// This updates this virtual the sector and neightbours if needed public void UpdateSectorGeometry(bool includeneighbours) { if (isupdating) { return; } isupdating = true; changed = true; // Not sure what from this part we need, so commented out for now SectorData data = GetSectorData(); data.Reset(); // Update sectors that rely on this sector foreach (KeyValuePair <Sector, bool> s in data.UpdateAlso) { if (mode.VisualSectorExists(s.Key)) { BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(s.Key); vs.UpdateSectorGeometry(s.Value); } } // Go for all things in this sector foreach (Thing t in General.Map.Map.Things) { if (t.Sector == this.Sector) { if (mode.VisualThingExists(t)) { // Update thing BaseVisualThing vt = (mode.GetVisualThing(t) as BaseVisualThing); vt.Changed = true; } } } if (includeneighbours) { // Also rebuild surrounding sectors, because outside sidedefs may need to be adjusted foreach (Sidedef sd in this.Sector.Sidedefs) { if (sd.Other != null) { if (mode.VisualSectorExists(sd.Other.Sector)) { BaseVisualSector bvs = (BaseVisualSector)mode.GetVisualSector(sd.Other.Sector); bvs.Changed = true; } } } } isupdating = false; }
// Edit button released public virtual void OnEditEnd() { if (General.Interface.IsActiveWindow) { List <Thing> things = mode.GetSelectedThings(); DialogResult result = General.Interface.ShowEditThings(things); if (result == DialogResult.OK) { foreach (Thing t in things) { VisualThing vt = mode.GetVisualThing(t); if (vt != null) { (vt as BaseVisualThing).Changed = true; } } } } }
// Sector brightness change public virtual void OnChangeTargetBrightness(bool up) { if (!Sector.Changed) { // Change brightness mode.CreateUndo("Change sector brightness", UndoGroup.SectorBrightnessChange, Sector.Sector.FixedIndex); if (up) { Sector.Sector.Brightness = General.Map.Config.BrightnessLevels.GetNextHigher(Sector.Sector.Brightness); } else { Sector.Sector.Brightness = General.Map.Config.BrightnessLevels.GetNextLower(Sector.Sector.Brightness); } mode.SetActionResult("Changed sector brightness to " + Sector.Sector.Brightness + "."); Sector.Sector.UpdateCache(); // Rebuild sector Sector.UpdateSectorGeometry(false); // Go for all things in this sector foreach (Thing t in General.Map.Map.Things) { if (t.Sector == Sector.Sector) { if (mode.VisualThingExists(t)) { // Update thing BaseVisualThing vt = (mode.GetVisualThing(t) as BaseVisualThing); vt.Changed = true; } } } } }