UltimateZoneBuilder/Source/Editing/GridSetup.cs

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3.2 KiB
C#
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2007-11-10 19:24:52 +00:00
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using CodeImp.DoomBuilder.Data;
using SlimDX.Direct3D9;
using CodeImp.DoomBuilder.Geometry;
namespace CodeImp.DoomBuilder.Editing
{
public class GridSetup
{
#region ================== Constants
private const int DEFAULT_GRID_SIZE = 32;
public const int SOURCE_TEXTURES = 0;
public const int SOURCE_FLATS = 1;
#endregion
#region ================== Variables
// Grid
private int gridsize;
private float gridsizef;
private float gridsizefinv;
// Background
private string background = "";
private int backsource;
private ImageData backimage = new NullImage();
private int backoffsetx, backoffsety;
#endregion
#region ================== Properties
public int GridSize { get { return gridsize; } }
public float GridSizeF { get { return gridsizef; } }
public string BackgroundName { get { return background; } }
public int BackgroundSource { get { return backsource; } }
public ImageData Background { get { return backimage; } }
public int BackgroundX { get { return backoffsetx; } }
public int BackgroundY { get { return backoffsety; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public GridSetup()
{
// Initialize
SetGridSize(DEFAULT_GRID_SIZE);
// We have no destructor
GC.SuppressFinalize(this);
}
#endregion
#region ================== Methods
// This sets the grid size
public void SetGridSize(int size)
{
// Change grid
this.gridsize = size;
this.gridsizef = (float)gridsize;
this.gridsizefinv = 1f / gridsizef;
// Update in main window
General.MainWindow.UpdateGrid(gridsize);
}
// This sets the background
public void SetBackground(string name, int source)
{
// Set background
if(name == null) name = "";
this.backsource = source;
this.background = name;
// Find this image
LinkBackground();
}
// This sets the background offset
public void SetBackgroundOffset(int offsetx, int offsety)
{
// Set background offset
this.backoffsetx = offsetx;
this.backoffsety = offsety;
}
// This finds and links the background image
public void LinkBackground()
{
// From textures?
if(backsource == SOURCE_TEXTURES)
{
// Get this texture
backimage = General.Map.Data.GetTextureImage(background);
}
// From flats?
else if(backsource == SOURCE_FLATS)
{
// Get this flat
backimage = General.Map.Data.GetFlatImage(background);
}
// Make sure it is loaded
backimage.LoadImage();
backimage.CreateTexture();
}
// This snaps to the nearest grid coordinate
public Vector2D SnappedToGrid(Vector2D v)
{
return GridSetup.SnappedToGrid(v, gridsizef, gridsizefinv);
}
// This snaps to the nearest grid coordinate
public static Vector2D SnappedToGrid(Vector2D v, float gridsize, float gridsizeinv)
{
return new Vector2D((float)Math.Round(v.x * gridsizeinv) * gridsize,
(float)Math.Round(v.y * gridsizeinv) * gridsize);
}
#endregion
}
}