// Flood-fill textures
        public virtual void OnTextureFloodfill()
        {
            if (BuilderPlug.Me.CopiedTexture != null)
            {
                string oldtexture     = GetTextureName();
                long   oldtexturelong = Lump.MakeLongName(oldtexture);
                string newtexture     = BuilderPlug.Me.CopiedTexture;
                if (newtexture != oldtexture)
                {
                    mode.CreateUndo("Flood-fill textures with " + newtexture);
                    mode.SetActionResult("Flood-filled textures with " + newtexture + ".");

                    mode.Renderer.SetCrosshairBusy(true);
                    General.Interface.RedrawDisplay();

                    // Get the texture
                    ImageData newtextureimage = General.Map.Data.GetTextureImage(newtexture);
                    if (newtextureimage != null)
                    {
                        if (mode.IsSingleSelection)
                        {
                            // Clear all marks, this will align everything it can
                            General.Map.Map.ClearMarkedSidedefs(false);
                        }
                        else
                        {
                            // Limit the alignment to selection only
                            General.Map.Map.ClearMarkedSidedefs(true);
                            List <Sidedef> sides = mode.GetSelectedSidedefs();
                            foreach (Sidedef sd in sides)
                            {
                                sd.Marked = false;
                            }
                        }

                        // Do the alignment
                        Tools.FloodfillTextures(this.Sidedef, oldtexturelong, newtextureimage, 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 (mode.VisualSectorExists(sd.Sector))
                            {
                                BaseVisualSector   vs    = (mode.GetVisualSector(sd.Sector) as BaseVisualSector);
                                VisualSidedefParts parts = vs.GetSidedefParts(sd);
                                parts.SetupAllParts();
                            }
                        }

                        General.Map.Data.UpdateUsedTextures();
                        mode.Renderer.SetCrosshairBusy(false);
                        mode.ShowTargetInfo();
                    }
                }
            }
        }
Exemplo n.º 2
0
 // Paste properties
 public virtual void OnPasteProperties()
 {
     if (BuilderPlug.Me.CopiedThingProps != null)
     {
         mode.CreateUndo("Paste thing properties");
         mode.SetActionResult("Pasted thing properties.");
         BuilderPlug.Me.CopiedThingProps.Apply(Thing);
         Thing.UpdateConfiguration();
         this.Rebuild();
         mode.ShowTargetInfo();
     }
 }
Exemplo n.º 3
0
        // This is called to update UV dragging
        protected virtual void UpdateDragUV()
        {
            float u_ray = 1.0f;

            // Calculate intersection position
            this.Level.plane.GetIntersection(General.Map.VisualCamera.Position, General.Map.VisualCamera.Target, ref u_ray);
            Vector3D intersect = General.Map.VisualCamera.Position + (General.Map.VisualCamera.Target - General.Map.VisualCamera.Position) * u_ray;

            // Calculate offsets
            Vector3D dragdelta = intersect - dragorigin;
            float    offsetx   = dragdelta.x;
            float    offsety   = dragdelta.y;

            // Apply offsets
            int newoffsetx = startoffsetx - (int)Math.Round(offsetx);
            int newoffsety = startoffsety + (int)Math.Round(offsety);

            mode.ApplyFlatOffsetChange(prevoffsetx - newoffsetx, prevoffsety - newoffsety);
            prevoffsetx = newoffsetx;
            prevoffsety = newoffsety;

            mode.ShowTargetInfo();
        }