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#region ================== Copyright (c) 2007 Pascal vd Heiden

/*
 * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
 * This program is released under GNU General Public License
 * 
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 * 
 */

#endregion

#region ================== Namespaces

using System;
using System.Collections.Generic;
using System.Diagnostics;
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using System.Linq;
using System.Windows.Forms;
using CodeImp.DoomBuilder.BuilderModes.Interface;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.VisualModes;
using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.GZBuilder.Data;
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using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.Data;

#endregion

namespace CodeImp.DoomBuilder.BuilderModes
{
	[EditMode(DisplayName = "Visual Mode",
			  SwitchAction = "gzdbvisualmode", // Action name used to switch to this mode
			  ButtonImage = "VisualMode.png",	// Image resource name for the button
			  ButtonOrder = 1,					// Position of the button (lower is more to the left)
			  ButtonGroup = "001_visual",

	public class BaseVisualMode : VisualMode
	{
		#region ================== Constants
		// Object picking
		private const long PICK_INTERVAL = 80;
		private const long PICK_INTERVAL_PAINT_SELECT = 10; // biwa

		// Gravity
		private const float GRAVITY = -0.06f;
		
		#endregion
		
		#region ================== Variables
		private double cameraflooroffset = 41.0;		// same as in doom
		private double cameraceilingoffset = 10.0;
		
		// Object picking
		private VisualPickResult target;
		private long lastpicktime;
		private bool locktarget;
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		private bool useSelectionFromClassicMode;//mxd
		private readonly Timer selectioninfoupdatetimer; //mxd
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		// This keeps extra element info
		private Dictionary<Sector, SectorData> sectordata;
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		private Dictionary<Thing, ThingData> thingdata;
		private Dictionary<Vertex, VertexData> vertexdata; //mxd
		//private Dictionary<Thing, EffectDynamicLight> lightdata; //mxd
		// This is true when a selection was made because the action is performed
		// on an object that was not selected. In this case the previous selection
		// is cleared and the targeted object is temporarely selected to perform
		// the action on. After the action is completed, the object is deselected.
		private bool singleselection;
		// We keep these to determine if we need to make a new undo level
		private bool selectionchanged;
		private VisualActionResult actionresult;
		// List of selected objects when an action is performed
		private List<IVisualEventReceiver> selectedobjects;
		//mxd. Used in Cut/PasteSelection actions
		private readonly List<ThingCopyData> copybuffer;
		private Type lasthighlighttype;
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		// biwa. Info for paint selection
		protected bool paintselectpressed;
		protected Type paintselecttype = null;
		protected IVisualPickable highlighted; // biwa

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		//mxd. Moved here from Tools
		private struct SidedefAlignJob
		{
			public Sidedef sidedef;

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			public double offsetx;
			public double scaleX; //mxd
			public double scaleY; //mxd
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			private Sidedef controlside; //mxd
				get
				{
					return controlside;
				}
				set
				{
					controlside = value;
					ceilingheight = (controlside.Index != sidedef.Index && controlside.Line.Args[1] == 0 ? controlside.Sector.FloorHeight : controlside.Sector.CeilHeight);
				}
			}

			private int ceilingheight; //mxd
			public int ceilingHeight { get { return ceilingheight; } } //mxd

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			// When this is true, the previous sidedef was on the left of
			// this one and the texture X offset of this sidedef can be set
			// directly. When this is false, the length of this sidedef
			// must be subtracted from the X offset first.
			public bool forward;
		}
		#endregion
		
		#region ================== Properties

		public override object HighlightedObject
		{
			get
			{
				// Geometry picked?
				VisualGeometry vg = target.picked as VisualGeometry;
				if(vg != null)
					if(vg.Sidedef != null) return vg.Sidedef;
					if(vg.Sector != null) return vg.Sector;
				VisualThing vt = target.picked as VisualThing;
				if(vt != null) return vt.Thing;
		public object HighlightedTarget { get { return target.picked; } } //mxd
		public bool UseSelectionFromClassicMode { get { return useSelectionFromClassicMode; } } //mxd
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		new public IRenderer3D Renderer { get { return renderer; } }
		
		public bool IsSingleSelection { get { return singleselection; } }
		public bool SelectionChanged { get { return selectionchanged; } set { selectionchanged |= value; } }
		public bool PaintSelectPressed { get { return paintselectpressed; } } // biwa
		public Type PaintSelectType { get { return paintselecttype; } set { paintselecttype = value; } } // biwa
		public IVisualPickable Highlighted { get { return highlighted; } } // biwa

		#endregion
		
		#region ================== Constructor / Disposer

		// Constructor
		public BaseVisualMode()
		{
			// Initialize
			this.gravity = new Vector3D(0.0f, 0.0f, 0.0f);
			this.selectedobjects = new List<IVisualEventReceiver>();
			this.copybuffer = new List<ThingCopyData>();
			this.selectioninfoupdatetimer = new Timer();
			selectioninfoupdatetimer.Interval = 100;
			selectioninfoupdatetimer.Tick += SelectioninfoupdatetimerOnTick;
			
			// We have no destructor
			GC.SuppressFinalize(this);
		}

		// Disposer
		public override void Dispose()
		{
			// Not already disposed?
			if(!isdisposed)
			{
				// Clean up
				selectioninfoupdatetimer.Dispose(); //mxd
				
				// Done
				base.Dispose();
			}
		}

		#endregion
		
		#region ================== Methods
		internal int CalculateBrightness(int level)
			return renderer.CalculateBrightness(level);
		//mxd. This calculates brightness level with doom-style shading
		internal int CalculateBrightness(int level, Sidedef sd) 
		{
			return renderer.CalculateBrightness(level, sd);
		}
		// This adds a selected object
		internal void AddSelectedObject(IVisualEventReceiver obj)
		{
			selectedobjects.Add(obj);
			selectionchanged = true;
			selectioninfoupdatetimer.Start(); //mxd
		}
		
		// This removes a selected object
		internal void RemoveSelectedObject(IVisualEventReceiver obj)
		{
			selectedobjects.Remove(obj);
			selectionchanged = true;
			selectioninfoupdatetimer.Start(); //mxd
		// This is called before an action is performed
		public void PreAction(int multiselectionundogroup)
			actionresult = new VisualActionResult();
			// If the action is not performed on a selected object, clear the
			// current selection and make a temporary selection for the target.
			if ((target.picked != null) && !target.picked.Selected && (BuilderPlug.Me.VisualModeClearSelection || (selectedobjects.Count == 0)))
				// Single object, no selection
				singleselection = true;

				// Only clear the selection if anything is selected, since it can be very time consuming on huge maps
				if(BuilderPlug.Me.VisualModeClearSelection && selectedobjects.Count > 0)
					ClearSelection();

				// Check if we should make a new undo level
				// We don't want to do this if this is the same action with the same
				// selection and the action wants to group the undo levels
				if((lastundogroup != multiselectionundogroup) || (lastundogroup == UndoGroup.None) ||
				   (multiselectionundogroup == UndoGroup.None) || selectionchanged)
				{
					// We want to create a new undo level, but not just yet
					lastundogroup = multiselectionundogroup;
					// We don't want to make a new undo level (changes will be combined)
					undocreated = true;
		// Called before an action is performed. This does not make an undo level
		private void PreActionNoChange()
		{
			actionresult = new VisualActionResult();
			singleselection = false;
			undocreated = false;
		// This is called after an action is performed
		private void PostAction()
			if(!string.IsNullOrEmpty(actionresult.displaystatus))
				General.Interface.DisplayStatus(StatusType.Action, actionresult.displaystatus);

			// 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;
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				foreach(VisualFloor vf in bvs.ExtraBackFloors) vf.Changed = false; //mxd
				foreach(VisualCeiling vc in bvs.ExtraBackCeilings) vc.Changed = false; //mxd
				bvs.Floor.Changed = false;
				bvs.Ceiling.Changed = false;
			}
			selectionchanged = false;

			// Only clear the selection if anything is selected, since it can be very time consuming on huge maps
			if (singleselection && selectedobjects.Count > 0) ClearSelection();
			UpdateChangedObjects();
			ShowTargetInfo();
		}
		
		// This sets the result for an action
		public void SetActionResult(VisualActionResult result)
		{
			actionresult = result;
		}

		// This sets the result for an action
		public void SetActionResult(string displaystatus)
		{
			actionresult = new VisualActionResult {displaystatus = displaystatus};
		}
		
		// This creates an undo, when only a single selection is made
		// When a multi-selection is made, the undo is created by the PreAction function
		public int CreateUndo(string description, int group, int grouptag)
			if(!undocreated)
			{
				undocreated = true;

				if(singleselection)
					return General.Map.UndoRedo.CreateUndo(description, this, group, grouptag);
				return General.Map.UndoRedo.CreateUndo(description, this, UndoGroup.None, 0);
		}

		// This creates an undo, when only a single selection is made
		// When a multi-selection is made, the undo is created by the PreAction function
		public int CreateUndo(string description)
			return CreateUndo(description, UndoGroup.None, 0);
		}

		// This makes a list of the selected object
		{
			// Make list of selected objects
			selectedobjects = new List<IVisualEventReceiver>();
			foreach(KeyValuePair<Sector, VisualSector> vs in allsectors)
					BaseVisualSector bvs = (BaseVisualSector)vs.Value;
					if((bvs.Floor != null) && bvs.Floor.Selected) selectedobjects.Add(bvs.Floor);
					if((bvs.Ceiling != null) && bvs.Ceiling.Selected) selectedobjects.Add(bvs.Ceiling);
					
					// Also check extra floors
					if (bvs.ExtraFloors.Count > 0)
						foreach (VisualFloor vf in bvs.ExtraFloors)
							if (vf.Selected) selectedobjects.Add(vf);

					if (bvs.ExtraBackFloors.Count > 0)
						foreach (VisualFloor vf in bvs.ExtraBackFloors)
							if (vf.Selected) selectedobjects.Add(vf);

					// Also check extra ceilings
					if (bvs.ExtraCeilings.Count > 0)
						foreach (VisualCeiling vc in bvs.ExtraCeilings)
							if (vc.Selected) selectedobjects.Add(vc);

					if (bvs.ExtraBackCeilings.Count > 0)
						foreach (VisualCeiling vc in bvs.ExtraBackCeilings)
							if (vc.Selected) selectedobjects.Add(vc);

					foreach (Sidedef sd in vs.Key.Sidedefs)
						List<VisualGeometry> sidedefgeos = bvs.GetSidedefGeometry(sd);
						foreach(VisualGeometry sdg in sidedefgeos)
						{
							if(sdg.Selected) selectedobjects.Add((IVisualEventReceiver)sdg);
						}
			foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
				if(vt.Value != null)
				{
					BaseVisualThing bvt = (BaseVisualThing)vt.Value;
					if(bvt.Selected) selectedobjects.Add(bvt);
				}
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			//mxd
			if(General.Map.UDMF && General.Map.Config.VertexHeightSupport && General.Settings.GZShowVisualVertices) 
			{
				foreach(KeyValuePair<Vertex, VisualVertexPair> pair in vertices) 
				{
					if(pair.Value.CeilingVertex.Selected)
						selectedobjects.Add((BaseVisualVertex)pair.Value.CeilingVertex);
					if(pair.Value.FloorVertex.Selected)
						selectedobjects.Add((BaseVisualVertex)pair.Value.FloorVertex);
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				}
			}
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			if (General.Map.UDMF)
			{
				foreach (KeyValuePair<Sector, List<VisualSlope>> kvp in allslopehandles)
				{
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					foreach (BaseVisualSlope handle in kvp.Value)
						if (handle.Selected) selectedobjects.Add(handle);
			//mxd
			UpdateSelectionInfo();
		//mxd. Need this to apply changes to 3d-floor even if control sector doesn't exist as BaseVisualSector
		internal BaseVisualSector CreateBaseVisualSector(Sector s) 
		{
			BaseVisualSector vs = new BaseVisualSector(this, s);
		// This creates a visual sector
		protected override VisualSector CreateVisualSector(Sector s)
		{
			BaseVisualSector vs = new BaseVisualSector(this, s);
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		internal VisualSlope CreateVisualSlopeHandle(SectorLevel level, Sidedef sd, bool up)
		{
			VisualSidedefSlope handle = new VisualSidedefSlope(this, level, sd, up);

			if (!allslopehandles.ContainsKey(sd.Sector))
				allslopehandles.Add(sd.Sector, new List<VisualSlope>());

			if (!sidedefslopehandles.ContainsKey(sd.Sector))
				sidedefslopehandles.Add(sd.Sector, new List<VisualSlope>());

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			allslopehandles[sd.Sector].Add(handle);
			sidedefslopehandles[sd.Sector].Add(handle);

			return handle;
		}

		internal VisualSlope CreateVisualSlopeHandle(SectorLevel level, Vertex v, Sector s, bool up)
		{
			VisualVertexSlope handle = new VisualVertexSlope(this, level, v, s, up);

			/*
			if (!allslopehandles.ContainsKey(level.sector))
				allslopehandles.Add(level.sector, new List<VisualSlope>());

			if (!vertexslopehandles.ContainsKey(level.sector))
				vertexslopehandles.Add(level.sector, new List<VisualSlope>());

			allslopehandles[level.sector].Add(handle);
			vertexslopehandles[level.sector].Add(handle);
			*/

			if (!allslopehandles.ContainsKey(s))
				allslopehandles.Add(s, new List<VisualSlope>());

			if (!vertexslopehandles.ContainsKey(s))
				vertexslopehandles.Add(s, new List<VisualSlope>());

			allslopehandles[s].Add(handle);
			vertexslopehandles[s].Add(handle);
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			return handle;
		}

		// This creates a visual thing
		protected override VisualThing CreateVisualThing(Thing t)
		{
			BaseVisualThing vt = new BaseVisualThing(this, t);
			return vt.Setup() ? vt : null;
		// This locks the target so that it isn't changed until unlocked
		public void LockTarget()
		{
			locktarget = true;
		}
		
		// This unlocks the target so that is changes to the aimed geometry again
		public void UnlockTarget()
		{
			locktarget = false;
		}
		
		// This picks a new target, if not locked
		private void PickTargetUnlocked()
		{
			if(!locktarget) PickTarget();
		}
		
		// This picks a new target
		private void PickTarget()
		{
			// Find the object we are aiming at
			Vector3D start = General.Map.VisualCamera.Position;
			Vector3D delta = General.Map.VisualCamera.Target - General.Map.VisualCamera.Position;
			delta = delta.GetFixedLength(General.Settings.ViewDistance * PICK_RANGE);
			VisualPickResult newtarget = PickObject(start, start + delta);
			VisualSlope pickedhandle = null;
			
			// Should we update the info on panels?
			bool updateinfo = (newtarget.picked != target.picked);
			// Operating on slope handles is potentially expensive, so only do it it absolutely necessary (i.e. when a new slope handle was selected)
				if (target.picked is VisualSlope) // Old target
				{
					// Remove all smart pivot handles from being processed. There should only be exactly one, but better save than sorry
					List<VisualSlope> sph = new List<VisualSlope>();
					foreach (VisualSlope vs in usedslopehandles)
					{
						if(vs.SmartPivot && !(vs.Selected || vs.Pivot))
							sph.Add(vs);
						vs.SmartPivot = false;
					}

					foreach (VisualSlope vs in sph)
						usedslopehandles.Remove(vs);

					// Don't render old slope handle anymore
					if (!((VisualSlope)target.picked).Selected && !((VisualSlope)target.picked).Pivot)
						usedslopehandles.Remove((VisualSlope)target.picked);
				if(newtarget.picked is VisualSlope)
					usedslopehandles.Add((VisualSlope)newtarget.picked);
					pickedhandle = ((VisualSlope)newtarget.picked);
			// Apply new target
			target = newtarget;

			// Get the smart pivot handle for the targeted slope handle, so that it can be drawn. We have to do it after the current
			// target is set because otherwise it might get wrong results if the old target was a floor/ceiling
			if (pickedhandle != null)
			{
				VisualSlope handle = pickedhandle.GetSmartPivotHandle();
				if (handle != null)
				{
					handle.SmartPivot = true;
					usedslopehandles.Add(handle);
				}
			}

			// Show target info
		}

		// This shows the picked target information
		public void ShowTargetInfo()
		{
			// Any result?
			if(target.picked != null)
			{
				// Geometry picked?
				if(target.picked is VisualGeometry)
				{
					VisualGeometry pickedgeo = (VisualGeometry)target.picked;
					
					// Sidedef?
					if(pickedgeo is BaseVisualGeometrySidedef)
					{
						BaseVisualGeometrySidedef pickedsidedef = (BaseVisualGeometrySidedef)pickedgeo;
						General.Interface.ShowLinedefInfo(pickedsidedef.GetControlLinedef(), pickedsidedef.Sidedef); //mxd
					}
					// Sector?
					else if(pickedgeo is BaseVisualGeometrySector)
					{
						BaseVisualGeometrySector pickedsector = (BaseVisualGeometrySector)pickedgeo;
						bool isceiling = (pickedsector is VisualCeiling); //mxd
						General.Interface.ShowSectorInfo(pickedsector.Level.sector, isceiling, !isceiling);
						General.Interface.HideInfo();
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				} 
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				else if(target.picked is VisualThing) 
				{ 
					VisualThing pickedthing = (VisualThing)target.picked;
					General.Interface.ShowThingInfo(pickedthing.Thing);
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				} 
				//mxd. Vertex picked?
				else if(target.picked is VisualVertex)
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				{
					VisualVertex pickedvert = (VisualVertex)target.picked;
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					General.Interface.ShowVertexInfo(pickedvert.Vertex);
		// 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;
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					if(bvs.Changed)
					{
						bvs.Rebuild();

						// Also update slope handles
						if (allslopehandles.ContainsKey(vs.Key))
							foreach (VisualSlope handle in allslopehandles[vs.Key])
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								handle.Update();
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					}
			foreach(KeyValuePair<Thing, VisualThing> vt in allthings)
				if(vt.Value != null)
				{
					BaseVisualThing bvt = (BaseVisualThing)vt.Value;
					if(bvt.Changed) bvt.Rebuild();
				}
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			//mxd
			if(General.Map.UDMF && General.Map.Config.VertexHeightSupport) 
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				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.GetHelperShapes(General.Map.ThingsFilter.VisibleThings, blockmap));
		protected override void MoveSelectedThings(Vector2D direction, bool absoluteposition) 
			List<VisualThing> visualthings = GetSelectedVisualThings(true);
			if(visualthings.Count == 0) return;
			PreAction(UndoGroup.ThingMove);
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			Vector3D[] coords = new Vector3D[visualthings.Count];
			for(int i = 0; i < visualthings.Count; i++)
				coords[i] = visualthings[i].Thing.Position;
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			Vector3D[] translatedcoords = TranslateCoordinates(coords, direction, absoluteposition);
			for(int i = 0; i < visualthings.Count; i++) 
				BaseVisualThing t = (BaseVisualThing)visualthings[i];
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			// Things may've changed sectors...
			FillBlockMap();

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		private static Vector3D[] TranslateCoordinates(Vector3D[] coordinates, Vector2D direction, bool absolutePosition) 
			if(coordinates.Length == 0) return null;
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			direction.x = Math.Round(direction.x);
			direction.y = Math.Round(direction.y);
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			Vector3D[] translatedCoords = new Vector3D[coordinates.Length];
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			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);
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				for(int i = 0; i < coordinates.Length; i++)
					translatedCoords[i] = coordinates[i] + new Vector3D(direction);
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			//...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;
			}
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			double minX = coordinates[0].x;
			double maxX = minX;
			double minY = coordinates[0].y;
			double maxY = minY;
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			//get bounding coordinates for selected things
			for(int i = 1; i < coordinates.Length; i++) 
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			Vector2D selectionCenter = new Vector2D(minX + (maxX - minX) / 2, minY + (maxY - minY) / 2);
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			for(int i = 0; i < coordinates.Length; i++)
				translatedCoords[i] = new Vector3D(Math.Round(direction.x - (selectionCenter.x - coordinates[i].x)), Math.Round(direction.y - (selectionCenter.y - coordinates[i].y)), Math.Round(coordinates[i].z));
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		public override void UpdateSelectionInfo() 
			int numWalls = 0;
			int numFloors = 0;
			int numCeilings = 0;
			int numThings = 0;
			int numVerts = 0;

			foreach(IVisualEventReceiver obj in selectedobjects) 
			{

				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");

			General.Interface.DisplayStatus(StatusType.Selection, result);
		internal void StartRealtimeInterfaceUpdate(SelectionType 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;
		internal void StopRealtimeInterfaceUpdate(SelectionType 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;
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		private List<VisualSidedefSlope> GetSlopeHandlePair()
		{
			List<VisualSidedefSlope> handles = GetSelectedSlopeHandles();

			// No handles selected, try to slope between highlighted handle and it smart pivot
			if (handles.Count == 0 && HighlightedTarget is VisualSidedefSlope)
			{
				//VisualSidedefSlope handle = VisualSidedefSlope.GetSmartPivotHandle((VisualSidedefSlope)HighlightedTarget, this);
				VisualSidedefSlope handle = (VisualSidedefSlope)((VisualSidedefSlope)HighlightedTarget).GetSmartPivotHandle();
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				if (handle == null)
				{
					General.Interface.DisplayStatus(StatusType.Warning, "Couldn't find a smart pivot handle.");
					return handles;
				}

				handles.Add((VisualSidedefSlope)HighlightedTarget);
				handles.Add(handle);
			}
			// One handle selected, try to slope between it and the highlighted handle or the selected one's smart pivot
			else if (handles.Count == 1)
			{
				if (HighlightedTarget == handles[0] || !(HighlightedTarget is VisualSidedefSlope))
				{
					VisualSidedefSlope handle;

					if (HighlightedTarget is VisualSidedefSlope)
						handle = (VisualSidedefSlope)((VisualSidedefSlope)HighlightedTarget).GetSmartPivotHandle();
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					else
						handle = (VisualSidedefSlope)(handles[0].GetSmartPivotHandle());
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					if (handle == null)
					{
						General.Interface.DisplayStatus(StatusType.Warning, "Couldn't find a smart pivot handle.");
						return handles;
					}

					handles.Add(handle);
				}
				else
				{
					handles.Add((VisualSidedefSlope)HighlightedTarget);
				}
			}
			// Return if more than two handles are selected
			else if (handles.Count > 2)
			{
				General.Interface.DisplayStatus(StatusType.Warning, "Too many slope handles selected.");
				return handles;
			}
			// Everything else
			else if (handles.Count != 2)
			{
				General.Interface.DisplayStatus(StatusType.Warning, "No slope handles selected or highlighted.");
				return handles;
			}

			return handles;
		}

		#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];
		}
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		//mxd
		internal VertexData GetVertexData(Vertex v) 
		{
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			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);
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		//mxd
		internal void UpdateVertexHandle(Vertex v) 
		{
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			if(!vertices.ContainsKey(v))
				vertices.Add(v, new VisualVertexPair(new BaseVisualVertex(this, v, false), new BaseVisualVertex(this, v, true)));
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			else
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		}
		// This rebuilds the sector data
		// This requires that the blockmap is up-to-date!
		internal void RebuildElementData()
		{
			HashSet<Sector> effectsectors = null; //mxd
			List<Linedef>[] slopelinedefpass = new List<Linedef>[] { new List<Linedef>(), new List<Linedef>() };
			List<Thing>[] slopethingpass = new List<Thing>[] { new List<Thing>(), new List<Thing>() };
			if (!General.Settings.EnhancedRenderingEffects) //mxd
				// Store all sectors with effects
				if(sectordata != null && sectordata.Count > 0) 
					effectsectors = new HashSet<Sector>(sectordata.Keys);
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				// Remove all vertex handles from selection
				if(vertices != null && vertices.Count > 0) 
				{
                    for (int i = 0; i < selectedobjects.Count; i++)
                    {
                        if (selectedobjects[i] is BaseVisualVertex)
                        {
                            RemoveSelectedObject(selectedobjects[i]);
                            i--;
                        }
                    }
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				}
			Dictionary<int, List<Sector>> sectortags = new Dictionary<int, List<Sector>>();
			Dictionary<int, List<Thing>> thingtags = new Dictionary<int, List<Thing>>();
			Dictionary<int, List<Linedef>> linetags = new Dictionary<int, List<Linedef>>();
			sectordata = new Dictionary<Sector, SectorData>(General.Map.Map.Sectors.Count);
			thingdata = new Dictionary<Thing, ThingData>(General.Map.Map.Things.Count);
			//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);
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				vertexdata = new Dictionary<Vertex, VertexData>(General.Map.Map.Vertices.Count); //mxd
				vertices.Clear();
			}

			if(!General.Settings.EnhancedRenderingEffects) return; //mxd
			// Find all sector who's tag is not 0 and hash them so that we can find them quickly
			foreach(Sector s in General.Map.Map.Sectors)