.Map.Map.Things)
|
||
{
|
||
if(tgt.Tag == t.Args[3])
|
||
{
|
||
target = tgt;
|
||
break;
|
||
}
|
||
}
|
||
|
||
if(target == null)
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Camera target with Tag " + t.Args[3] + " does not exist!");
|
||
General.Map.VisualCamera.AngleXY = t.Angle - Angle2D.PI;
|
||
General.Map.VisualCamera.AngleZ = Angle2D.PI;
|
||
}
|
||
else
|
||
{
|
||
VisualThing vTarget = !VisualThingExists(target) ? CreateVisualThing(target) : GetVisualThing(target);
|
||
Vector3D targetPos;
|
||
if(vTarget == null)
|
||
{
|
||
targetPos = target.Position;
|
||
if(target.Sector != null) targetPos.z += target.Sector.FloorHeight;
|
||
}
|
||
else
|
||
{
|
||
targetPos = vTarget.CenterV3D;
|
||
}
|
||
|
||
bool pitch = (t.Args[2] & 4) != 0;
|
||
Vector3D delta = General.Map.VisualCamera.Position - targetPos;
|
||
General.Map.VisualCamera.AngleXY = delta.GetAngleXY();
|
||
General.Map.VisualCamera.AngleZ = pitch ? -delta.GetAngleZ() : Angle2D.PI;
|
||
}
|
||
}
|
||
else if((t.SRB2Type == 9025 || t.SRB2Type == 9073 || t.SRB2Type == 9070) && t.Args[0] != 0) //InterpolationPoint, SecurityCamera or AimingCamera with pitch?
|
||
{
|
||
General.Map.VisualCamera.Position = visualThings[0].CenterV3D; //position at camera
|
||
General.Map.VisualCamera.AngleXY = t.Angle - Angle2D.PI;
|
||
General.Map.VisualCamera.AngleZ = Angle2D.PI + Angle2D.DegToRad(t.Args[0]);
|
||
}
|
||
else //nope, just a generic thing
|
||
{
|
||
General.Map.VisualCamera.Position = visualThings[0].CenterV3D; //position at thing
|
||
General.Map.VisualCamera.AngleXY = t.Angle - Angle2D.PI;
|
||
General.Map.VisualCamera.AngleZ = Angle2D.PI;
|
||
}
|
||
}
|
||
|
||
//sphere
|
||
[BeginAction("resetactionsandtags")]
|
||
public void ResetActionsAndTags()
|
||
{
|
||
List<VisualGeometry> selection = GetSelectedSurfaces();
|
||
if (selection.Count == 0)
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Reset actions and tags action requires selected surfaces!");
|
||
return;
|
||
}
|
||
|
||
General.Map.UndoRedo.CreateUndo("Reset actions and tags");
|
||
|
||
//check selection
|
||
foreach (VisualGeometry vg in selection)
|
||
{
|
||
if (vg.GeometryType == VisualGeometryType.WALL_LOWER ||
|
||
vg.GeometryType == VisualGeometryType.WALL_MIDDLE ||
|
||
vg.GeometryType == VisualGeometryType.WALL_UPPER)
|
||
vg.Sidedef.Line.Action = vg.Sidedef.Line.Tag = 0;
|
||
|
||
if (vg.GeometryType == VisualGeometryType.FLOOR ||
|
||
vg.GeometryType == VisualGeometryType.CEILING)
|
||
vg.Sector.Sector.Effect = vg.Sector.Sector.Tag = 0;
|
||
|
||
vg.Sector.UpdateSectorGeometry(true);
|
||
}
|
||
//update changed geometry
|
||
RebuildElementData();
|
||
UpdateChangedObjects();
|
||
General.Interface.DisplayStatus(StatusType.Action, "Reset actions and tags for " + selection.Count + (selection.Count == 1 ? " surface." : " surfaces."));
|
||
ShowTargetInfo();
|
||
}
|
||
|
||
//sphere
|
||
[BeginAction("resetflags")]
|
||
public void ResetFlags()
|
||
{
|
||
List<VisualGeometry> selection = GetSelectedSurfaces();
|
||
List<VisualThing> selection2 = GetSelectedVisualThings(true);
|
||
|
||
if (selection.Count == 0 && selection2.Count == 0)
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Reset flags action requires selected surfaces or things!");
|
||
return;
|
||
}
|
||
|
||
General.Map.UndoRedo.CreateUndo("Reset flags");
|
||
|
||
foreach (VisualGeometry vg in selection)
|
||
{
|
||
if (vg.GeometryType == VisualGeometryType.WALL_LOWER ||
|
||
vg.GeometryType == VisualGeometryType.WALL_MIDDLE ||
|
||
vg.GeometryType == VisualGeometryType.WALL_UPPER)
|
||
{
|
||
vg.Sidedef.Line.ClearFlags();
|
||
|
||
if (vg.Sidedef.Line.Back != null && vg.Sidedef.Line.Back.Sector != null)
|
||
vg.Sidedef.Line.SetFlag(General.Map.Config.DoubleSidedFlag, true);
|
||
else
|
||
vg.Sidedef.Line.SetFlag(General.Map.Config.ImpassableFlag, true);
|
||
|
||
vg.Sector.UpdateSectorGeometry(true);
|
||
}
|
||
}
|
||
|
||
foreach (VisualThing vt in selection2)
|
||
{
|
||
vt.Thing.ClearFlags();
|
||
}
|
||
|
||
//update changed geometry
|
||
RebuildElementData();
|
||
UpdateChangedObjects();
|
||
ShowTargetInfo();
|
||
General.Interface.DisplayStatus(StatusType.Action, "Reset flags for " +
|
||
selection.Count + (selection.Count == 1 ? " surface and " : " surfaces and ") +
|
||
selection2.Count + (selection2.Count == 1 ? " thing." : " things."));
|
||
}
|
||
|
||
//mxd
|
||
[BeginAction("toggleslope")]
|
||
public void ToggleSlope()
|
||
{
|
||
List<VisualGeometry> selection = GetSelectedSurfaces();
|
||
|
||
if(selection.Count == 0)
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Toggle Slope action requires selected surfaces!");
|
||
return;
|
||
}
|
||
|
||
List<BaseVisualSector> toUpdate = new List<BaseVisualSector>();
|
||
General.Map.UndoRedo.CreateUndo("Toggle Slope (Front)");
|
||
|
||
//check selection
|
||
foreach(VisualGeometry vg in selection)
|
||
{
|
||
bool update = false;
|
||
|
||
//assign/remove action
|
||
if(vg.GeometryType == VisualGeometryType.WALL_LOWER)
|
||
{
|
||
// MascaraSnake: Slope handling
|
||
if(vg.Sidedef.Line.Action == 0 || (vg.Sidedef.Line.IsRegularSlope && vg.Sidedef.Line.Args[0] == 0))
|
||
{
|
||
//check if the sector already has floor slopes
|
||
foreach(Sidedef side in vg.Sidedef.Sector.Sidedefs)
|
||
{
|
||
if(side == vg.Sidedef || !side.Line.IsRegularSlope) continue;
|
||
|
||
int arg = (side == side.Line.Front ? 1 : 2);
|
||
|
||
if(side.Line.Args[0] == arg)
|
||
{
|
||
//if only floor is affected, remove action
|
||
if (side.Line.Args[1] == 0)
|
||
side.Line.Action = 0;
|
||
else { //clear floor alignment
|
||
side.Line.Args[0] = 0;
|
||
side.Line.SetSlopeTypeFromArgs(); //MascaraSnake: Arguments changed, so update slope type
|
||
}
|
||
}
|
||
}
|
||
|
||
//set action
|
||
vg.Sidedef.Line.Args[0] = (vg.Sidedef == vg.Sidedef.Line.Front ? 1 : 2);
|
||
vg.Sidedef.Line.SetSlopeTypeFromArgs(); //MascaraSnake: Set slope type
|
||
update = true;
|
||
}
|
||
}
|
||
else if(vg.GeometryType == VisualGeometryType.WALL_UPPER)
|
||
{
|
||
// MascaraSnake: Slope handling
|
||
if (vg.Sidedef.Line.Action == 0 || (vg.Sidedef.Line.IsRegularSlope && vg.Sidedef.Line.Args[1] == 0))
|
||
{
|
||
//check if the sector already has ceiling slopes
|
||
foreach(Sidedef side in vg.Sidedef.Sector.Sidedefs)
|
||
{
|
||
if (side == vg.Sidedef || !side.Line.IsRegularSlope) continue;
|
||
|
||
int arg = (side == side.Line.Front ? 1 : 2);
|
||
|
||
if(side.Line.Args[1] == arg)
|
||
{
|
||
//if only ceiling is affected, remove action
|
||
if (side.Line.Args[0] == 0)
|
||
side.Line.Action = 0;
|
||
else { //clear ceiling alignment
|
||
side.Line.Args[1] = 0;
|
||
side.Line.SetSlopeTypeFromArgs(); //MascaraSnake: Arguments changed, so update slope type
|
||
}
|
||
}
|
||
}
|
||
|
||
//set action
|
||
vg.Sidedef.Line.Args[1] = (vg.Sidedef == vg.Sidedef.Line.Front ? 1 : 2);
|
||
vg.Sidedef.Line.SetSlopeTypeFromArgs(); //MascaraSnake: Set slope type
|
||
update = true;
|
||
}
|
||
}
|
||
else if(vg.GeometryType == VisualGeometryType.CEILING)
|
||
{
|
||
//check if the sector has ceiling slopes
|
||
foreach(Sidedef side in vg.Sector.Sector.Sidedefs)
|
||
{
|
||
// MascaraSnake: Slope handling
|
||
if (!side.Line.IsRegularSlope) continue;
|
||
|
||
int arg = (side == side.Line.Front ? 1 : 2);
|
||
|
||
if(side.Line.Args[1] == arg)
|
||
{
|
||
//if only ceiling is affected, remove action
|
||
if (side.Line.Args[0] == 0)
|
||
side.Line.Action = 0;
|
||
else { //clear ceiling alignment
|
||
side.Line.Args[1] = 0;
|
||
side.Line.SetSlopeTypeFromArgs(); //MascaraSnake: Arguments changed, so update slope type
|
||
}
|
||
update = true;
|
||
}
|
||
}
|
||
}
|
||
else if(vg.GeometryType == VisualGeometryType.FLOOR)
|
||
{
|
||
//check if the sector has floor slopes
|
||
foreach(Sidedef side in vg.Sector.Sector.Sidedefs)
|
||
{
|
||
// MascaraSnake: Slope handling
|
||
if (!side.Line.IsRegularSlope) continue;
|
||
|
||
int arg = (side == side.Line.Front ? 1 : 2);
|
||
|
||
if(side.Line.Args[0] == arg)
|
||
{
|
||
//if only floor is affected, remove action
|
||
if(side.Line.Args[1] == 0)
|
||
side.Line.Action = 0;
|
||
else { //clear floor alignment
|
||
side.Line.Args[0] = 0;
|
||
side.Line.SetSlopeTypeFromArgs(); //MascaraSnake: Arguments changed, so update slope type
|
||
}
|
||
update = true;
|
||
}
|
||
}
|
||
}
|
||
|
||
//add to update list
|
||
if(update) toUpdate.Add((BaseVisualSector)vg.Sector);
|
||
}
|
||
|
||
//update changed geometry
|
||
if(toUpdate.Count > 0)
|
||
{
|
||
RebuildElementData();
|
||
|
||
foreach(BaseVisualSector vs in toUpdate)
|
||
vs.UpdateSectorGeometry(true);
|
||
|
||
UpdateChangedObjects();
|
||
ClearSelection();
|
||
ShowTargetInfo();
|
||
}
|
||
|
||
General.Interface.DisplayStatus(StatusType.Action, "Toggled Slope for " + toUpdate.Count + (toUpdate.Count == 1 ? " surface." : " surfaces."));
|
||
}
|
||
|
||
[BeginAction("togglebackslope")]
|
||
public void ToggleBackSlope()
|
||
{
|
||
List<VisualGeometry> selection = GetSelectedSurfaces();
|
||
|
||
if (selection.Count == 0)
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Toggle Slope action requires selected surfaces!");
|
||
return;
|
||
}
|
||
|
||
List<BaseVisualSector> toUpdate = new List<BaseVisualSector>();
|
||
General.Map.UndoRedo.CreateUndo("Toggle Slope (Back)");
|
||
|
||
//check selection
|
||
foreach (VisualGeometry vg in selection)
|
||
{
|
||
bool update = false;
|
||
|
||
//assign/remove action
|
||
if (vg.GeometryType == VisualGeometryType.WALL_LOWER)
|
||
{
|
||
// MascaraSnake: Slope handling
|
||
if (vg.Sidedef.Line.Action == 0 || (vg.Sidedef.Line.IsRegularSlope && vg.Sidedef.Line.Args[0] == 0))
|
||
{
|
||
//check if the sector already has floor slopes
|
||
foreach (Sidedef side in vg.Sidedef.Other.Sector.Sidedefs)
|
||
{
|
||
if (side == vg.Sidedef || !side.Line.IsRegularSlope) continue;
|
||
|
||
int arg = (side == side.Line.Front ? 1 : 2);
|
||
|
||
if (side.Line.Args[0] == arg)
|
||
{
|
||
//if only floor is affected, remove action
|
||
if (side.Line.Args[1] == 0)
|
||
side.Line.Action = 0;
|
||
else
|
||
{ //clear floor alignment
|
||
side.Line.Args[0] = 0;
|
||
side.Line.SetSlopeTypeFromArgs(); //MascaraSnake: Arguments changed, so update slope type
|
||
}
|
||
}
|
||
}
|
||
|
||
//set action
|
||
vg.Sidedef.Line.Args[0] = (vg.Sidedef == vg.Sidedef.Line.Front ? 2 : 1);
|
||
vg.Sidedef.Line.SetSlopeTypeFromArgs(); //MascaraSnake: Set slope type
|
||
update = true;
|
||
}
|
||
}
|
||
else if (vg.GeometryType == VisualGeometryType.WALL_UPPER)
|
||
{
|
||
// MascaraSnake: Slope handling
|
||
if (vg.Sidedef.Line.Action == 0 || (vg.Sidedef.Line.IsRegularSlope && vg.Sidedef.Line.Args[1] == 0))
|
||
{
|
||
//check if the sector already has ceiling slopes
|
||
foreach (Sidedef side in vg.Sidedef.Other.Sector.Sidedefs)
|
||
{
|
||
if (side == vg.Sidedef || !side.Line.IsRegularSlope) continue;
|
||
|
||
int arg = (side == side.Line.Front ? 1 : 2);
|
||
|
||
if (side.Line.Args[1] == arg)
|
||
{
|
||
//if only ceiling is affected, remove action
|
||
if (side.Line.Args[0] == 0)
|
||
side.Line.Action = 0;
|
||
else
|
||
{ //clear ceiling alignment
|
||
side.Line.Args[1] = 0;
|
||
side.Line.SetSlopeTypeFromArgs(); //MascaraSnake: Arguments changed, so update slope type
|
||
}
|
||
}
|
||
}
|
||
|
||
//set action
|
||
vg.Sidedef.Line.Args[1] = (vg.Sidedef == vg.Sidedef.Line.Front ? 2 : 1);
|
||
vg.Sidedef.Line.SetSlopeTypeFromArgs(); //MascaraSnake: Set slope type
|
||
update = true;
|
||
}
|
||
}
|
||
else if (vg.GeometryType == VisualGeometryType.CEILING)
|
||
{
|
||
//check if the sector has ceiling slopes
|
||
foreach (Sidedef side in vg.Sector.Sector.Sidedefs)
|
||
{
|
||
// MascaraSnake: Slope handling
|
||
if (!side.Line.IsRegularSlope) continue;
|
||
|
||
int arg = (side == side.Line.Front ? 1 : 2);
|
||
|
||
if (side.Line.Args[1] == arg)
|
||
{
|
||
//if only ceiling is affected, remove action
|
||
if (side.Line.Args[0] == 0)
|
||
side.Line.Action = 0;
|
||
else
|
||
{ //clear ceiling alignment
|
||
side.Line.Args[1] = 0;
|
||
side.Line.SetSlopeTypeFromArgs(); //MascaraSnake: Arguments changed, so update slope type
|
||
}
|
||
|
||
update = true;
|
||
}
|
||
}
|
||
}
|
||
else if (vg.GeometryType == VisualGeometryType.FLOOR)
|
||
{
|
||
//check if the sector has floor slopes
|
||
foreach (Sidedef side in vg.Sector.Sector.Sidedefs)
|
||
{
|
||
// MascaraSnake: Slope handling
|
||
if (!side.Line.IsRegularSlope) continue;
|
||
|
||
int arg = (side == side.Line.Front ? 1 : 2);
|
||
|
||
if (side.Line.Args[0] == arg)
|
||
{
|
||
//if only floor is affected, remove action
|
||
if (side.Line.Args[1] == 0)
|
||
side.Line.Action = 0;
|
||
else
|
||
{ //clear floor alignment
|
||
side.Line.Args[0] = 0;
|
||
side.Line.SetSlopeTypeFromArgs(); //MascaraSnake: Arguments changed, so update slope type
|
||
}
|
||
update = true;
|
||
}
|
||
}
|
||
}
|
||
|
||
//add to update list
|
||
if (update) toUpdate.Add(vg.Sector as BaseVisualSector);
|
||
}
|
||
|
||
//update changed geometry
|
||
if (toUpdate.Count > 0)
|
||
{
|
||
RebuildElementData();
|
||
|
||
foreach (BaseVisualSector vs in toUpdate)
|
||
vs.UpdateSectorGeometry(true);
|
||
|
||
UpdateChangedObjects();
|
||
ClearSelection();
|
||
ShowTargetInfo();
|
||
}
|
||
|
||
General.Interface.DisplayStatus(StatusType.Action, "Toggled Slope for " + toUpdate.Count + (toUpdate.Count == 1 ? " surface." : " surfaces."));
|
||
}
|
||
|
||
[BeginAction("toggleskew")]
|
||
public void ToggleSkew()
|
||
{
|
||
int counter = 0;
|
||
List<VisualGeometry> selection = GetSelectedSurfaces();
|
||
|
||
if (selection.Count == 0)
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Toggle Skew action requires selected surfaces!");
|
||
return;
|
||
}
|
||
|
||
General.Map.UndoRedo.CreateUndo("Toggle Skew");
|
||
|
||
foreach (VisualGeometry vg in selection)
|
||
{
|
||
if (vg.GeometryType == VisualGeometryType.WALL_LOWER || vg.GeometryType == VisualGeometryType.WALL_UPPER)
|
||
vg.Sidedef.Line.SetFlag("32", vg.Sidedef.Line.IsFlagSet("32") ? false : true);
|
||
|
||
else if (vg.GeometryType == VisualGeometryType.WALL_MIDDLE)
|
||
vg.Sidedef.Line.SetFlag("128", vg.Sidedef.Line.IsFlagSet("128") ? false : true);
|
||
|
||
else if (vg.GeometryType == VisualGeometryType.WALL_MIDDLE_3D)
|
||
vg.GetControlLinedef().SetFlag("8", vg.GetControlLinedef().IsFlagSet("8") ? false : true);
|
||
|
||
else
|
||
continue;
|
||
|
||
counter++;
|
||
}
|
||
|
||
if (counter > 0)
|
||
{
|
||
RebuildElementData();
|
||
UpdateChangedObjects();
|
||
ShowTargetInfo();
|
||
}
|
||
|
||
General.Interface.DisplayStatus(StatusType.Action, "Toggled Skewing for " + counter + (counter == 1 ? " surface." : " surfaces."));
|
||
}
|
||
|
||
// biwa
|
||
[BeginAction("visualpaintselect")]
|
||
protected virtual void OnPaintSelectBegin()
|
||
{
|
||
paintselectpressed = true;
|
||
GetTargetEventReceiver(true).OnPaintSelectBegin();
|
||
}
|
||
|
||
// biwa
|
||
[EndAction("visualpaintselect")]
|
||
protected virtual void OnPaintSelectEnd()
|
||
{
|
||
paintselectpressed = false;
|
||
paintselecttype = null;
|
||
GetTargetEventReceiver(true).OnPaintSelectEnd();
|
||
}
|
||
|
||
// This keeps only the single-sided lines selected
|
||
[BeginAction("selectsinglesided")]
|
||
public void SelectSingleSided()
|
||
{
|
||
int counter = 0;
|
||
List<IVisualEventReceiver> selected = GetSelectedObjects(true, true, true, true);
|
||
|
||
if (selected.Count == 0)
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Selecting single-sided lines only requires selected surfaces!");
|
||
return;
|
||
}
|
||
|
||
foreach (IVisualEventReceiver i in selected)
|
||
if (i is BaseVisualGeometrySidedef)
|
||
{
|
||
if ((i as BaseVisualGeometrySidedef).Sidedef.Other == null)
|
||
counter++;
|
||
else
|
||
{
|
||
RemoveSelectedObject(i);
|
||
(i as VisualGeometry).Selected = false;
|
||
}
|
||
}
|
||
|
||
General.Interface.DisplayStatus(StatusType.Action, "Selected only single-sided linedefs (" + counter + ")");
|
||
General.Interface.RedrawDisplay();
|
||
UpdateSelectionInfo();
|
||
UpdateChangedObjects();
|
||
}
|
||
|
||
// This keeps only the double-sided lines selected
|
||
[BeginAction("selectdoublesided")]
|
||
public void SelectDoubleSided()
|
||
{
|
||
int counter = 0;
|
||
List<IVisualEventReceiver> selected = GetSelectedObjects(true, true, true, true);
|
||
|
||
if (selected.Count == 0)
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Selecting double-sided lines only requires selected surfaces!");
|
||
return;
|
||
}
|
||
|
||
foreach (IVisualEventReceiver i in selected)
|
||
if (i is BaseVisualGeometrySidedef)
|
||
{
|
||
if ((i as BaseVisualGeometrySidedef).Sidedef.Other != null)
|
||
counter++;
|
||
else
|
||
{
|
||
RemoveSelectedObject(i);
|
||
(i as VisualGeometry).Selected = false;
|
||
}
|
||
}
|
||
|
||
General.Interface.DisplayStatus(StatusType.Action, "Selected only double-sided linedefs (" + counter + ")");
|
||
General.Interface.RedrawDisplay();
|
||
UpdateSelectionInfo();
|
||
UpdateChangedObjects();
|
||
}
|
||
|
||
[BeginAction("selectfloors")]
|
||
public void SelectFloors()
|
||
{
|
||
int counter = 0;
|
||
List<IVisualEventReceiver> selected = GetSelectedObjects(true, true, true, true);
|
||
|
||
if (selected.Count == 0)
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Selecting floors only requires selected surfaces!");
|
||
return;
|
||
}
|
||
foreach (IVisualEventReceiver i in selected)
|
||
if (i is VisualFloor)
|
||
counter++;
|
||
else
|
||
{
|
||
RemoveSelectedObject(i);
|
||
(i as VisualGeometry).Selected = false;
|
||
}
|
||
|
||
General.Interface.DisplayStatus(StatusType.Action, "Selected only floors (" + counter + ")");
|
||
General.Interface.RedrawDisplay();
|
||
UpdateSelectionInfo();
|
||
UpdateChangedObjects();
|
||
}
|
||
|
||
[BeginAction("selectceilings")]
|
||
public void SelectCeilings()
|
||
{
|
||
int counter = 0;
|
||
List<IVisualEventReceiver> selected = GetSelectedObjects(true, true, true, true);
|
||
|
||
if (selected.Count == 0)
|
||
{
|
||
General.Interface.DisplayStatus(StatusType.Warning, "Selecting ceilings only requires selected surfaces!");
|
||
return;
|
||
}
|
||
|
||
foreach (IVisualEventReceiver i in selected)
|
||
if (i is VisualCeiling)
|
||
counter++;
|
||
else
|
||
{
|
||
RemoveSelectedObject(i);
|
||
(i as VisualGeometry).Selected = false;
|
||
}
|
||
|
||
General.Interface.DisplayStatus(StatusType.Action, "Selected only ceilings (" + counter + ")");
|
||
General.Interface.RedrawDisplay();
|
||
UpdateSelectionInfo();
|
||
UpdateChangedObjects();
|
||
}
|
||
|
||
|
||
//mxd
|
||
[BeginAction("alphabasedtexturehighlighting")]
|
||
public void ToggleAlphaBasedTextureHighlighting()
|
||
{
|
||
BuilderPlug.Me.AlphaBasedTextureHighlighting = !BuilderPlug.Me.AlphaBasedTextureHighlighting;
|
||
General.Interface.DisplayStatus(StatusType.Info, "Alpha-based textures highlighting is " + (BuilderPlug.Me.AlphaBasedTextureHighlighting ? "ENABLED" : "DISABLED"));
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region ================== Texture Alignment
|
||
|
||
//mxd. If checkSelectedSidedefParts is set to true, only selected linedef parts will be aligned (when a sidedef has both top and bottom parts, but only bottom is selected, top texture won't be aligned)
|
||
internal void AutoAlignTextures(BaseVisualGeometrySidedef start, ImageData texture, bool alignx, bool aligny, bool resetsidemarks, bool checkSelectedSidedefParts)
|
||
{
|
||
if(General.Map.UDMF)
|
||
AutoAlignTexturesUDMF(start, texture, alignx, aligny, resetsidemarks, checkSelectedSidedefParts);
|
||
else
|
||
AutoAlignTextures(start, texture, alignx, aligny, resetsidemarks);
|
||
}
|
||
|
||
//mxd. Moved here from Tools
|
||
// This performs texture alignment along all walls that match with the same texture
|
||
// NOTE: This method uses the sidedefs marking to indicate which sides have been aligned
|
||
// When resetsidemarks is set to true, all sidedefs will first be marked false (not aligned).
|
||
// Setting resetsidemarks to false is usefull to align only within a specific selection
|
||
// (set the marked property to true for the sidedefs outside the selection)
|
||
private void AutoAlignTextures(BaseVisualGeometrySidedef start, ImageData texture, bool alignx, bool aligny, bool resetsidemarks)
|
||
{
|
||
Stack<SidedefAlignJob> todo = new Stack<SidedefAlignJob>(50);
|
||
float scalex = (General.Map.Config.ScaledTextureOffsets && !texture.WorldPanning) ? texture.Scale.x : 1.0f;
|
||
float scaley = (General.Map.Config.ScaledTextureOffsets && !texture.WorldPanning) ? texture.Scale.y : 1.0f;
|
||
|
||
// Mark all sidedefs false (they will be marked true when the texture is aligned).
|
||
if(resetsidemarks) General.Map.Map.ClearMarkedSidedefs(false);
|
||
|
||
// Begin with first sidedef
|
||
SidedefAlignJob first = new SidedefAlignJob();
|
||
first.sidedef = start.Sidedef;
|
||
first.offsetx = start.Sidedef.OffsetX;
|
||
int ystartalign = start.Sidedef.OffsetY; //mxd
|
||
|
||
//mxd
|
||
if(start.GeometryType == VisualGeometryType.WALL_MIDDLE_3D)
|
||
{
|
||
first.controlSide = start.GetControlLinedef().Front;
|
||
if (General.Map.SRB2) ystartalign = first.controlSide.OffsetY;
|
||
else
|
||
{
|
||
first.offsetx += first.controlSide.OffsetX;
|
||
ystartalign += first.controlSide.OffsetY;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
first.controlSide = start.Sidedef;
|
||
}
|
||
|
||
//mxd
|
||
HashSet<long> texturehashes = new HashSet<long> { texture.LongName };
|
||
|
||
first.forward = true;
|
||
todo.Push(first);
|
||
|
||
// Continue until nothing more to align
|
||
while(todo.Count > 0)
|
||
{
|
||
// Get the align job to do
|
||
SidedefAlignJob j = todo.Pop();
|
||
|
||
if(j.forward)
|
||
{
|
||
// Apply alignment
|
||
if (alignx)
|
||
{
|
||
if (General.Map.SRB2) j.sidedef.OffsetX = (int)j.offsetx;
|
||
else j.controlSide.OffsetX = (int)j.offsetx;
|
||
}
|
||
if (aligny)
|
||
{
|
||
int newOffsetY = (int)Math.Round((first.ceilingHeight - j.ceilingHeight) / scaley) + ystartalign;
|
||
if (General.Map.SRB2) j.controlSide.OffsetY = newOffsetY;
|
||
else j.sidedef.OffsetY = newOffsetY;
|
||
}
|
||
int forwardoffset = (int)j.offsetx + (int)Math.Round(j.sidedef.Line.Length / scalex);
|
||
int backwardoffset = (int)j.offsetx;
|
||
|
||
j.sidedef.Marked = true;
|
||
|
||
// Wrap the value within the width of the texture (to prevent ridiculous values)
|
||
// NOTE: We don't use ScaledWidth here because the texture offset is in pixels, not mappixels
|
||
if(texture.IsImageLoaded && BuilderModesTools.SidedefTextureMatch(this, j.sidedef, texturehashes))
|
||
{
|
||
if (alignx)
|
||
{
|
||
int repeatmidtexoffset = General.Map.SRB2 && j.sidedef.Line.IsFlagSet(General.Map.Config.RepeatMidtextureFlag) ? (j.sidedef.OffsetX / 4096) * 4096 : 0;
|
||
j.sidedef.OffsetX %= texture.Width;
|
||
j.sidedef.OffsetX += repeatmidtexoffset;
|
||
}
|
||
if (aligny)
|
||
{
|
||
if (General.Map.SRB2) j.controlSide.OffsetY %= texture.Height;
|
||
else j.sidedef.OffsetY %= texture.Height;
|
||
}
|
||
}
|
||
|
||
// Add sidedefs forward (connected to the right vertex)
|
||
Vertex v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
|
||
AddSidedefsForAlignment(todo, v, true, forwardoffset, 1.0f, texturehashes, false);
|
||
|
||
// Add sidedefs backward (connected to the left vertex)
|
||
v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
|
||
AddSidedefsForAlignment(todo, v, false, backwardoffset, 1.0f, texturehashes, false);
|
||
}
|
||
else
|
||
{
|
||
// Apply alignment
|
||
if (alignx)
|
||
{
|
||
int newOffsetX = (int)j.offsetx - (int)Math.Round(j.sidedef.Line.Length / scalex);
|
||
if (General.Map.SRB2) j.sidedef.OffsetX = newOffsetX;
|
||
else j.controlSide.OffsetX = newOffsetX;
|
||
}
|
||
if (aligny)
|
||
{
|
||
int newOffsetY = (int)Math.Round((first.ceilingHeight - j.ceilingHeight) / scaley) + ystartalign;
|
||
if (General.Map.SRB2) j.controlSide.OffsetY = newOffsetY;
|
||
else j.sidedef.OffsetY = newOffsetY;
|
||
}
|
||
int forwardoffset = (int)j.offsetx;
|
||
int backwardoffset = (int)j.offsetx - (int)Math.Round(j.sidedef.Line.Length / scalex);
|
||
|
||
j.sidedef.Marked = true;
|
||
|
||
// Wrap the value within the width of the texture (to prevent ridiculous values)
|
||
// NOTE: We don't use ScaledWidth here because the texture offset is in pixels, not mappixels
|
||
if(texture.IsImageLoaded && BuilderModesTools.SidedefTextureMatch(this, j.sidedef, texturehashes))
|
||
{
|
||
if(alignx) j.sidedef.OffsetX %= texture.Width;
|
||
if (aligny)
|
||
{
|
||
if (General.Map.SRB2) j.controlSide.OffsetY %= texture.Height;
|
||
else j.sidedef.OffsetY %= texture.Height;
|
||
}
|
||
}
|
||
|
||
// Add sidedefs backward (connected to the left vertex)
|
||
Vertex v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
|
||
AddSidedefsForAlignment(todo, v, false, backwardoffset, 1.0f, texturehashes, false);
|
||
|
||
// Add sidedefs forward (connected to the right vertex)
|
||
v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
|
||
AddSidedefsForAlignment(todo, v, true, forwardoffset, 1.0f, texturehashes, false);
|
||
}
|
||
}
|
||
}
|
||
|
||
//mxd. Moved here from GZDoomEditing plugin
|
||
// This performs UDMF texture alignment along all walls that match with the same texture
|
||
// NOTE: This method uses the sidedefs marking to indicate which sides have been aligned
|
||
// When resetsidemarks is set to true, all sidedefs will first be marked false (not aligned).
|
||
// Setting resetsidemarks to false is usefull to align only within a specific selection
|
||
// (set the marked property to true for the sidedefs outside the selection)
|
||
private void AutoAlignTexturesUDMF(BaseVisualGeometrySidedef start, ImageData texture, bool alignx, bool aligny, bool resetsidemarks, bool checkselectedsidedefparts)
|
||
{
|
||
// Mark all sidedefs false (they will be marked true when the texture is aligned)
|
||
if(resetsidemarks) General.Map.Map.ClearMarkedSidedefs(false);
|
||
if(!texture.IsImageLoaded) return;
|
||
|
||
Stack<SidedefAlignJob> todo = new Stack<SidedefAlignJob>(50);
|
||
float scalex = (General.Map.Config.ScaledTextureOffsets && !texture.WorldPanning) ? texture.Scale.x : 1.0f;
|
||
float scaley = (General.Map.Config.ScaledTextureOffsets && !texture.WorldPanning) ? texture.Scale.y : 1.0f;
|
||
|
||
SidedefAlignJob first = new SidedefAlignJob { sidedef = start.Sidedef, offsetx = start.Sidedef.OffsetX };
|
||
first.controlSide = (start.GeometryType == VisualGeometryType.WALL_MIDDLE_3D ? start.GetControlLinedef().Front : start.Sidedef);
|
||
|
||
//mxd. We potentially need to deal with 2 textures (because of long and short texture names)...
|
||
HashSet<long> texturehashes = new HashSet<long> { texture.LongName };
|
||
switch(start.GeometryType)
|
||
{
|
||
case VisualGeometryType.WALL_LOWER:
|
||
texturehashes.Add(first.controlSide.LongLowTexture);
|
||
break;
|
||
|
||
case VisualGeometryType.WALL_MIDDLE:
|
||
case VisualGeometryType.WALL_MIDDLE_3D:
|
||
texturehashes.Add(first.controlSide.LongMiddleTexture);
|
||
break;
|
||
|
||
case VisualGeometryType.WALL_UPPER:
|
||
texturehashes.Add(first.controlSide.LongHighTexture);
|
||
break;
|
||
}
|
||
|
||
//mxd
|
||
List<BaseVisualGeometrySidedef> selectedVisualSides = new List<BaseVisualGeometrySidedef>();
|
||
if(checkselectedsidedefparts && !singleselection)
|
||
{
|
||
foreach(IVisualEventReceiver i in selectedobjects)
|
||
{
|
||
BaseVisualGeometrySidedef side = i as BaseVisualGeometrySidedef;
|
||
if(side != null && !selectedVisualSides.Contains(side)) selectedVisualSides.Add(side);
|
||
}
|
||
}
|
||
|
||
//mxd. Scale
|
||
switch(start.GeometryType)
|
||
{
|
||
case VisualGeometryType.WALL_UPPER:
|
||
first.scaleX = start.Sidedef.Fields.GetValue("scalex_top", 1.0f);
|
||
first.scaleY = start.Sidedef.Fields.GetValue("scaley_top", 1.0f);
|
||
break;
|
||
case VisualGeometryType.WALL_MIDDLE:
|
||
case VisualGeometryType.WALL_MIDDLE_3D:
|
||
first.scaleX = first.controlSide.Fields.GetValue("scalex_mid", 1.0f);
|
||
first.scaleY = first.controlSide.Fields.GetValue("scaley_mid", 1.0f);
|
||
break;
|
||
case VisualGeometryType.WALL_LOWER:
|
||
first.scaleX = start.Sidedef.Fields.GetValue("scalex_bottom", 1.0f);
|
||
first.scaleY = start.Sidedef.Fields.GetValue("scaley_bottom", 1.0f);
|
||
break;
|
||
}
|
||
|
||
// Determine the Y alignment
|
||
float ystartalign = start.Sidedef.OffsetY;
|
||
switch(start.GeometryType)
|
||
{
|
||
case VisualGeometryType.WALL_UPPER:
|
||
ystartalign += Tools.GetSidedefTopOffsetY(start.Sidedef, start.Sidedef.Fields.GetValue("offsety_top", 0.0f), first.scaleY / scaley, false);//mxd
|
||
break;
|
||
case VisualGeometryType.WALL_MIDDLE:
|
||
ystartalign += Tools.GetSidedefMiddleOffsetY(start.Sidedef, start.Sidedef.Fields.GetValue("offsety_mid", 0.0f), first.scaleY / scaley, false);//mxd
|
||
break;
|
||
case VisualGeometryType.WALL_MIDDLE_3D: //mxd. 3d-floors are not affected by Lower/Upper unpegged flags
|
||
ystartalign += first.controlSide.OffsetY - (start.Sidedef.Sector.CeilHeight - first.ceilingHeight);
|
||
ystartalign += start.Sidedef.Fields.GetValue("offsety_mid", 0.0f);
|
||
ystartalign += first.controlSide.Fields.GetValue("offsety_mid", 0.0f);
|
||
break;
|
||
case VisualGeometryType.WALL_LOWER:
|
||
ystartalign += Tools.GetSidedefBottomOffsetY(start.Sidedef, start.Sidedef.Fields.GetValue("offsety_bottom", 0.0f), first.scaleY / scaley, false);//mxd
|
||
break;
|
||
}
|
||
|
||
// Begin with first sidedef
|
||
switch(start.GeometryType)
|
||
{
|
||
case VisualGeometryType.WALL_UPPER:
|
||
first.offsetx += start.Sidedef.Fields.GetValue("offsetx_top", 0.0f);
|
||
break;
|
||
case VisualGeometryType.WALL_MIDDLE:
|
||
first.offsetx += start.Sidedef.Fields.GetValue("offsetx_mid", 0.0f);
|
||
break;
|
||
case VisualGeometryType.WALL_MIDDLE_3D: //mxd. Yup, 4 sets of texture offsets are used
|
||
first.offsetx += start.Sidedef.Fields.GetValue("offsetx_mid", 0.0f);
|
||
first.offsetx += first.controlSide.OffsetX;
|
||
first.offsetx += first.controlSide.Fields.GetValue("offsetx_mid", 0.0f);
|
||
break;
|
||
case VisualGeometryType.WALL_LOWER:
|
||
first.offsetx += start.Sidedef.Fields.GetValue("offsetx_bottom", 0.0f);
|
||
break;
|
||
}
|
||
first.forward = true;
|
||
todo.Push(first);
|
||
|
||
// Continue until nothing more to align
|
||
while(todo.Count > 0)
|
||
{
|
||
Vertex v;
|
||
float forwardoffset, backwardoffset;
|
||
bool matchtop = false;
|
||
bool matchmid = false;
|
||
bool matchbottom = false;
|
||
|
||
// Get the align job to do
|
||
SidedefAlignJob j = todo.Pop();
|
||
|
||
//mxd. Get visual parts
|
||
if(VisualSectorExists(j.sidedef.Sector))
|
||
{
|
||
VisualSidedefParts parts = ((BaseVisualSector)GetVisualSector(j.sidedef.Sector)).GetSidedefParts(j.sidedef);
|
||
VisualSidedefParts controlparts = (j.sidedef != j.controlSide ? ((BaseVisualSector)GetVisualSector(j.controlSide.Sector)).GetSidedefParts(j.controlSide) : parts);
|
||
|
||
matchtop = (!j.sidedef.Marked && (!singleselection || texturehashes.Contains(j.sidedef.LongHighTexture)) && (parts.upper != null && parts.upper.Triangles > 0));
|
||
matchbottom = (!j.sidedef.Marked && (!singleselection || texturehashes.Contains(j.sidedef.LongLowTexture)) && (parts.lower != null && parts.lower.Triangles > 0));
|
||
matchmid = ((!singleselection || texturehashes.Contains(j.controlSide.LongMiddleTexture))
|
||
&& ((controlparts.middledouble != null && controlparts.middledouble.Triangles > 0) || (controlparts.middlesingle != null && controlparts.middlesingle.Triangles > 0))); //mxd
|
||
|
||
//mxd. If there's a selection, check if matched part is actually selected
|
||
if(checkselectedsidedefparts && !singleselection)
|
||
{
|
||
if(matchtop) matchtop = parts.upper.Selected;
|
||
if(matchbottom) matchbottom = parts.lower.Selected;
|
||
if(matchmid) matchmid = ((parts.middledouble != null && parts.middledouble.Selected)
|
||
|| (parts.middlesingle != null && parts.middlesingle.Selected)
|
||
|| SidePartIsSelected(selectedVisualSides, j.sidedef, VisualGeometryType.WALL_MIDDLE_3D));
|
||
}
|
||
}
|
||
|
||
if(!matchbottom && !matchtop && !matchmid) continue; //mxd
|
||
|
||
//mxd. We want to skip realigning of the starting wall part
|
||
if(matchtop) matchtop = (j.sidedef != start.Sidedef || start.GeometryType != VisualGeometryType.WALL_UPPER);
|
||
if(matchmid) matchmid = (j.sidedef != start.Sidedef || (start.GeometryType != VisualGeometryType.WALL_MIDDLE && start.GeometryType != VisualGeometryType.WALL_MIDDLE_3D));
|
||
if(matchbottom) matchbottom = (j.sidedef != start.Sidedef || start.GeometryType != VisualGeometryType.WALL_LOWER);
|
||
|
||
if(matchbottom || matchtop || matchmid)
|
||
{
|
||
j.sidedef.Fields.BeforeFieldsChange();
|
||
if(j.sidedef.Index != j.controlSide.Index) j.controlSide.Fields.BeforeFieldsChange(); //mxd
|
||
}
|
||
|
||
//mxd. Apply Scale
|
||
if(matchtop)
|
||
{
|
||
UniFields.SetFloat(j.sidedef.Fields, "scalex_top", first.scaleX, 1.0f);
|
||
UniFields.SetFloat(j.sidedef.Fields, "scaley_top", j.scaleY, 1.0f);
|
||
}
|
||
if(matchmid)
|
||
{
|
||
UniFields.SetFloat(j.controlSide.Fields, "scalex_mid", first.scaleX, 1.0f);
|
||
UniFields.SetFloat(j.controlSide.Fields, "scaley_mid", j.scaleY, 1.0f);
|
||
}
|
||
if(matchbottom)
|
||
{
|
||
UniFields.SetFloat(j.sidedef.Fields, "scalex_bottom", first.scaleX, 1.0f);
|
||
UniFields.SetFloat(j.sidedef.Fields, "scaley_bottom", j.scaleY, 1.0f);
|
||
}
|
||
|
||
if(j.forward)
|
||
{
|
||
// Apply alignment
|
||
if(alignx)
|
||
{
|
||
float offset = j.offsetx;
|
||
offset -= j.sidedef.OffsetX;
|
||
|
||
if(matchtop)
|
||
{
|
||
ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongHighTexture);
|
||
int texwidth = (tex != null && tex.IsImageLoaded) ? tex.Width : 1;
|
||
j.sidedef.Fields["offsetx_top"] = new UniValue(UniversalType.Float, (float)Math.Round(offset % texwidth, General.Map.FormatInterface.VertexDecimals));
|
||
}
|
||
if(matchbottom)
|
||
{
|
||
ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongLowTexture);
|
||
int texwidth = (tex != null && tex.IsImageLoaded) ? tex.Width : 1;
|
||
j.sidedef.Fields["offsetx_bottom"] = new UniValue(UniversalType.Float, (float)Math.Round(offset % texwidth, General.Map.FormatInterface.VertexDecimals));
|
||
}
|
||
if(matchmid)
|
||
{
|
||
if(j.sidedef.Index != j.controlSide.Index) //mxd. if it's a part of 3d-floor
|
||
{
|
||
offset -= j.controlSide.OffsetX;
|
||
offset -= j.controlSide.Fields.GetValue("offsetx_mid", 0.0f);
|
||
}
|
||
|
||
ImageData tex = General.Map.Data.GetTextureImage(j.controlSide.LongMiddleTexture);
|
||
int texwidth = (tex != null && tex.IsImageLoaded) ? tex.Width : 1;
|
||
j.sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, (float)Math.Round(offset % texwidth, General.Map.FormatInterface.VertexDecimals));
|
||
}
|
||
}
|
||
|
||
if(aligny)
|
||
{
|
||
float offset = ((start.Sidedef.Sector.CeilHeight - j.ceilingHeight) / scaley) * j.scaleY + ystartalign; //mxd
|
||
offset -= j.sidedef.OffsetY; //mxd
|
||
|
||
if(matchtop)
|
||
{
|
||
ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongHighTexture);
|
||
int texheight = (tex != null && tex.IsImageLoaded) ? tex.Height : 1;
|
||
j.sidedef.Fields["offsety_top"] = new UniValue(UniversalType.Float,
|
||
(float)Math.Round(Tools.GetSidedefTopOffsetY(j.sidedef, offset, j.scaleY / scaley, true) % texheight, General.Map.FormatInterface.VertexDecimals)); //mxd
|
||
}
|
||
if(matchbottom)
|
||
{
|
||
ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongLowTexture);
|
||
int texheight = (tex != null && tex.IsImageLoaded) ? tex.Height : 1;
|
||
j.sidedef.Fields["offsety_bottom"] = new UniValue(UniversalType.Float,
|
||
(float)Math.Round(Tools.GetSidedefBottomOffsetY(j.sidedef, offset, j.scaleY / scaley, true) % texheight, General.Map.FormatInterface.VertexDecimals)); //mxd
|
||
}
|
||
if(matchmid)
|
||
{
|
||
//mxd. Side is part of a 3D floor?
|
||
if(j.sidedef.Index != j.controlSide.Index)
|
||
{
|
||
offset -= j.controlSide.OffsetY;
|
||
offset -= j.controlSide.Fields.GetValue("offsety_mid", 0.0f);
|
||
|
||
ImageData tex = General.Map.Data.GetTextureImage(j.controlSide.LongMiddleTexture);
|
||
int texheight = (tex != null && tex.IsImageLoaded) ? tex.Height : 1;
|
||
j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float,
|
||
(float)Math.Round(offset % texheight, General.Map.FormatInterface.VertexDecimals));
|
||
}
|
||
else
|
||
{
|
||
ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongMiddleTexture);
|
||
offset = Tools.GetSidedefMiddleOffsetY(j.sidedef, offset, j.scaleY / scaley, true);
|
||
|
||
if(tex != null && tex.IsImageLoaded)
|
||
{
|
||
bool startisnonwrappedmidtex = (start.Sidedef.Other != null && start.GeometryType == VisualGeometryType.WALL_MIDDLE && !start.Sidedef.IsFlagSet("wrapmidtex") && !start.Sidedef.Line.IsFlagSet("wrapmidtex"));
|
||
bool cursideisnonwrappedmidtex = (j.sidedef.Other != null && !j.sidedef.IsFlagSet("wrapmidtex") && !j.sidedef.Line.IsFlagSet("wrapmidtex"));
|
||
|
||
//mxd. Only clamp when the texture is wrapped
|
||
if(!cursideisnonwrappedmidtex) offset %= tex.Height;
|
||
|
||
if(!startisnonwrappedmidtex && cursideisnonwrappedmidtex)
|
||
{
|
||
//mxd. This should be doublesided non-wrapped line. Find the nearset aligned position
|
||
float curoffset = UniFields.GetFloat(j.sidedef.Fields, "offsety_mid") + j.sidedef.OffsetY;
|
||
offset += tex.Height * (float)Math.Round(curoffset / tex.Height - 0.5f * Math.Sign(j.scaleY));
|
||
|
||
// Make sure the surface stays between floor and ceiling
|
||
if(j.sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag) || Math.Sign(j.scaleY) == -1)
|
||
{
|
||
if(offset < -tex.Height)
|
||
offset += tex.Height;
|
||
else if(offset > j.sidedef.GetMiddleHeight())
|
||
offset -= tex.Height;
|
||
}
|
||
else
|
||
{
|
||
if(offset < -(j.sidedef.GetMiddleHeight() + tex.Height))
|
||
offset += tex.Height;
|
||
else if(offset > tex.Height)
|
||
offset -= tex.Height;
|
||
}
|
||
}
|
||
}
|
||
|
||
j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float,
|
||
(float)Math.Round(offset, General.Map.FormatInterface.VertexDecimals)); //mxd
|
||
}
|
||
}
|
||
}
|
||
|
||
forwardoffset = j.offsetx + (float)Math.Round(j.sidedef.Line.Length / scalex * first.scaleX, General.Map.FormatInterface.VertexDecimals);
|
||
backwardoffset = j.offsetx;
|
||
|
||
// Done this sidedef
|
||
j.sidedef.Marked = true;
|
||
j.controlSide.Marked = true;
|
||
|
||
// Add sidedefs backward (connected to the left vertex)
|
||
v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
|
||
AddSidedefsForAlignment(todo, v, false, backwardoffset, j.scaleY, texturehashes, true);
|
||
|
||
// Add sidedefs forward (connected to the right vertex)
|
||
v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
|
||
AddSidedefsForAlignment(todo, v, true, forwardoffset, j.scaleY, texturehashes, true);
|
||
}
|
||
else
|
||
{
|
||
// Apply alignment
|
||
if(alignx)
|
||
{
|
||
float offset = j.offsetx - (float)Math.Round(j.sidedef.Line.Length / scalex * first.scaleX, General.Map.FormatInterface.VertexDecimals);
|
||
offset -= j.sidedef.OffsetX;
|
||
|
||
if(matchtop)
|
||
{
|
||
ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongHighTexture);
|
||
int texwidth = (tex != null && tex.IsImageLoaded) ? tex.Width : 1;
|
||
j.sidedef.Fields["offsetx_top"] = new UniValue(UniversalType.Float,
|
||
(float)Math.Round(offset % texwidth, General.Map.FormatInterface.VertexDecimals));
|
||
}
|
||
if(matchbottom)
|
||
{
|
||
ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongLowTexture);
|
||
int texwidth = (tex != null && tex.IsImageLoaded) ? tex.Width : 1;
|
||
j.sidedef.Fields["offsetx_bottom"] = new UniValue(UniversalType.Float,
|
||
(float)Math.Round(offset % texwidth, General.Map.FormatInterface.VertexDecimals));
|
||
}
|
||
if(matchmid)
|
||
{
|
||
if(j.sidedef.Index != j.controlSide.Index) //mxd
|
||
{
|
||
offset -= j.controlSide.OffsetX;
|
||
offset -= j.controlSide.Fields.GetValue("offsetx_mid", 0.0f);
|
||
}
|
||
|
||
ImageData tex = General.Map.Data.GetTextureImage(j.controlSide.LongMiddleTexture);
|
||
int texwidth = (tex != null && tex.IsImageLoaded) ? tex.Width : 1;
|
||
j.sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float,
|
||
(float)Math.Round(offset % texwidth, General.Map.FormatInterface.VertexDecimals));
|
||
}
|
||
}
|
||
|
||
if(aligny)
|
||
{
|
||
float offset = ((start.Sidedef.Sector.CeilHeight - j.ceilingHeight) / scaley) * j.scaleY + ystartalign; //mxd
|
||
offset -= j.sidedef.OffsetY; //mxd
|
||
|
||
if(matchtop)
|
||
{
|
||
ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongHighTexture);
|
||
int texheight = (tex != null && tex.IsImageLoaded) ? tex.Height : 1;
|
||
j.sidedef.Fields["offsety_top"] = new UniValue(UniversalType.Float,
|
||
(float)Math.Round(Tools.GetSidedefTopOffsetY(j.sidedef, offset, j.scaleY / scaley, true) % texheight, General.Map.FormatInterface.VertexDecimals)); //mxd
|
||
}
|
||
if(matchbottom)
|
||
{
|
||
ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongLowTexture);
|
||
int texheight = (tex != null && tex.IsImageLoaded) ? tex.Height : 1;
|
||
j.sidedef.Fields["offsety_bottom"] = new UniValue(UniversalType.Float,
|
||
(float)Math.Round(Tools.GetSidedefBottomOffsetY(j.sidedef, offset, j.scaleY / scaley, true) % texheight, General.Map.FormatInterface.VertexDecimals)); //mxd
|
||
}
|
||
if(matchmid)
|
||
{
|
||
//mxd. Side is part of a 3D floor?
|
||
if(j.sidedef.Index != j.controlSide.Index)
|
||
{
|
||
offset -= j.controlSide.OffsetY;
|
||
offset -= j.controlSide.Fields.GetValue("offsety_mid", 0.0f);
|
||
|
||
ImageData tex = General.Map.Data.GetTextureImage(j.controlSide.LongMiddleTexture);
|
||
int texheight = (tex != null && tex.IsImageLoaded) ? tex.Height : 1;
|
||
j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float,
|
||
(float)Math.Round(offset % texheight, General.Map.FormatInterface.VertexDecimals)); //mxd
|
||
}
|
||
else
|
||
{
|
||
ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongMiddleTexture);
|
||
offset = Tools.GetSidedefMiddleOffsetY(j.sidedef, offset, j.scaleY / scaley, true);
|
||
|
||
if(tex != null && tex.IsImageLoaded)
|
||
{
|
||
bool startisnonwrappedmidtex = (start.Sidedef.Other != null && start.GeometryType == VisualGeometryType.WALL_MIDDLE && !start.Sidedef.IsFlagSet("wrapmidtex") && !start.Sidedef.Line.IsFlagSet("wrapmidtex"));
|
||
bool cursideisnonwrappedmidtex = (j.sidedef.Other != null && !j.sidedef.IsFlagSet("wrapmidtex") && !j.sidedef.Line.IsFlagSet("wrapmidtex"));
|
||
|
||
//mxd. Only clamp when the texture is wrapped
|
||
if(!cursideisnonwrappedmidtex) offset %= tex.Height;
|
||
|
||
if(!startisnonwrappedmidtex && cursideisnonwrappedmidtex)
|
||
{
|
||
//mxd. This should be doublesided non-wrapped line. Find the nearset aligned position
|
||
float curoffset = UniFields.GetFloat(j.sidedef.Fields, "offsety_mid") + j.sidedef.OffsetY;
|
||
offset += tex.Height * (float)Math.Round(curoffset / tex.Height - 0.5f * Math.Sign(j.scaleY));
|
||
|
||
// Make sure the surface stays between floor and ceiling
|
||
if(j.sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag) || Math.Sign(j.scaleY) == -1)
|
||
{
|
||
if(offset < -tex.Height)
|
||
offset += tex.Height;
|
||
else if(offset > j.sidedef.GetMiddleHeight())
|
||
offset -= tex.Height;
|
||
}
|
||
else
|
||
{
|
||
if(offset < -(j.sidedef.GetMiddleHeight() + tex.Height))
|
||
offset += tex.Height;
|
||
else if(offset > tex.Height)
|
||
offset -= tex.Height;
|
||
}
|
||
}
|
||
}
|
||
|
||
j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float,
|
||
(float)Math.Round(offset, General.Map.FormatInterface.VertexDecimals)); //mxd
|
||
}
|
||
}
|
||
}
|
||
|
||
forwardoffset = j.offsetx;
|
||
backwardoffset = j.offsetx - (float)Math.Round(j.sidedef.Line.Length / scalex * first.scaleX, General.Map.FormatInterface.VertexDecimals);
|
||
|
||
// Done this sidedef
|
||
j.sidedef.Marked = true;
|
||
j.controlSide.Marked = true;
|
||
|
||
// Add sidedefs forward (connected to the right vertex)
|
||
v = j.sidedef.IsFront ? j.sidedef.Line.End : j.sidedef.Line.Start;
|
||
AddSidedefsForAlignment(todo, v, true, forwardoffset, j.scaleY, texturehashes, true);
|
||
|
||
// Add sidedefs backward (connected to the left vertex)
|
||
v = j.sidedef.IsFront ? j.sidedef.Line.Start : j.sidedef.Line.End;
|
||
AddSidedefsForAlignment(todo, v, false, backwardoffset, j.scaleY, texturehashes, true);
|
||
}
|
||
}
|
||
}
|
||
|
||
// This adds the matching, unmarked sidedefs from a vertex for texture alignment
|
||
private void AddSidedefsForAlignment(Stack<SidedefAlignJob> stack, Vertex v, bool forward, float offsetx, float scaleY, HashSet<long> texturelongnames, bool udmf)
|
||
{
|
||
foreach(Linedef ld in v.Linedefs)
|
||
{
|
||
Sidedef side1 = forward ? ld.Front : ld.Back;
|
||
Sidedef side2 = forward ? ld.Back : ld.Front;
|
||
|
||
// [ZZ] I don't know what logic here is.
|
||
// I'm going to check if any side is marked, and if so, don't add.
|
||
if ((side1 != null && side1.Marked) ||
|
||
(side2 != null && side2.Marked)) continue;
|
||
|
||
if((ld.Start == v) && (side1 != null) && !side1.Marked)
|
||
{
|
||
List<Sidedef> controlSides = GetControlSides(side1, udmf); //mxd
|
||
|
||
foreach(Sidedef s in controlSides)
|
||
{
|
||
if(!singleselection || BuilderModesTools.SidedefTextureMatch(this, s, texturelongnames))
|
||
{
|
||
SidedefAlignJob nj = new SidedefAlignJob();
|
||
nj.forward = forward;
|
||
nj.offsetx = offsetx;
|
||
nj.scaleY = scaleY; //mxd
|
||
nj.sidedef = side1;
|
||
nj.controlSide = s; //mxd
|
||
stack.Push(nj);
|
||
}
|
||
}
|
||
}
|
||
else if((ld.End == v) && (side2 != null) && !side2.Marked)
|
||
{
|
||
List<Sidedef> controlSides = GetControlSides(side2, udmf); //mxd
|
||
|
||
foreach(Sidedef s in controlSides)
|
||
{
|
||
if(!singleselection || BuilderModesTools.SidedefTextureMatch(this, s, texturelongnames))
|
||
{
|
||
SidedefAlignJob nj = new SidedefAlignJob();
|
||
nj.forward = forward;
|
||
nj.offsetx = offsetx;
|
||
nj.scaleY = scaleY; //mxd
|
||
nj.sidedef = side2;
|
||
nj.controlSide = s; //mxd
|
||
stack.Push(nj);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//mxd
|
||
private static bool SidePartIsSelected(List<BaseVisualGeometrySidedef> selection, Sidedef side, VisualGeometryType geoType)
|
||
{
|
||
foreach(BaseVisualGeometrySidedef vs in selection)
|
||
if(vs.GeometryType == geoType && vs.Sidedef.Index == side.Index) return true;
|
||
return false;
|
||
}
|
||
|
||
//mxd
|
||
private List<Sidedef> GetControlSides(Sidedef side, bool udmf)
|
||
{
|
||
if(side.Other == null) return new List<Sidedef> { side };
|
||
if(side.Other.Sector.Tag == 0) return new List<Sidedef> { side };
|
||
|
||
SectorData data = GetSectorDataEx(side.Other.Sector);
|
||
if(data == null || data.ExtraFloors.Count == 0) return new List<Sidedef> { side };
|
||
|
||
List<Sidedef> sides = new List<Sidedef>();
|
||
foreach(Effect3DFloor ef in data.ExtraFloors)
|
||
sides.Add(ef.Linedef.Front);
|
||
|
||
if(udmf)
|
||
sides.Add(side); //UDMF map format
|
||
else
|
||
sides.Insert(0, side); //Doom/Hexen map format: if a sidedef has lower/upper parts, they take predecence in alignment
|
||
|
||
return sides;
|
||
}
|
||
|
||
#endregion
|
||
}
|
||
}
|