// Paste properties public virtual void OnPasteProperties() { if (BuilderPlug.Me.CopiedSidedefProps != null) { mode.CreateUndo("Paste sidedef properties"); mode.SetActionResult("Pasted sidedef properties."); BuilderPlug.Me.CopiedSidedefProps.Apply(Sidedef); // Update sectors on both sides BaseVisualSector front = (BaseVisualSector)mode.GetVisualSector(Sidedef.Sector); if (front != null) { front.Changed = true; } if (Sidedef.Other != null) { BaseVisualSector back = (BaseVisualSector)mode.GetVisualSector(Sidedef.Other.Sector); if (back != null) { back.Changed = true; } } mode.ShowTargetInfo(); } }
// Edit button released public virtual void OnEditEnd() { if (General.Interface.IsActiveWindow) { List <Linedef> linedefs = mode.GetSelectedLinedefs(); DialogResult result = General.Interface.ShowEditLinedefs(linedefs); if (result == DialogResult.OK) { foreach (Linedef l in linedefs) { if (l.Front != null) { if (mode.VisualSectorExists(l.Front.Sector)) { BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(l.Front.Sector); vs.UpdateSectorGeometry(false); } } if (l.Back != null) { if (mode.VisualSectorExists(l.Back.Sector)) { BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(l.Back.Sector); vs.UpdateSectorGeometry(false); } } } mode.RebuildElementData(); } } }
// Raise/lower thing public virtual void OnChangeTargetHeight(int amount) { if (General.Map.FormatInterface.HasThingHeight) { if ((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket)) { undoticket = mode.CreateUndo("Change thing height"); } Thing.Move(Thing.Position + new Vector3D(0.0f, 0.0f, (float)amount)); mode.SetActionResult("Changed thing height to " + Thing.Position.z + "."); // Update what must be updated ThingData td = mode.GetThingData(this.Thing); foreach (KeyValuePair <Sector, bool> s in td.UpdateAlso) { if (mode.VisualSectorExists(s.Key)) { BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(s.Key); vs.UpdateSectorGeometry(s.Value); } } this.Changed = true; } }
// This sets the Lower Unpegged flag public virtual void ApplyLowerUnpegged(bool set) { if (!set) { // Remove flag mode.CreateUndo("Remove lower-unpegged setting"); mode.SetActionResult("Removed lower-unpegged setting."); this.Sidedef.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, false); } else { // Add flag mode.CreateUndo("Set lower-unpegged setting"); mode.SetActionResult("Set lower-unpegged setting."); this.Sidedef.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, true); } // Update sidedef geometry VisualSidedefParts parts = Sector.GetSidedefParts(Sidedef); parts.SetupAllParts(); // Update other sidedef geometry if (Sidedef.Other != null) { BaseVisualSector othersector = (BaseVisualSector)mode.GetVisualSector(Sidedef.Other.Sector); parts = othersector.GetSidedefParts(Sidedef.Other); parts.SetupAllParts(); } }
// This resets this sector data and all sectors that require updating after me public void Reset() { if (isupdating) { return; } isupdating = true; // This is set to false so that this sector is rebuilt the next time it is needed! updated = false; // The visual sector associated is now outdated if (mode.VisualSectorExists(sector)) { BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(sector); vs.UpdateSectorGeometry(false); } // Also reset the sectors that depend on this sector foreach (KeyValuePair <Sector, bool> s in updatesectors) { SectorData sd = mode.GetSectorData(s.Key); sd.Reset(); } isupdating = false; }
// Auto-align texture X offsets public virtual void OnTextureAlign(bool alignx, bool aligny) { mode.CreateUndo("Auto-align textures"); mode.SetActionResult("Auto-aligned textures."); // Make sure the texture is loaded (we need the texture size) if (!base.Texture.IsImageLoaded) { base.Texture.LoadImage(); } 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; } } SidedefPart part; if (this is VisualLower) { part = SidedefPart.Lower; } else if (this is VisualUpper) { part = SidedefPart.Upper; } else { part = SidedefPart.Middle; } // Do the alignment BuilderPlug.AutoAlignTextures(this.Sidedef, part, base.Texture, alignx, aligny, 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(); } } }
// 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(); } } } }
// 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; }
// Constructor public EffectThingLineSlope(SectorData data, Thing sourcething) : base(data) { thing = sourcething; // New effect added: This sector needs an update! if (data.Mode.VisualSectorExists(data.Sector)) { BaseVisualSector vs = (BaseVisualSector)data.Mode.GetVisualSector(data.Sector); vs.UpdateSectorGeometry(true); } }
// Constructor public Effect3DFloor(SectorData data, Linedef sourcelinedef) : base(data) { linedef = sourcelinedef; // New effect added: This sector needs an update! if (data.Mode.VisualSectorExists(data.Sector)) { BaseVisualSector vs = (BaseVisualSector)data.Mode.GetVisualSector(data.Sector); vs.UpdateSectorGeometry(true); } }
// Constructor public EffectThingVertexSlope(SectorData data, List <Thing> sourcethings, bool floor) : base(data) { things = sourcethings; slopefloor = floor; // New effect added: This sector needs an update! if (data.Mode.VisualSectorExists(data.Sector)) { BaseVisualSector vs = (BaseVisualSector)data.Mode.GetVisualSector(data.Sector); vs.UpdateSectorGeometry(true); } }
// Sector height change public virtual void OnChangeTargetHeight(int amount) { changed = true; ChangeHeight(amount); // Rebuild sector if (mode.VisualSectorExists(level.sector)) { BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(level.sector); vs.UpdateSectorGeometry(true); } }
// This changes the texture protected override void SetTexture(string texturename) { level.sector.SetCeilTexture(texturename); General.Map.Data.UpdateUsedTextures(); if (level.sector == this.Sector.Sector) { this.Setup(); } else if (mode.VisualSectorExists(level.sector)) { BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(level.sector); vs.UpdateSectorGeometry(false); } }
// Paste properties public virtual void OnPasteProperties() { if (BuilderPlug.Me.CopiedSectorProps != null) { mode.CreateUndo("Paste sector properties"); mode.SetActionResult("Pasted sector properties."); BuilderPlug.Me.CopiedSectorProps.Apply(level.sector); if (mode.VisualSectorExists(level.sector)) { BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(level.sector); vs.UpdateSectorGeometry(true); } mode.ShowTargetInfo(); } }
// Edit button released public virtual void OnEditEnd() { if (General.Interface.IsActiveWindow) { List <Sector> sectors = mode.GetSelectedSectors(); DialogResult result = General.Interface.ShowEditSectors(sectors); if (result == DialogResult.OK) { // Rebuild sector foreach (Sector s in sectors) { if (mode.VisualSectorExists(s)) { BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(s); vs.UpdateSectorGeometry(true); } } } } }
// Flood-fill textures public virtual void OnTextureFloodfill() { if (BuilderPlug.Me.CopiedFlat != null) { string oldtexture = GetTextureName(); long oldtexturelong = Lump.MakeLongName(oldtexture); string newtexture = BuilderPlug.Me.CopiedFlat; if (newtexture != oldtexture) { // Get the texture ImageData newtextureimage = General.Map.Data.GetFlatImage(newtexture); if (newtextureimage != null) { bool fillceilings = (this is VisualCeiling); if (fillceilings) { mode.CreateUndo("Flood-fill ceilings with " + newtexture); mode.SetActionResult("Flood-filled ceilings with " + newtexture + "."); } else { mode.CreateUndo("Flood-fill floors with " + newtexture); mode.SetActionResult("Flood-filled floors with " + newtexture + "."); } mode.Renderer.SetCrosshairBusy(true); General.Interface.RedrawDisplay(); if (mode.IsSingleSelection) { // Clear all marks, this will align everything it can General.Map.Map.ClearMarkedSectors(false); } else { // Limit the alignment to selection only General.Map.Map.ClearMarkedSectors(true); List <Sector> sectors = mode.GetSelectedSectors(); foreach (Sector s in sectors) { s.Marked = false; } } // Do the fill Tools.FloodfillFlats(this.Sector.Sector, fillceilings, oldtexturelong, newtextureimage, false); // Get the changed sectors List <Sector> changes = General.Map.Map.GetMarkedSectors(true); foreach (Sector s in changes) { // Update the visual sector if (mode.VisualSectorExists(s)) { BaseVisualSector vs = (mode.GetVisualSector(s) as BaseVisualSector); if (fillceilings) { vs.Ceiling.Setup(); } else { vs.Floor.Setup(); } } } General.Map.Data.UpdateUsedTextures(); mode.Renderer.SetCrosshairBusy(false); mode.ShowTargetInfo(); } } } }