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#region = = = = = = = = = = = = = = = = = = Namespaces
using System ;
using System.Collections.Generic ;
using System.Drawing ;
using System.Windows.Forms ;
using CodeImp.DoomBuilder.Actions ;
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using CodeImp.DoomBuilder.Config ;
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using CodeImp.DoomBuilder.Editing ;
using CodeImp.DoomBuilder.Geometry ;
using CodeImp.DoomBuilder.Map ;
using CodeImp.DoomBuilder.Rendering ;
using CodeImp.DoomBuilder.Windows ;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[ EditMode ( DisplayName = "Draw Grid Mode" ,
SwitchAction = "drawgridmode" ,
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ButtonImage = "DrawGridMode.png" , //mxd
ButtonOrder = int . MinValue + 5 , //mxd
ButtonGroup = "000_drawing" , //mxd
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AllowCopyPaste = false ,
Volatile = true ,
Optional = false ) ]
public class DrawGridMode : DrawGeometryMode
{
#region = = = = = = = = = = = = = = = = = = Variables
private static int horizontalSlices = 3 ;
private static int verticalSlices = 3 ;
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private static bool triangulate ;
private static bool gridlock ;
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private readonly List < DrawnVertex [ ] > gridpoints ;
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private HintLabel hintLabel ;
private int width ;
private int height ;
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private int slicesH ;
private int slicesV ;
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private Vector2D start ;
private Vector2D end ;
//interface
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private readonly DrawGridOptionsPanel panel ;
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#endregion
#region = = = = = = = = = = = = = = = = = = Constructor
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public DrawGridMode ( )
{
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snaptogrid = true ;
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gridpoints = new List < DrawnVertex [ ] > ( ) ;
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//Options docker
panel = new DrawGridOptionsPanel ( ) ;
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panel . MaxHorizontalSlices = ( int ) General . Map . FormatInterface . MaxCoordinate ;
panel . MaxVerticalSlices = ( int ) General . Map . FormatInterface . MaxCoordinate ;
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panel . OnValueChanged + = OptionsPanelOnValueChanged ;
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panel . OnGridLockChanged + = OptionsPanelOnOnGridLockChanged ;
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}
#endregion
#region = = = = = = = = = = = = = = = = = = Events
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public override void OnEngage ( )
{
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base . OnEngage ( ) ;
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//setup settings panel
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panel . Triangulate = triangulate ;
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panel . LockToGrid = gridlock ;
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panel . HorizontalSlices = horizontalSlices - 1 ;
panel . VerticalSlices = verticalSlices - 1 ;
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panel . Register ( ) ;
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}
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public override void OnDisengage ( )
{
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base . OnDisengage ( ) ;
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panel . Unregister ( ) ;
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}
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override public void OnAccept ( )
{
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Cursor . Current = Cursors . AppStarting ;
General . Settings . FindDefaultDrawSettings ( ) ;
// When we have a shape...
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if ( gridpoints . Count > 0 )
{
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// Make undo for the draw
General . Map . UndoRedo . CreateUndo ( "Grid draw" ) ;
// Make an analysis and show info
string [ ] adjectives = new [ ] { "gloomy" , "sad" , "unhappy" , "lonely" , "troubled" , "depressed" , "heartsick" , "glum" , "pessimistic" , "bitter" , "downcast" } ; // aaand my english vocabulary ends here :)
string word = adjectives [ new Random ( ) . Next ( adjectives . Length - 1 ) ] ;
string a = ( word [ 0 ] = = 'u' ? "an " : "a " ) ;
General . Interface . DisplayStatus ( StatusType . Action , "Created " + a + word + " grid." ) ;
List < Sector > newsectors = new List < Sector > ( ) ;
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foreach ( DrawnVertex [ ] shape in gridpoints )
{
if ( ! Tools . DrawLines ( shape , true , BuilderPlug . Me . AutoAlignTextureOffsetsOnCreate ) )
{
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// Drawing failed
// NOTE: I have to call this twice, because the first time only cancels this volatile mode
General . Map . UndoRedo . WithdrawUndo ( ) ;
General . Map . UndoRedo . WithdrawUndo ( ) ;
return ;
}
// Update cached values after each step...
General . Map . Map . Update ( ) ;
newsectors . AddRange ( General . Map . Map . GetMarkedSectors ( true ) ) ;
}
// Snap to map format accuracy
General . Map . Map . SnapAllToAccuracy ( ) ;
// Clear selection
General . Map . Map . ClearAllSelected ( ) ;
// Edit new sectors?
if ( BuilderPlug . Me . EditNewSector & & ( newsectors . Count > 0 ) )
General . Interface . ShowEditSectors ( newsectors ) ;
// Update the used textures
General . Map . Data . UpdateUsedTextures ( ) ;
// Map is changed
General . Map . IsChanged = true ;
}
// Done
Cursor . Current = Cursors . Default ;
// Return to original mode
General . Editing . ChangeMode ( General . Editing . PreviousStableMode . Name ) ;
}
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private void OptionsPanelOnValueChanged ( object sender , EventArgs eventArgs )
{
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triangulate = panel . Triangulate ;
horizontalSlices = panel . HorizontalSlices + 1 ;
verticalSlices = panel . VerticalSlices + 1 ;
Update ( ) ;
}
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private void OptionsPanelOnOnGridLockChanged ( object sender , EventArgs eventArgs )
{
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gridlock = panel . LockToGrid ;
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General . Hints . ShowHints ( this . GetType ( ) , ( gridlock ? "gridlockhelp" : "general" ) ) ;
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Update ( ) ;
}
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public override void OnHelp ( )
{
General . ShowHelp ( "/gzdb/features/classic_modes/mode_drawgrid.html" ) ;
}
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#endregion
#region = = = = = = = = = = = = = = = = = = Methods
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override protected void Update ( )
{
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PixelColor stitchcolor = General . Colors . Highlight ;
PixelColor losecolor = General . Colors . Selection ;
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// We WANT snaptogrid and DON'T WANT snaptonearest when lock to grid is enabled
snaptogrid = gridlock | | ( General . Interface . ShiftState ^ General . Interface . SnapToGrid ) ;
snaptonearest = ! gridlock & & ( General . Interface . CtrlState ^ General . Interface . AutoMerge ) ;
DrawnVertex curp ;
if ( points . Count = = 1 )
{
// Handle the case when start point is not on current grid.
Vector2D gridoffset = General . Map . Grid . SnappedToGrid ( points [ 0 ] . pos ) - points [ 0 ] . pos ;
curp = GetCurrentPosition ( mousemappos + gridoffset , snaptonearest , snaptogrid , renderer , points ) ;
curp . pos - = gridoffset ;
}
else
{
curp = GetCurrentPosition ( ) ;
}
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float vsize = ( renderer . VertexSize + 1.0f ) / renderer . Scale ;
// Render drawing lines
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if ( renderer . StartOverlay ( true ) )
{
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PixelColor color = snaptonearest ? stitchcolor : losecolor ;
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if ( points . Count = = 1 )
{
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UpdateReferencePoints ( points [ 0 ] , curp ) ;
List < Vector2D [ ] > shapes = GetShapes ( start , end ) ;
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//render shape
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foreach ( Vector2D [ ] shape in shapes )
{
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for ( int i = 1 ; i < shape . Length ; i + + )
renderer . RenderLine ( shape [ i - 1 ] , shape [ i ] , LINE_THICKNESS , color , true ) ;
}
//vertices
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foreach ( Vector2D [ ] shape in shapes )
{
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for ( int i = 0 ; i < shape . Length ; i + + )
renderer . RenderRectangleFilled ( new RectangleF ( shape [ i ] . x - vsize , shape [ i ] . y - vsize , vsize * 2.0f , vsize * 2.0f ) , color , true ) ;
}
//and labels
Vector2D [ ] labelCoords = new [ ] { start , new Vector2D ( end . x , start . y ) , end , new Vector2D ( start . x , end . y ) , start } ;
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for ( int i = 1 ; i < 5 ; i + + )
{
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SetLabelPosition ( labels [ i - 1 ] , labelCoords [ i ] , labelCoords [ i - 1 ] ) ;
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renderer . RenderText ( labels [ i - 1 ] . TextLabel ) ;
}
//render hint
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if ( horizontalSlices > 1 | | verticalSlices > 1 )
{
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hintLabel . Text = "H: " + ( slicesH - 1 ) + "; V: " + ( slicesV - 1 ) ;
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if ( width > hintLabel . Text . Length * vsize & & height > 16 * vsize )
{
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float vPos = start . y + height / 2.0f ;
hintLabel . Start = new Vector2D ( start . x , vPos ) ;
hintLabel . End = new Vector2D ( end . x , vPos ) ;
renderer . RenderText ( hintLabel . TextLabel ) ;
}
}
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}
else
{
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// Render vertex at cursor
renderer . RenderRectangleFilled ( new RectangleF ( curp . pos . x - vsize , curp . pos . y - vsize , vsize * 2.0f , vsize * 2.0f ) , color , true ) ;
}
// Done
renderer . Finish ( ) ;
}
// Done
renderer . Present ( ) ;
}
// This draws a point at a specific location
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override public bool DrawPointAt ( Vector2D pos , bool stitch , bool stitchline )
{
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if ( pos . x < General . Map . Config . LeftBoundary | | pos . x > General . Map . Config . RightBoundary | |
pos . y > General . Map . Config . TopBoundary | | pos . y < General . Map . Config . BottomBoundary )
return false ;
DrawnVertex newpoint = new DrawnVertex ( ) ;
newpoint . pos = pos ;
newpoint . stitch = true ;
newpoint . stitchline = stitchline ;
points . Add ( newpoint ) ;
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if ( points . Count = = 1 )
{
// Add labels
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labels . AddRange ( new [ ] { new LineLengthLabel ( false ) , new LineLengthLabel ( false ) , new LineLengthLabel ( false ) , new LineLengthLabel ( false ) } ) ;
hintLabel = new HintLabel ( ) ;
Update ( ) ;
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}
else if ( points [ 0 ] . pos = = points [ 1 ] . pos )
{
// Nothing is drawn
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FinishDraw ( ) ;
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}
else
{
// Handle the case when start point is not on current grid.
Vector2D gridoffset = General . Map . Grid . SnappedToGrid ( points [ 0 ] . pos ) - points [ 0 ] . pos ;
newpoint = GetCurrentPosition ( mousemappos + gridoffset , snaptonearest , snaptogrid , renderer , points ) ;
newpoint . pos - = gridoffset ;
// Create vertices for final shape.
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UpdateReferencePoints ( points [ 0 ] , newpoint ) ;
List < Vector2D [ ] > shapes = GetShapes ( start , end ) ;
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foreach ( Vector2D [ ] shape in shapes )
{
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DrawnVertex [ ] verts = new DrawnVertex [ shape . Length ] ;
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for ( int i = 0 ; i < shape . Length ; i + + )
{
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newpoint = new DrawnVertex ( ) ;
newpoint . pos = shape [ i ] ;
newpoint . stitch = true ;
newpoint . stitchline = stitchline ;
verts [ i ] = newpoint ;
}
gridpoints . Add ( verts ) ;
}
FinishDraw ( ) ;
}
return true ;
}
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private List < Vector2D [ ] > GetShapes ( Vector2D s , Vector2D e )
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{
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//no shape
if ( s = = e ) return new List < Vector2D [ ] > ( ) ;
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//setup slices
if ( gridlock )
{
slicesH = width / General . Map . Grid . GridSize ;
slicesV = height / General . Map . Grid . GridSize ;
}
else
{
slicesH = horizontalSlices ;
slicesV = verticalSlices ;
}
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//create a segmented line
List < Vector2D [ ] > shapes ;
if ( width = = 0 | | height = = 0 )
{
if ( slicesH > 0 & & width > 0 )
{
shapes = new List < Vector2D [ ] > ( ) ;
int step = width / slicesH ;
for ( int w = 0 ; w < slicesH ; w + + )
{
shapes . Add ( new [ ] { new Vector2D ( ( int ) s . x + step * w , ( int ) s . y ) , new Vector2D ( ( int ) s . x + step * w + step , ( int ) s . y ) } ) ;
}
return shapes ;
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}
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if ( slicesV > 0 & & height > 0 )
{
shapes = new List < Vector2D [ ] > ( ) ;
int step = height / slicesV ;
for ( int h = 0 ; h < slicesV ; h + + )
{
shapes . Add ( new [ ] { new Vector2D ( ( int ) s . x , ( int ) s . y + step * h ) , new Vector2D ( ( int ) s . x , ( int ) s . y + step * h + step ) } ) ;
}
return shapes ;
}
//create a line
return new List < Vector2D [ ] > { new [ ] { s , e } } ;
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}
float rectWidth = Math . Max ( 1 , ( slicesH > 0 ? ( float ) width / slicesH : width ) ) ;
float rectHeight = Math . Max ( 1 , ( slicesV > 0 ? ( float ) height / slicesV : height ) ) ;
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//create shape
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List < Vector2D > rect = new List < Vector2D > { s , new Vector2D ( ( int ) s . x , ( int ) e . y ) , e , new Vector2D ( ( int ) e . x , ( int ) s . y ) , s } ;
if ( ! gridlock & & slicesH = = 1 & & slicesV = = 1 )
{
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if ( triangulate ) rect . AddRange ( new [ ] { s , e } ) ;
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return new List < Vector2D [ ] > { rect . ToArray ( ) } ;
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}
//create blocks
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shapes = new List < Vector2D [ ] > { rect . ToArray ( ) } ;
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RectangleF [ , ] blocks = new RectangleF [ slicesH , slicesV ] ;
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for ( int w = 0 ; w < slicesH ; w + + )
{
for ( int h = 0 ; h < slicesV ; h + + )
{
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blocks [ w , h ] = RectangleF . FromLTRB ( ( int ) Math . Round ( s . x + rectWidth * w ) , ( int ) Math . Round ( s . y + rectHeight * h ) , ( int ) Math . Round ( s . x + rectWidth * ( w + 1 ) ) , ( int ) Math . Round ( s . y + rectHeight * ( h + 1 ) ) ) ;
}
}
//add subdivisions
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if ( slicesH > 1 )
{
for ( int w = 1 ; w < slicesH ; w + + )
{
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int px = ( int ) Math . Round ( blocks [ w , 0 ] . X ) ;
shapes . Add ( new [ ] { new Vector2D ( px , s . y ) , new Vector2D ( px , e . y ) } ) ;
}
}
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if ( slicesV > 1 )
{
for ( int h = 1 ; h < slicesV ; h + + )
{
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int py = ( int ) Math . Round ( blocks [ 0 , h ] . Y ) ;
shapes . Add ( new [ ] { new Vector2D ( s . x , py ) , new Vector2D ( e . x , py ) } ) ;
}
}
//triangulate?
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if ( triangulate )
{
bool startflip = ( ( int ) Math . Round ( ( ( s . x + e . y ) / General . Map . Grid . GridSize ) % 2 ) = = 0 /*|| (int)Math.Round((e.y / General.Map.Grid.GridSize) % 2) == 0*/ ) ;
bool flip = startflip ;
for ( int w = 0 ; w < slicesH ; w + + )
{
for ( int h = slicesV - 1 ; h > - 1 ; h - - )
{
if ( flip )
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shapes . Add ( new [ ] { new Vector2D ( blocks [ w , h ] . X , blocks [ w , h ] . Y ) , new Vector2D ( blocks [ w , h ] . Right , blocks [ w , h ] . Bottom ) } ) ;
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else
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shapes . Add ( new [ ] { new Vector2D ( blocks [ w , h ] . Right , blocks [ w , h ] . Y ) , new Vector2D ( blocks [ w , h ] . X , blocks [ w , h ] . Bottom ) } ) ;
flip = ! flip ;
}
startflip = ! startflip ;
flip = startflip ;
}
}
return shapes ;
}
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//update bottom-left and top-right points, which define drawing shape
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private void UpdateReferencePoints ( DrawnVertex p1 , DrawnVertex p2 )
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{
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if ( ! p1 . pos . IsFinite ( ) | | ! p2 . pos . IsFinite ( ) ) return ;
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if ( p1 . pos . x < p2 . pos . x )
{
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start . x = p1 . pos . x ;
end . x = p2 . pos . x ;
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}
else
{
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start . x = p2 . pos . x ;
end . x = p1 . pos . x ;
}
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if ( p1 . pos . y < p2 . pos . y )
{
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start . y = p1 . pos . y ;
end . y = p2 . pos . y ;
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}
else
{
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start . y = p2 . pos . y ;
end . y = p1 . pos . y ;
}
width = ( int ) ( end . x - start . x ) ;
height = ( int ) ( end . y - start . y ) ;
}
#endregion
#region = = = = = = = = = = = = = = = = = = Actions
[BeginAction("increasebevel")]
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protected void IncreaseBevel ( )
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{
if ( ! gridlock & & ( points . Count < 2 | | horizontalSlices < width - 2 ) & & horizontalSlices - 1 < panel . MaxHorizontalSlices )
{
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horizontalSlices + + ;
panel . HorizontalSlices = horizontalSlices - 1 ;
Update ( ) ;
}
}
[BeginAction("decreasebevel")]
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protected void DecreaseBevel ( )
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{
if ( ! gridlock & & horizontalSlices > 1 )
{
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horizontalSlices - - ;
panel . HorizontalSlices = horizontalSlices - 1 ;
Update ( ) ;
}
}
[BeginAction("increasesubdivlevel")]
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protected void IncreaseSubdivLevel ( )
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{
if ( ! gridlock & & ( points . Count < 2 | | verticalSlices < height - 2 ) & & verticalSlices - 1 < panel . MaxVerticalSlices )
{
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verticalSlices + + ;
panel . VerticalSlices = verticalSlices - 1 ;
Update ( ) ;
}
}
[BeginAction("decreasesubdivlevel")]
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protected void DecreaseSubdivLevel ( )
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{
if ( ! gridlock & & verticalSlices > 1 )
{
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verticalSlices - - ;
panel . VerticalSlices = verticalSlices - 1 ;
Update ( ) ;
}
}
#endregion
}
}