UltimateZoneBuilder/Source/BuilderModes/ClassicModes/VerticesMode.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;
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using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Actions;
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#endregion
namespace CodeImp.DoomBuilder.BuilderModes
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{
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[EditMode(DisplayName = "Vertices Mode",
SwitchAction = "verticesmode", // Action name used to switch to this mode
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ButtonImage = "VerticesMode.png", // Image resource name for the button
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ButtonOrder = int.MinValue + 0, // Position of the button (lower is more to the left)
UseByDefault = true)]
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public class VerticesMode : BaseClassicMode
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{
#region ================== Constants
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public const float VERTEX_HIGHLIGHT_RANGE = 20f;
public const float LINEDEF_SPLIT_RANGE = 12f;
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#endregion
#region ================== Variables
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// Highlighted item
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protected Vertex highlighted;
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// Interface
private bool editpressed;
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#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
#endregion
#region ================== Methods
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// Cancel mode
public override void OnCancel()
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{
base.OnCancel();
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// Return to this mode
General.Editing.ChangeMode(new VerticesMode());
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}
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// Mode engages
public override void OnEngage()
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{
ICollection<Vertex> verts;
base.OnEngage();
renderer.SetPresentation(Presentation.Standard);
// Convert geometry selection to vertices only
General.Map.Map.ClearAllMarks(false);
General.Map.Map.MarkSelectedLinedefs(true, true);
General.Map.Map.MarkSelectedSectors(true, true);
verts = General.Map.Map.GetVerticesFromLinesMarks(true);
foreach(Vertex v in verts) v.Selected = true;
verts = General.Map.Map.GetVerticesFromSectorsMarks(true);
foreach(Vertex v in verts) v.Selected = true;
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
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}
// Mode disengages
public override void OnDisengage()
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{
base.OnDisengage();
// Going to EditSelectionMode?
if(General.Editing.NewMode is EditSelectionMode)
{
// No selection made? But we have a highlight!
if((General.Map.Map.GetSelectedVertices(true).Count == 0) && (highlighted != null))
{
// Make the highlight the selection
highlighted.Selected = true;
}
}
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// Hide highlight info
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General.Interface.HideInfo();
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}
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// This redraws the display
public override void OnRedrawDisplay()
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{
renderer.RedrawSurface();
// Render lines and vertices
if(renderer.StartPlotter(true))
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{
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
renderer.PlotVerticesSet(General.Map.Map.Vertices);
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if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotVertex(highlighted, ColorCollection.HIGHLIGHT);
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renderer.Finish();
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}
// Render things
if(renderer.StartThings(true))
{
renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA);
renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, 1.0f);
renderer.Finish();
}
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// Selecting?
if(selecting)
{
// Render selection
if(renderer.StartOverlay(true))
{
RenderMultiSelection();
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renderer.Finish();
}
}
renderer.Present();
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}
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// This highlights a new item
protected void Highlight(Vertex v)
{
// Update display
if(renderer.StartPlotter(false))
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{
// Undraw previous highlight
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if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotVertex(highlighted, renderer.DetermineVertexColor(highlighted));
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// Set new highlight
highlighted = v;
// Render highlighted item
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if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotVertex(highlighted, ColorCollection.HIGHLIGHT);
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// Done
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renderer.Finish();
renderer.Present();
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}
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// Show highlight info
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if((highlighted != null) && !highlighted.IsDisposed)
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General.Interface.ShowVertexInfo(highlighted);
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else
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General.Interface.HideInfo();
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}
// Selection
protected override void OnSelectBegin()
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{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
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{
// Flip selection
highlighted.Selected = !highlighted.Selected;
// Redraw highlight to show selection
if(renderer.StartPlotter(false))
{
renderer.PlotVertex(highlighted, renderer.DetermineVertexColor(highlighted));
renderer.Finish();
renderer.Present();
}
}
else
{
// Start making a selection
StartMultiSelection();
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}
base.OnSelectBegin();
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}
// End selection
protected override void OnSelectEnd()
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{
// Not stopping from multiselection?
if(!selecting)
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{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Render highlighted item
if(renderer.StartPlotter(false))
{
renderer.PlotVertex(highlighted, ColorCollection.HIGHLIGHT);
renderer.Finish();
renderer.Present();
}
}
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}
base.OnSelectEnd();
}
// Start editing
protected override void OnEditBegin()
{
bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
// Vertex highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Edit pressed in this mode
editpressed = true;
}
else
{
// Find the nearest linedef within highlight range
Linedef l = General.Map.Map.NearestLinedefRange(mousemappos, LINEDEF_SPLIT_RANGE / renderer.Scale);
if(l != null)
{
// Create undo
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General.Map.UndoRedo.CreateUndo("Split linedef");
Vector2D insertpos;
// Snip to grid also?
if(snaptogrid)
{
// Find all points where the grid intersects the line
List<Vector2D> points = l.GetGridIntersections();
insertpos = mousemappos;
float distance = float.MaxValue;
foreach(Vector2D p in points)
{
float pdist = Vector2D.DistanceSq(p, mousemappos);
if(pdist < distance)
{
insertpos = p;
distance = pdist;
}
}
}
else
{
// Just use the nearest point on line
insertpos = l.NearestOnLine(mousemappos);
}
// Make the vertex
Vertex v = General.Map.Map.CreateVertex(insertpos);
// Snap to map format accuracy
v.SnapToAccuracy();
// Split the line with this vertex
l.Split(v);
// Update
General.Map.Map.Update();
// Highlight it
Highlight(v);
// Redraw display
General.Interface.RedrawDisplay();
}
else
{
// Start drawing mode
DrawGeometryMode drawmode = new DrawGeometryMode();
DrawnVertex v = DrawGeometryMode.GetCurrentPosition(mousemappos, snaptonearest, snaptogrid, renderer, new List<DrawnVertex>());
drawmode.DrawPointAt(v);
General.Editing.ChangeMode(drawmode);
}
}
base.OnEditBegin();
}
// Done editing
protected override void OnEditEnd()
{
editpressed = false;
base.OnEditEnd();
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}
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// Mouse moves
public override void OnMouseMove(MouseEventArgs e)
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{
base.OnMouseMove(e);
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// Not holding any buttons?
if(e.Button == MouseButtons.None)
{
// Find the nearest vertex within highlight range
Vertex v = General.Map.Map.NearestVertexSquareRange(mousemappos, VERTEX_HIGHLIGHT_RANGE / renderer.Scale);
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// Highlight if not the same
if(v != highlighted) Highlight(v);
}
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}
// Mouse leaves
public override void OnMouseLeave(EventArgs e)
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{
base.OnMouseLeave(e);
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// Highlight nothing
Highlight(null);
}
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// Mouse wants to drag
protected override void OnDragStart(MouseEventArgs e)
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{
base.OnDragStart(e);
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// Edit button used?
if(General.Actions.CheckActionActive(null, "classicedit"))
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{
// Anything highlighted?
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if((highlighted != null) && !highlighted.IsDisposed)
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{
// Highlighted item not selected?
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if(!highlighted.Selected)
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{
// Select only this vertex for dragging
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General.Map.Map.ClearSelectedVertices();
highlighted.Selected = true;
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}
// Start dragging the selection
General.Editing.ChangeMode(new DragVerticesMode(highlighted, mousedownmappos));
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}
}
}
// This is called wheh selection ends
protected override void OnEndMultiSelection()
{
// Go for all vertices
foreach(Vertex v in General.Map.Map.Vertices)
{
v.Selected = ((v.Position.x >= selectionrect.Left) &&
(v.Position.y >= selectionrect.Top) &&
(v.Position.x <= selectionrect.Right) &&
(v.Position.y <= selectionrect.Bottom));
}
base.OnEndMultiSelection();
// Clear overlay
if(renderer.StartOverlay(true)) renderer.Finish();
// Redraw
General.Interface.RedrawDisplay();
}
// This is called when the selection is updated
protected override void OnUpdateMultiSelection()
{
base.OnUpdateMultiSelection();
// Render selection
if(renderer.StartOverlay(true))
{
RenderMultiSelection();
renderer.Finish();
renderer.Present();
}
}
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// When copying
public override bool OnCopyBegin()
{
// No selection made? But we have a highlight!
if((General.Map.Map.GetSelectedVertices(true).Count == 0) && (highlighted != null))
{
// Make the highlight the selection
highlighted.Selected = true;
}
return base.OnCopyBegin();
}
// When pasting
public override bool OnPasteBegin()
{
// No selection made? But we have a highlight!
if((General.Map.Map.GetSelectedVertices(true).Count == 0) && (highlighted != null))
{
// Make the highlight the selection
highlighted.Selected = true;
}
return base.OnPasteBegin();
}
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#endregion
#region ================== Actions
// This clears the selection
[BeginAction("clearselection", BaseAction = true)]
public void ClearSelection()
{
// Clear selection
General.Map.Map.ClearAllSelected();
// Redraw
General.Interface.RedrawDisplay();
}
// This creates a new vertex at the mouse position
[BeginAction("insertitem", BaseAction = true)]
public virtual void InsertVertex()
{
bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
// Mouse in window?
if(mouseinside)
{
Vector2D insertpos;
Linedef l = null;
// Create undo
General.Map.UndoRedo.CreateUndo("Insert vertex");
// Snap to geometry?
l = General.Map.Map.NearestLinedefRange(mousemappos, LINEDEF_SPLIT_RANGE / renderer.Scale);
if(snaptonearest && (l != null))
{
// Snip to grid also?
if(snaptogrid)
{
// Find all points where the grid intersects the line
List<Vector2D> points = l.GetGridIntersections();
insertpos = mousemappos;
float distance = float.MaxValue;
foreach(Vector2D p in points)
{
float pdist = Vector2D.DistanceSq(p, mousemappos);
if(pdist < distance)
{
insertpos = p;
distance = pdist;
}
}
}
else
{
// Just use the nearest point on line
insertpos = l.NearestOnLine(mousemappos);
}
}
// Snap to grid?
else if(snaptogrid)
{
// Snap to grid
insertpos = General.Map.Grid.SnappedToGrid(mousemappos);
}
else
{
// Just insert here, don't snap to anything
insertpos = mousemappos;
}
// Make the vertex
Vertex v = General.Map.Map.CreateVertex(insertpos);
// Snap to map format accuracy
v.SnapToAccuracy();
// Split the line with this vertex
if(snaptonearest && (l != null)) l.Split(v);
// Update
General.Map.Map.Update();
// Redraw screen
General.Interface.RedrawDisplay();
}
}
[BeginAction("deleteitem", BaseAction = true)]
public void DeleteItem()
{
// Make list of selected vertices
ICollection<Vertex> selected = General.Map.Map.GetSelectedVertices(true);
if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed) selected.Add(highlighted);
// Anything to do?
if(selected.Count > 0)
{
// Make undo
if(selected.Count > 1)
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General.Map.UndoRedo.CreateUndo("Delete " + selected.Count + " vertices");
else
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General.Map.UndoRedo.CreateUndo("Delete vertex");
// Go for all vertices that need to be removed
foreach(Vertex v in selected)
{
// If the vertex only has 2 linedefs attached, then merge the linedefs
if(v.Linedefs.Count == 2)
{
Linedef ld1 = General.GetByIndex(v.Linedefs, 0);
Linedef ld2 = General.GetByIndex(v.Linedefs, 1);
Vertex v1 = (ld1.Start == v) ? ld1.End : ld1.Start;
Vertex v2 = (ld2.Start == v) ? ld2.End : ld2.Start;
if(ld1.Start == v) ld1.SetStartVertex(v2); else ld1.SetEndVertex(v2);
//if(ld2.Start == v) ld2.SetStartVertex(v1); else ld2.SetEndVertex(v1);
//ld1.Join(ld2);
ld2.Dispose();
}
// Trash vertex
v.Dispose();
}
// Update cache values
General.Map.IsChanged = true;
General.Map.Map.Update();
// Invoke a new mousemove so that the highlighted item updates
MouseEventArgs e = new MouseEventArgs(MouseButtons.None, 0, (int)mousepos.x, (int)mousepos.y, 0);
OnMouseMove(e);
// Redraw screen
General.Interface.RedrawDisplay();
}
}
#endregion
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}
}