UltimateZoneBuilder/Source/BuilderModes/VerticesMode/DragVerticesMode.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.Interface;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
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using System.Drawing;
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using CodeImp.DoomBuilder.Editing;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes.Editing
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{
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// No action or button for this mode, it is automatic.
// The EditMode attribute does not have to be specified unless the
// mode must be activated by class name rather than direct instance.
// In that case, just specifying the attribute like this is enough:
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[EditMode]
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public sealed class DragVerticesMode : DragGeometryMode
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{
#region ================== Constants
#endregion
#region ================== Variables
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private ICollection<Vertex> selectedverts;
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private ICollection<Vertex> unselectedverts;
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#endregion
#region ================== Properties
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#endregion
#region ================== Constructor / Disposer
// Constructor to start dragging immediately
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public DragVerticesMode(EditMode basemode, Vertex dragitem, Vector2D dragstartmappos)
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{
// Get selected vertices
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selectedverts = General.Map.Map.GetVerticesSelection(true);
unselectedverts = General.Map.Map.GetVerticesSelection(false);
// Initialize
base.StartDrag(basemode, dragitem, dragstartmappos,
General.Map.Map.GetVerticesSelection(true),
General.Map.Map.GetVerticesSelection(false));
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// We have no destructor
GC.SuppressFinalize(this);
}
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// Disposer
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public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Done
base.Dispose();
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}
}
#endregion
#region ================== Methods
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// Mode engages
public override void Engage()
{
base.Engage();
}
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// Disenagaging
public override void Disengage()
{
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base.Disengage();
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// When not cancelled
if(!cancelled)
{
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// If only a single vertex was selected, deselect it now
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if(selectedverts.Count == 1) General.Map.Map.ClearSelectedVertices();
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}
}
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// This redraws the display
public unsafe override void RedrawDisplay()
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{
bool viewchanged = CheckViewChanged();
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// Start rendering
if(renderer.Start(true, viewchanged))
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{
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// Uncomment this to see triangulation
/*
foreach(Sector s in General.Map.Map.Sectors)
{
for(int i = 0; i < s.Triangles.Count; i += 3)
{
renderer.RenderLine(s.Triangles[i + 0], s.Triangles[i + 1], General.Colors.Selection);
renderer.RenderLine(s.Triangles[i + 1], s.Triangles[i + 2], General.Colors.Selection);
renderer.RenderLine(s.Triangles[i + 2], s.Triangles[i + 0], General.Colors.Selection);
}
}
*/
// Redraw things when view changed
if(viewchanged)
{
renderer.SetThingsRenderOrder(false);
renderer.RenderThingSet(General.Map.Map.Things);
}
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// Render lines and vertices
renderer.RenderLinedefSet(General.Map.Map.Linedefs);
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renderer.RenderVerticesSet(unselectedverts);
renderer.RenderVerticesSet(selectedverts);
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// Draw the dragged item highlighted
// This is important to know, because this item is used
// for snapping to the grid and snapping to nearest items
renderer.RenderVertex(dragitem, ColorCollection.HIGHLIGHT);
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// Done
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renderer.Finish();
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}
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}
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#endregion
}
}