2007-06-15 18:30:55 +00:00
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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;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Interface;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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2007-06-15 22:38:42 +00:00
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using CodeImp.DoomBuilder.Rendering;
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2007-06-26 06:01:52 +00:00
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using CodeImp.DoomBuilder.Controls;
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2007-07-07 09:40:34 +00:00
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing;
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2007-06-15 18:30:55 +00:00
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#endregion
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namespace CodeImp.DoomBuilder.Editing
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{
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internal class ViewClassicMode : EditMode
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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2007-06-15 22:38:42 +00:00
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// Graphics
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protected Renderer2D renderer;
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// Mouse status
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protected Vector2D mousepos;
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protected Vector2D mousemappos;
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protected bool mouseinside;
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public ViewClassicMode()
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{
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// Initialize
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this.renderer = graphics.Renderer2D;
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}
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// Diposer
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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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// Dispose base
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base.Dispose();
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}
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}
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#endregion
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#region ================== Scroll / Zoom
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// This scrolls the view north
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[Action(Action.SCROLLNORTH)]
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public virtual void ScrollNorth()
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{
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// Scroll
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ScrollBy(0f, 100f / renderer.Scale);
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}
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// This scrolls the view south
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[Action(Action.SCROLLSOUTH)]
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public virtual void ScrollSouth()
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{
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// Scroll
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ScrollBy(0f, -100f / renderer.Scale);
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}
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// This scrolls the view west
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[Action(Action.SCROLLWEST)]
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public virtual void ScrollWest()
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{
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// Scroll
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ScrollBy(-100f / renderer.Scale, 0f);
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}
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// This scrolls the view east
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[Action(Action.SCROLLEAST)]
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public virtual void ScrollEast()
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{
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// Scroll
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ScrollBy(100f / renderer.Scale, 0f);
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}
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// This zooms in
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[Action(Action.ZOOMIN)]
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public virtual void ZoomIn()
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{
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// Zoom
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ZoomBy(1.2f);
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}
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// This zooms out
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[Action(Action.ZOOMOUT)]
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public virtual void ZoomOut()
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{
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// Zoom
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ZoomBy(0.8f);
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}
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// This scrolls anywhere
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private void ScrollBy(float deltax, float deltay)
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{
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// Scroll now
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renderer.PositionView(renderer.OffsetX + deltax, renderer.OffsetY + deltay);
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RedrawDisplay();
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// Determine new unprojected mouse coordinates
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mousemappos = renderer.GetMapCoordinates(mousepos);
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General.MainWindow.UpdateCoordinates(mousemappos);
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}
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// This zooms
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private void ZoomBy(float deltaz)
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{
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Vector2D zoompos, clientsize, diff;
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float newscale;
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// This will be the new zoom scale
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newscale = renderer.Scale * deltaz;
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// Get the dimensions of the display
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clientsize = new Vector2D(graphics.RenderTarget.ClientSize.Width,
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graphics.RenderTarget.ClientSize.Height);
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// When mouse is inside display
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if(mouseinside)
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{
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// Zoom into or from mouse position
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zoompos = (mousepos / clientsize) - new Vector2D(0.5f, 0.5f);
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}
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else
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{
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// Zoom into or from center
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zoompos = new Vector2D(0f, 0f);
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}
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// Calculate view position difference
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diff = ((clientsize / newscale) - (clientsize / renderer.Scale)) * zoompos;
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// Zoom now
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renderer.PositionView(renderer.OffsetX - diff.x, renderer.OffsetY + diff.y);
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renderer.ScaleView(newscale);
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General.Map.Data.Update();
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RedrawDisplay();
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// Determine new unprojected mouse coordinates
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mousemappos = renderer.GetMapCoordinates(mousepos);
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General.MainWindow.UpdateCoordinates(mousemappos);
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}
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#endregion
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#region ================== Mouse input
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// Mouse leaves the display
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public override void MouseLeave(EventArgs e)
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{
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// Mouse is outside the display
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mouseinside = false;
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mousepos = new Vector2D(float.NaN, float.NaN);
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mousemappos = mousepos;
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// Determine new unprojected mouse coordinates
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General.MainWindow.UpdateCoordinates(mousemappos);
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// Let the base class know
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base.MouseLeave(e);
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}
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// Mouse moved inside the display
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public override void MouseMove(MouseEventArgs e)
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{
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// Record last position
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mouseinside = true;
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mousepos = new Vector2D(e.X, e.Y);
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mousemappos = renderer.GetMapCoordinates(mousepos);
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// Update labels in main window
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General.MainWindow.UpdateCoordinates(mousemappos);
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// Let the base class know
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base.MouseMove(e);
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}
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#endregion
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}
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}
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