UltimateZoneBuilder/Source/Plugins/BuilderModes/ClassicModes/BlockMapMode.cs

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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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using System.Drawing;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(DisplayName = "BlockMap Mode",
SwitchAction = "blockmapmode",
ButtonImage = "Blockmap.png",
ButtonOrder = 400,
ButtonGroup = "002_tools",
AllowCopyPaste = false,
UseByDefault = true,
SafeStartMode = true)]
public sealed class BlockMapMode : BaseClassicMode
{
#region ================== Constants
#endregion
#region ================== Variables
private BlockMap<BlockEntry> blockmap;
private BlockEntry highlighted;
private int hx, hy;
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
// Constructor
public BlockMapMode()
{
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Methods
#endregion
#region ================== Events
// Mode engages
public override void OnEngage()
{
base.OnEngage();
// Nothing highlighted
highlighted = null;
hx = -1;
hy = -1;
// Custom presentation to hide the grid
CustomPresentation p = new CustomPresentation();
p.AddLayer(new PresentLayer(RendererLayer.Background, BlendingMode.Mask, General.Settings.BackgroundAlpha));
p.AddLayer(new PresentLayer(RendererLayer.Surface, BlendingMode.Mask));
p.AddLayer(new PresentLayer(RendererLayer.Overlay, BlendingMode.Alpha, 1f, true));
p.AddLayer(new PresentLayer(RendererLayer.Things, BlendingMode.Alpha, 1.0f));
p.AddLayer(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 1f, true));
renderer.SetPresentation(p);
// Make the blockmap
RectangleF area = MapSet.CreateArea(General.Map.Map.Vertices);
area = MapSet.IncreaseArea(area, General.Map.Map.Things);
blockmap = new BlockMap<BlockEntry>(area);
blockmap.AddLinedefsSet(General.Map.Map.Linedefs);
blockmap.AddSectorsSet(General.Map.Map.Sectors);
blockmap.AddThingsSet(General.Map.Map.Things);
}
// When disengaged
public override void OnDisengage()
{
base.OnDisengage();
}
// This redraws the display
public override void OnRedrawDisplay()
{
renderer.RedrawSurface();
// Render lines and vertices
if(renderer.StartPlotter(true))
{
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
if(highlighted != null)
{
foreach(Linedef l in highlighted.Lines)
{
renderer.PlotLinedef(l, General.Colors.Highlight);
}
}
renderer.PlotVerticesSet(General.Map.Map.Vertices);
renderer.Finish();
}
// Render things
if(renderer.StartThings(true))
{
renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA);
renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, 1.0f);
if(highlighted != null)
{
foreach(Thing t in highlighted.Things)
{
renderer.RenderThing(t, General.Colors.Highlight, 1.0f);
}
}
renderer.Finish();
}
// Render blocks
if(renderer.StartOverlay(true))
{
for(int x = 0; x <= blockmap.Size.Width; x++)
{
Vector2D v1 = new Vector2D(blockmap.Range.X + (float)x * blockmap.BlockSize, blockmap.Range.Y);
Vector2D v2 = new Vector2D(v1.x, blockmap.Range.Y + blockmap.Size.Height * blockmap.BlockSize);
renderer.RenderLine(v1, v2, 2.0f, General.Colors.Selection, true);
}
for(int y = 0; y <= blockmap.Size.Height; y++)
{
Vector2D v1 = new Vector2D(blockmap.Range.X, blockmap.Range.Y + (float)y * blockmap.BlockSize);
Vector2D v2 = new Vector2D(blockmap.Range.X + blockmap.Size.Width * blockmap.BlockSize, v1.y);
renderer.RenderLine(v1, v2, 2.0f, General.Colors.Selection, true);
}
if((hx > -1) && (hy > -1))
{
Vector2D v1 = new Vector2D(blockmap.Range.X + (float)hx * blockmap.BlockSize, blockmap.Range.Y + (float)hy * blockmap.BlockSize);
Vector2D v2 = new Vector2D(blockmap.Range.X + (float)(hx + 1) * blockmap.BlockSize, blockmap.Range.Y + (float)(hy + 1) * blockmap.BlockSize);
renderer.RenderRectangle(new RectangleF(v1.x, v1.y, v2.x - v1.x, v2.y - v1.y), 2.0f, General.Colors.Highlight, true);
}
renderer.Finish();
}
renderer.Present();
}
// Mouse moves over display
public override void OnMouseMove(MouseEventArgs e)
{
base.OnMouseMove(e);
BlockEntry newhighlight = null;
hx = -1;
hy = -1;
// Determine highlighted block
float nhx = (mousemappos.x - blockmap.Range.Left) / (float)blockmap.BlockSize;
float nhy = (mousemappos.y - blockmap.Range.Top) / (float)blockmap.BlockSize;
if((nhx < (float)blockmap.Size.Width) && (nhy < (float)blockmap.Size.Height) && (nhx >= 0.0f) && (nhy >= 0.0f))
{
newhighlight = blockmap.GetBlockAt(mousemappos);
if(newhighlight != null)
{
hx = (int)nhx;
hy = (int)nhy;
}
}
if(newhighlight != highlighted)
{
highlighted = newhighlight;
General.Interface.RedrawDisplay();
}
}
#endregion
}
}