UltimateZoneBuilder/Source/Plugins/BuilderModes/ClassicModes/EditSelectionMode.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.Generic;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Config;
using System.Drawing;
using CodeImp.DoomBuilder.Controls;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(DisplayName = "Edit Selection Mode",
SwitchAction = "editselectionmode",
ButtonImage = "Selection3.png",
ButtonOrder = 1,
ButtonGroup = "002_modify",
Volatile = true,
UseByDefault = true,
Optional = false)]
public class EditSelectionMode : BaseClassicMode
{
#region ================== Enums
private enum ModifyMode
{
None,
Dragging,
Resizing,
Rotating
}
private enum Grip
{
None,
Main,
SizeN,
SizeS,
SizeE,
SizeW,
RotateLT,
RotateRT,
RotateRB,
RotateLB
}
#endregion
#region ================== Constants
private const float GRIP_SIZE = 9.0f;
private const float ZERO_SIZE_ADDITION = 20.0f;
private const byte RECTANGLE_ALPHA = 60;
private const byte EXTENSION_LINE_ALPHA = 150;
private readonly Cursor[] RESIZE_CURSORS = { Cursors.SizeNS, Cursors.SizeNWSE, Cursors.SizeWE, Cursors.SizeNESW };
#endregion
#region ================== Variables
// Modes
private bool modealreadyswitching;
private bool pasting;
private PasteOptions pasteoptions;
// Docker
private EditSelectionPanel panel;
private Docker docker;
// Highlighted vertex
private MapElement highlighted;
private Vector2D highlightedpos;
// Selection
private ICollection<Vertex> selectedvertices;
private ICollection<Thing> selectedthings;
private List<int> fixedrotationthingtypes; //mxd
private ICollection<Linedef> selectedlines;
private List<Vector2D> vertexpos;
private List<Vector2D> thingpos;
private List<float> thingangle;
private ICollection<Vertex> unselectedvertices;
private ICollection<Linedef> unselectedlines;
// Modification
private float rotation;
private Vector2D offset;
private Vector2D size;
private Vector2D baseoffset;
private Vector2D basesize;
private bool linesflipped;
// Modifying Modes
private ModifyMode mode;
private Vector2D dragoffset;
private Vector2D resizefilter;
private Vector2D resizevector;
private Vector2D edgevector;
private Line2D resizeaxis;
private int stickcorner;
private float rotategripangle;
private bool autopanning;
// Rectangle components
private Vector2D[] originalcorners; // lefttop, righttop, rightbottom, leftbottom
private Vector2D[] corners;
private FlatVertex[] cornerverts;
private RectangleF[] resizegrips; // top, right, bottom, left
private RectangleF[] rotategrips; // lefttop, righttop, rightbottom, leftbottom
private Line2D extensionline;
// Options
private bool snaptogrid; // SHIFT to toggle
private bool snaptonearest; // CTRL to enable
#endregion
#region ================== Properties
public override object HighlightedObject { get { return highlighted; } }
public bool Pasting { get { return pasting; } set { pasting = value; } }
public PasteOptions PasteOptions { get { return pasteoptions; } set { pasteoptions = value.Copy(); } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public EditSelectionMode()
{
// Initialize
mode = ModifyMode.None;
}
//mxd. Another constructor
public EditSelectionMode(bool pasting)
{
// Initialize
this.pasting = pasting;
this.mode = ModifyMode.None;
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Methods
// The following functions set different properties and update
public void SetAbsPosX(float posx)
{
offset.x = posx;
UpdateAllChanges();
}
public void SetAbsPosY(float posy)
{
offset.y = posy;
UpdateAllChanges();
}
public void SetRelPosX(float posx)
{
offset.x = posx + baseoffset.x;
UpdateAllChanges();
}
public void SetRelPosY(float posy)
{
offset.y = posy + baseoffset.y;
UpdateAllChanges();
}
public void SetAbsSizeX(float sizex)
{
size.x = sizex;
UpdateAllChanges();
}
public void SetAbsSizeY(float sizey)
{
size.y = sizey;
UpdateAllChanges();
}
public void SetRelSizeX(float sizex)
{
size.x = basesize.x * (sizex / 100.0f);
UpdateAllChanges();
}
public void SetRelSizeY(float sizey)
{
size.y = basesize.y * (sizey / 100.0f);
UpdateAllChanges();
}
public void SetAbsRotation(float absrot)
{
rotation = absrot;
UpdateAllChanges();
}
// This updates all after changes were made
private void UpdateAllChanges()
{
UpdateGeometry();
UpdateRectangleComponents();
General.Map.Map.Update();
General.Interface.RedrawDisplay();
}
// This returns the position of the highlighted item
/*private Vector2D GetHighlightedPosition()
{
if(highlighted is Vertex)
return (highlighted as Vertex).Position;
else if(highlighted is Thing)
return (highlighted as Thing).Position;
else
throw new Exception("Highlighted element type is not supported.");
}*/
// This highlights a new vertex
protected void Highlight(MapElement h)
{
// Undraw previous highlight
if((highlighted != null) && !highlighted.IsDisposed)
{
if(highlighted is Vertex)
{
if(renderer.StartPlotter(false))
{
renderer.PlotVertex((highlighted as Vertex), renderer.DetermineVertexColor((highlighted as Vertex)));
renderer.Finish();
}
}
else
{
if(renderer.StartThings(false))
{
renderer.RenderThing((highlighted as Thing), renderer.DetermineThingColor((highlighted as Thing)), 1.0f);
renderer.Finish();
}
}
}
// Set new highlight
highlighted = h;
// Render highlighted item
if((highlighted != null) && !highlighted.IsDisposed)
{
if(highlighted is Vertex)
{
if(renderer.StartPlotter(false))
{
renderer.PlotVertex((highlighted as Vertex), ColorCollection.HIGHLIGHT);
renderer.Finish();
}
}
else
{
if(renderer.StartThings(false))
{
renderer.RenderThing((highlighted as Thing), General.Colors.Highlight, 1.0f);
renderer.Finish();
}
}
}
// Done
renderer.Present();
}
// This updates the selection
private void Update()
{
// Not in any modifying mode?
if(mode == ModifyMode.None)
{
// Check what grip the mouse is over
// and change cursor accordingly
Grip mousegrip = CheckMouseGrip();
switch(mousegrip)
{
case Grip.Main:
// Find the nearest vertex within highlight range
Vertex v = MapSet.NearestVertex(selectedvertices, mousemappos);
// Find the nearest thing within range
Thing t = MapSet.NearestThing(selectedthings, mousemappos);
// Highlight the one that is closer
if((v != null) && (t != null))
{
if(v.DistanceToSq(mousemappos) < t.DistanceToSq(mousemappos))
{
if(v != highlighted) Highlight(v);
}
else
{
if(t != highlighted) Highlight(t);
}
}
else if(v != null)
{
if(v != highlighted) Highlight(v);
}
else
{
if(t != highlighted) Highlight(t);
}
General.Interface.SetCursor(Cursors.Hand);
break;
case Grip.RotateLB:
case Grip.RotateLT:
case Grip.RotateRB:
case Grip.RotateRT:
Highlight(null);
General.Interface.SetCursor(Cursors.Cross);
break;
case Grip.SizeE:
case Grip.SizeS:
case Grip.SizeW:
case Grip.SizeN:
// Pick the best matching cursor depending on rotation and side
float resizeangle = rotation;
if((mousegrip == Grip.SizeE) || (mousegrip == Grip.SizeW)) resizeangle += Angle2D.PIHALF;
resizeangle = Angle2D.Normalized(resizeangle);
if(resizeangle > Angle2D.PI) resizeangle -= Angle2D.PI;
resizeangle = Math.Abs(resizeangle + Angle2D.PI / 8.000001f);
int cursorindex = (int)Math.Floor((resizeangle / Angle2D.PI) * 4.0f) % 4;
General.Interface.SetCursor(RESIZE_CURSORS[cursorindex]);
Highlight(null);
break;
default:
Highlight(null);
General.Interface.SetCursor(Cursors.Default);
break;
}
}
else
{
Vector2D snappedmappos = mousemappos;
bool dosnaptogrid = snaptogrid;
// Options
snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
// Change to crosshair cursor so we can clearly see around the mouse cursor
General.Interface.SetCursor(Cursors.Cross);
// Check what modifying mode we are in
switch(mode)
{
// Dragging
case ModifyMode.Dragging:
// Change offset without snapping
offset = mousemappos - dragoffset;
// Calculate transformed position of highlighted vertex
Vector2D transformedpos = TransformedPoint(highlightedpos);
// Snap to nearest vertex?
if(snaptonearest && (highlighted != null))
{
float vrange = BuilderPlug.Me.StitchRange / renderer.Scale;
// Try the nearest vertex
Vertex nv = MapSet.NearestVertexSquareRange(unselectedvertices, transformedpos, vrange);
if(nv != null)
{
// Change offset to snap to target
offset += nv.Position - transformedpos;
dosnaptogrid = false;
}
else
{
// Find the nearest unselected line within range
Linedef nl = MapSet.NearestLinedefRange(unselectedlines, transformedpos, BuilderPlug.Me.StitchRange / renderer.Scale);
if(nl != null)
{
// Snap to grid?
if(dosnaptogrid)
{
// Get grid intersection coordinates
List<Vector2D> coords = nl.GetGridIntersections();
// Find nearest grid intersection
float found_distance = float.MaxValue;
Vector2D found_pos = new Vector2D(float.NaN, float.NaN);
foreach(Vector2D v in coords)
{
Vector2D dist = transformedpos - v;
if(dist.GetLengthSq() < found_distance)
{
// Found a better match
found_distance = dist.GetLengthSq();
found_pos = v;
// Do not snap to grid anymore
dosnaptogrid = false;
}
}
// Found something?
if(!float.IsNaN(found_pos.x))
{
// Change offset to snap to target
offset += found_pos - transformedpos;
}
}
else
{
// Change offset to snap onto the line
offset += nl.NearestOnLine(transformedpos) - transformedpos;
}
}
}
}
// Snap to grid?
if(dosnaptogrid && (highlighted != null))
{
// Change offset to align to grid
offset += General.Map.Grid.SnappedToGrid(transformedpos) - transformedpos;
}
// Update
UpdateGeometry();
UpdateRectangleComponents();
General.Interface.RedrawDisplay();
break;
// Resizing
case ModifyMode.Resizing:
// Snap to nearest vertex?
if(snaptonearest)
{
float vrange = BuilderPlug.Me.StitchRange / renderer.Scale;
// Try the nearest vertex
Vertex nv = MapSet.NearestVertexSquareRange(unselectedvertices, snappedmappos, vrange);
if(nv != null)
{
snappedmappos = nv.Position;
dosnaptogrid = false;
}
}
// Snap to grid?
if(dosnaptogrid)
{
// Aligned to grid
snappedmappos = General.Map.Grid.SnappedToGrid(snappedmappos);
}
// Keep corner position
Vector2D oldcorner = corners[stickcorner];
// Change size with the scale from the ruler
float scale = resizeaxis.GetNearestOnLine(snappedmappos);
size = (basesize * resizefilter) * scale + size * (1.0f - resizefilter);
// Adjust corner position
Vector2D newcorner = TransformedPoint(originalcorners[stickcorner]);
offset -= newcorner - oldcorner;
// Show the extension line so that the user knows what it is aligning to
Vector2D sizefiltered = (size * resizefilter);
float sizelength = sizefiltered.x + sizefiltered.y;
Line2D edgeline = new Line2D(resizeaxis.v1 + resizevector * sizelength, resizeaxis.v1 + resizevector * sizelength - edgevector);
float nearestonedge = edgeline.GetNearestOnLine(snappedmappos);
if(nearestonedge > 0.5f)
extensionline = new Line2D(edgeline.v1, snappedmappos);
else
extensionline = new Line2D(edgeline.v2, snappedmappos);
// Update
UpdateGeometry();
UpdateRectangleComponents();
General.Interface.RedrawDisplay();
break;
// Rotating
case ModifyMode.Rotating:
// Get angle from mouse to center
Vector2D center = offset + size * 0.5f;
Vector2D delta = snappedmappos - center;
rotation = delta.GetAngle() - rotategripangle;
// Snap rotation to grip?
if(dosnaptogrid)
{
// We make 8 vectors that the rotation can snap to
float founddistance = float.MaxValue;
float foundrotation = rotation;
for(int i = 0; i < 8; i++)
{
// Make the vectors
float angle = i * Angle2D.PI * 0.25f;
Vector2D gridvec = Vector2D.FromAngle(angle);
Vector3D rotvec = Vector2D.FromAngle(rotation);
// Check distance
float dist = 2.0f - Vector2D.DotProduct(gridvec, rotvec);
if(dist < founddistance)
{
foundrotation = angle;
founddistance = dist;
}
}
// Keep rotation
rotation = foundrotation;
}
// Update
UpdateGeometry();
UpdateRectangleComponents();
General.Interface.RedrawDisplay();
break;
}
}
}
// This checks and returns the grip the mouse pointer is in
private Grip CheckMouseGrip()
{
if(PointInRectF(resizegrips[0], mousemappos))
return Grip.SizeN;
else if(PointInRectF(resizegrips[2], mousemappos))
return Grip.SizeS;
else if(PointInRectF(resizegrips[1], mousemappos))
return Grip.SizeE;
else if(PointInRectF(resizegrips[3], mousemappos))
return Grip.SizeW;
else if(PointInRectF(rotategrips[0], mousemappos))
return Grip.RotateLT;
else if(PointInRectF(rotategrips[1], mousemappos))
return Grip.RotateRT;
else if(PointInRectF(rotategrips[2], mousemappos))
return Grip.RotateRB;
else if(PointInRectF(rotategrips[3], mousemappos))
return Grip.RotateLB;
else if(Tools.PointInPolygon(corners, mousemappos))
return Grip.Main;
else
return Grip.None;
}
// This applies the current rotation and resize to a point
private Vector2D TransformedPoint(Vector2D p)
{
// Resize
p = (p - baseoffset) * (size / basesize) + baseoffset;
// Rotate
Vector2D center = baseoffset + size * 0.5f;
Vector2D po = p - center;
p = po.GetRotated(rotation);
p += center;
// Translate
p += offset - baseoffset;
return p;
}
// This applies the current rotation and resize to a point
private Vector2D TransformedPointNoScale(Vector2D p)
{
// Rotate
Vector2D center = baseoffset + size * 0.5f;
Vector2D po = p - center;
p = po.GetRotated(rotation);
p += center;
// Translate
p += offset - baseoffset;
return p;
}
// This applies the current rotation and resize to a point
private Vector2D TransformedPointNoRotate(Vector2D p)
{
// Resize
p = (p - baseoffset) * (size / basesize) + baseoffset;
// Translate
p += offset - baseoffset;
return p;
}
// This applies the current rotation and resize to a point
private Vector2D TransformedPointNoRotateNoScale(Vector2D p)
{
// Translate
p += offset - baseoffset;
return p;
}
// This checks if a point is in a rect
private static bool PointInRectF(RectangleF rect, Vector2D point)
{
return !(point.x < rect.Left || point.x > rect.Right || point.y < rect.Top || point.y > rect.Bottom); //mxd
}
// This updates the values in the panel
private void UpdatePanel()
{
Vector2D relsize = (size / basesize) * 100.0f;
if(panel != null)
panel.ShowCurrentValues(offset, offset - baseoffset, size, relsize, rotation);
}
// This moves all things and vertices to match the current transformation
private void UpdateGeometry()
{
float[] newthingangle = thingangle.ToArray();
int index;
// Flip things horizontally
if(size.x < 0.0f)
{
for(index = 0; index < newthingangle.Length; index++)
{
// Check quadrant
if((newthingangle[index] >= 0f) && (newthingangle[index] < Angle2D.PIHALF))
newthingangle[index] = newthingangle[index] - (newthingangle[index] * 2);
else if((newthingangle[index] >= Angle2D.PIHALF) && (newthingangle[index] <= Angle2D.PI))
newthingangle[index] = newthingangle[index] + (Angle2D.PI - newthingangle[index]) * 2;
else if((newthingangle[index] >= Angle2D.PI) && (newthingangle[index] <= Angle2D.PI + Angle2D.PIHALF))
newthingangle[index] = newthingangle[index] - (newthingangle[index] - Angle2D.PI) * 2;
else
newthingangle[index] = newthingangle[index] + (Angle2D.PI2 - newthingangle[index]) * 2;
}
}
// Flip things vertically
if(size.y < 0.0f)
{
for(index = 0; index < newthingangle.Length; index++)
{
// Check quadrant
if((newthingangle[index] >= 0f) && (newthingangle[index] < Angle2D.PIHALF))
newthingangle[index] = newthingangle[index] + (Angle2D.PI - newthingangle[index] * 2);
else if((newthingangle[index] >= Angle2D.PIHALF) && (newthingangle[index] <= Angle2D.PI))
newthingangle[index] = newthingangle[index] - (newthingangle[index] - Angle2D.PIHALF) * 2;
else if((newthingangle[index] >= Angle2D.PI) && (newthingangle[index] <= Angle2D.PI + Angle2D.PIHALF))
newthingangle[index] = newthingangle[index] + (Angle2D.PI - (newthingangle[index] - Angle2D.PI) * 2);
else
newthingangle[index] = newthingangle[index] - (newthingangle[index] - (Angle2D.PI + Angle2D.PIHALF)) * 2;
}
}
// We use optimized versions of the TransformedPoint depending on what needs to be done.
// This is mainly done because 0.0 rotation and 1.0 scale may still give slight inaccuracies.
bool norotate = Math.Abs(rotation) < 0.0001f;
bool noscale = Math.Abs(size.x - basesize.x) + Math.Abs(size.y - basesize.y) < 0.0001f;
if(norotate && noscale)
{
index = 0;
foreach(Vertex v in selectedvertices)
{
v.Move(TransformedPointNoRotateNoScale(vertexpos[index++]));
}
index = 0;
foreach(Thing t in selectedthings)
{
t.Move(TransformedPointNoRotateNoScale(thingpos[index++]));
}
}
else if(norotate)
{
index = 0;
foreach(Vertex v in selectedvertices)
{
v.Move(TransformedPointNoRotate(vertexpos[index++]));
}
index = 0;
foreach(Thing t in selectedthings)
{
t.Move(TransformedPointNoRotate(thingpos[index++]));
}
}
else if(noscale)
{
index = 0;
foreach(Vertex v in selectedvertices)
{
v.Move(TransformedPointNoScale(vertexpos[index++]));
}
index = 0;
foreach(Thing t in selectedthings)
{
newthingangle[index] = Angle2D.Normalized(newthingangle[index] + rotation);
t.Move(TransformedPointNoScale(thingpos[index++]));
}
}
else
{
index = 0;
foreach(Vertex v in selectedvertices)
{
v.Move(TransformedPoint(vertexpos[index++]));
}
index = 0;
foreach(Thing t in selectedthings)
{
newthingangle[index] = Angle2D.Normalized(newthingangle[index] + rotation);
t.Move(TransformedPoint(thingpos[index++]));
}
}
// This checks if the lines should be flipped
bool shouldbeflipped = (size.x < 0.0f) ^ (size.y < 0.0f);
if(shouldbeflipped != linesflipped) FlipLinedefs();
// Apply new thing rotations
index = 0;
foreach(Thing t in selectedthings)
{
if(!fixedrotationthingtypes.Contains(t.Type)) //mxd. Polyobject Anchors, I hate you!
t.Rotate(Angle2D.Normalized(newthingangle[index++]));
}
UpdatePanel();
General.Map.Map.Update(true, false);
}
// This updates the selection rectangle components
private void UpdateRectangleComponents()
{
float gripsize = GRIP_SIZE / renderer.Scale;
PixelColor rectcolor = General.Colors.Highlight.WithAlpha(RECTANGLE_ALPHA);
// Original (untransformed) corners
originalcorners = new Vector2D[4];
originalcorners[0] = new Vector2D(baseoffset.x, baseoffset.y);
originalcorners[1] = new Vector2D(baseoffset.x + basesize.x, baseoffset.y);
originalcorners[2] = new Vector2D(baseoffset.x + basesize.x, baseoffset.y + basesize.y);
originalcorners[3] = new Vector2D(baseoffset.x, baseoffset.y + basesize.y);
// Corners
corners = new Vector2D[4];
for(int i = 0; i < 4; i++)
corners[i] = TransformedPoint(originalcorners[i]);
// Vertices
cornerverts = new FlatVertex[6];
for(int i = 0; i < 6; i++)
{
cornerverts[i] = new FlatVertex();
cornerverts[i].z = 1.0f;
cornerverts[i].c = rectcolor.ToInt();
}
cornerverts[0].x = corners[0].x;
cornerverts[0].y = corners[0].y;
cornerverts[1].x = corners[1].x;
cornerverts[1].y = corners[1].y;
cornerverts[2].x = corners[2].x;
cornerverts[2].y = corners[2].y;
cornerverts[3].x = corners[0].x;
cornerverts[3].y = corners[0].y;
cornerverts[4].x = corners[2].x;
cornerverts[4].y = corners[2].y;
cornerverts[5].x = corners[3].x;
cornerverts[5].y = corners[3].y;
// Middle points between corners
Vector2D middle01 = corners[0] + (corners[1] - corners[0]) * 0.5f;
Vector2D middle12 = corners[1] + (corners[2] - corners[1]) * 0.5f;
Vector2D middle23 = corners[2] + (corners[3] - corners[2]) * 0.5f;
Vector2D middle30 = corners[3] + (corners[0] - corners[3]) * 0.5f;
// Resize grips
resizegrips = new RectangleF[4];
resizegrips[0] = new RectangleF(middle01.x - gripsize * 0.5f,
middle01.y - gripsize * 0.5f,
gripsize, gripsize);
resizegrips[1] = new RectangleF(middle12.x - gripsize * 0.5f,
middle12.y - gripsize * 0.5f,
gripsize, gripsize);
resizegrips[2] = new RectangleF(middle23.x - gripsize * 0.5f,
middle23.y - gripsize * 0.5f,
gripsize, gripsize);
resizegrips[3] = new RectangleF(middle30.x - gripsize * 0.5f,
middle30.y - gripsize * 0.5f,
gripsize, gripsize);
// Rotate grips
rotategrips = new RectangleF[4];
rotategrips[0] = new RectangleF(corners[0].x - gripsize * 0.5f,
corners[0].y - gripsize * 0.5f,
gripsize, gripsize);
rotategrips[1] = new RectangleF(corners[1].x - gripsize * 0.5f,
corners[1].y - gripsize * 0.5f,
gripsize, gripsize);
rotategrips[2] = new RectangleF(corners[2].x - gripsize * 0.5f,
corners[2].y - gripsize * 0.5f,
gripsize, gripsize);
rotategrips[3] = new RectangleF(corners[3].x - gripsize * 0.5f,
corners[3].y - gripsize * 0.5f,
gripsize, gripsize);
}
// This flips all linedefs in the selection (used for mirroring)
private void FlipLinedefs()
{
// Flip linedefs
foreach(Linedef ld in selectedlines)
ld.FlipVertices();
// Done
linesflipped = !linesflipped;
}
#endregion
#region ================== Events
public override void OnHelp()
{
General.ShowHelp("e_editselection.html");
}
// Mode engages
public override void OnEngage()
{
base.OnEngage();
2009-07-12 11:17:30 +00:00
bool autodrag = (pasting && mouseinside && BuilderPlug.Me.AutoDragOnPaste);
snaptonearest = General.Interface.AutoMerge; //mxd
2009-07-12 11:17:30 +00:00
// Add toolbar buttons
General.Interface.AddButton(BuilderPlug.Me.MenusForm.FlipSelectionH);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.FlipSelectionV);
// Add docker
panel = new EditSelectionPanel(this);
docker = new Docker("editselection", "Edit Selection", panel);
General.Interface.AddDocker(docker);
General.Interface.SelectDocker(docker);
// We don't want to record this for undoing while we move the geometry around.
// This will be set back to normal when we're done.
General.Map.UndoRedo.IgnorePropChanges = true;
// Convert geometry selection
General.Map.Map.ClearAllMarks(false);
General.Map.Map.MarkSelectedVertices(true, true);
General.Map.Map.MarkSelectedThings(true, true);
General.Map.Map.MarkSelectedLinedefs(true, true);
General.Map.Map.MarkSelectedSectors(true, true);
ICollection<Vertex> verts = General.Map.Map.GetVerticesFromLinesMarks(true);
foreach(Vertex v in verts) v.Marked = true;
ICollection<Sector> sects = General.Map.Map.GetSelectedSectors(true);
foreach(Sector s in sects)
{
foreach(Sidedef sd in s.Sidedefs)
{
sd.Line.Marked = true;
sd.Line.Start.Marked = true;
sd.Line.End.Marked = true;
}
}
selectedvertices = General.Map.Map.GetMarkedVertices(true);
selectedthings = General.Map.Map.GetMarkedThings(true);
unselectedvertices = General.Map.Map.GetMarkedVertices(false);
// Make sure everything is selected so that it turns up red
foreach(Vertex v in selectedvertices) v.Selected = true;
ICollection<Linedef> markedlines = General.Map.Map.LinedefsFromMarkedVertices(false, true, false);
foreach(Linedef l in markedlines) l.Selected = true;
selectedlines = General.Map.Map.LinedefsFromMarkedVertices(false, true, false);
unselectedlines = General.Map.Map.LinedefsFromMarkedVertices(true, false, false);
// Array to keep original coordinates
vertexpos = new List<Vector2D>(selectedvertices.Count);
thingpos = new List<Vector2D>(selectedthings.Count);
thingangle = new List<float>(selectedthings.Count);
fixedrotationthingtypes = new List<int>(); //mxd
// A selection must be made!
if((selectedvertices.Count > 0) || (selectedthings.Count > 0))
{
// Initialize offset and size
offset.x = float.MaxValue;
offset.y = float.MaxValue;
Vector2D right;
right.x = float.MinValue;
right.y = float.MinValue;
foreach(Vertex v in selectedvertices)
{
// Find left-top and right-bottom
if(v.Position.x < offset.x) offset.x = v.Position.x;
if(v.Position.y < offset.y) offset.y = v.Position.y;
if(v.Position.x > right.x) right.x = v.Position.x;
if(v.Position.y > right.y) right.y = v.Position.y;
// Keep original coordinates
vertexpos.Add(v.Position);
}
foreach(Thing t in selectedthings)
{
// Find left-top and right-bottom
if((t.Position.x - t.Size) < offset.x) offset.x = t.Position.x - t.Size;
if((t.Position.y - t.Size) < offset.y) offset.y = t.Position.y - t.Size;
if((t.Position.x + t.Size) > right.x) right.x = t.Position.x + t.Size;
if((t.Position.y + t.Size) > right.y) right.y = t.Position.y + t.Size;
if (!fixedrotationthingtypes.Contains(t.Type)) //mxd
{
ThingTypeInfo tti = General.Map.Data.GetThingInfoEx(t.Type);
if (tti != null && tti.FixedRotation) fixedrotationthingtypes.Add(t.Type);
}
// Keep original coordinates
thingpos.Add(t.Position);
thingangle.Add(t.Angle);
}
// Calculate size
size = right - offset;
// If the width of a dimension is zero, add a little
if(Math.Abs(size.x) < 1.0f)
{
size.x += ZERO_SIZE_ADDITION;
offset.x -= ZERO_SIZE_ADDITION / 2;
}
if(Math.Abs(size.y) < 1.0f)
{
size.y += ZERO_SIZE_ADDITION;
offset.y -= ZERO_SIZE_ADDITION / 2;
}
basesize = size;
baseoffset = offset;
// When pasting, we want to move the geometry so it is visible
if(pasting)
{
// Mouse in screen?
if(mouseinside)
{
offset = mousemappos - size / 2;
}
else
{
Vector2D viewmappos = new Vector2D(renderer.OffsetX, renderer.OffsetY);
offset = viewmappos - size / 2;
}
if(General.Interface.SnapToGrid) //mxd
offset = General.Map.Grid.SnappedToGrid(offset);
UpdateGeometry();
General.Map.Data.UpdateUsedTextures();
2009-07-12 11:17:30 +00:00
if(!autodrag)
General.Map.Map.Update();
}
// Set presentation
if(selectedthings.Count > 0)
renderer.SetPresentation(Presentation.Things);
else
renderer.SetPresentation(Presentation.Standard);
// Update
panel.ShowOriginalValues(baseoffset, basesize);
UpdateRectangleComponents();
UpdatePanel();
Update();
// When pasting and mouse is in screen, drag selection immediately
2009-07-12 11:17:30 +00:00
if(autodrag) OnSelectBegin();
}
else
{
General.Interface.MessageBeep(MessageBeepType.Default);
General.Interface.DisplayStatus(StatusType.Info, "A selection is required for this action.");
// Cancel now
General.Editing.CancelMode();
}
}
// Cancel mode
public override void OnCancel()
{
base.OnCancel();
// Paste operation?
if(pasting)
{
// Resume normal undo/redo recording
General.Map.UndoRedo.IgnorePropChanges = false;
General.Map.Map.BeginAddRemove(); //mxd
// Remove the geometry
foreach(Vertex v in selectedvertices) v.Dispose();
foreach(Thing t in selectedthings) t.Dispose();
General.Map.Map.EndAddRemove(); //mxd
// Withdraw the undo
if(General.Map.UndoRedo.NextUndo != null)
General.Map.UndoRedo.WithdrawUndo();
}
else
{
// Reset geometry in original position
int index = 0;
foreach(Vertex v in selectedvertices)
v.Move(vertexpos[index++]);
index = 0;
foreach(Thing t in selectedthings)
{
t.Rotate(thingangle[index]);
t.Move(thingpos[index++]);
}
// Resume normal undo/redo recording
General.Map.UndoRedo.IgnorePropChanges = false;
}
General.Map.Map.Update(true, true);
// Return to previous stable mode
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
}
// When accepted
public override void OnAccept()
{
base.OnAccept();
// Anything to do?
if((selectedthings.Count > 0) || (selectedvertices.Count > 0))
{
Vector2D tl = new Vector2D(General.Map.Config.RightBoundary, General.Map.Config.BottomBoundary);
Vector2D br = new Vector2D(General.Map.Config.LeftBoundary, General.Map.Config.RightBoundary);
foreach (Vertex v in selectedvertices)
{
if (v.Position.x < tl.x) tl.x = (int)v.Position.x;
if (v.Position.x > br.x) br.x = (int)v.Position.x;
if (v.Position.y > tl.y) tl.y = (int)v.Position.y;
if (v.Position.y < br.y) br.y = (int)v.Position.y;
}
foreach (Thing t in selectedthings)
{
if (t.Position.x < tl.x) tl.x = (int)t.Position.x;
if (t.Position.x > br.x) br.x = (int)t.Position.x;
if (t.Position.y > tl.y) tl.y = (int)t.Position.y;
if (t.Position.y < br.y) br.y = (int)t.Position.y;
}
// Check if the selection is outside the map boundaries
if (tl.x < General.Map.Config.LeftBoundary || br.x > General.Map.Config.RightBoundary ||
tl.y > General.Map.Config.TopBoundary || br.y < General.Map.Config.BottomBoundary)
{
General.Interface.DisplayStatus(StatusType.Warning, "Error: selection out of map boundaries.");
// If we're in the process of switching to another mode, reset to selection
// to its old position
if (modealreadyswitching)
{
// Reset geometry in original position
int index = 0;
foreach (Vertex v in selectedvertices)
v.Move(vertexpos[index++]);
index = 0;
foreach (Thing t in selectedthings)
{
t.Rotate(thingangle[index]);
t.Move(thingpos[index++]);
}
// Resume normal undo/redo recording
General.Map.UndoRedo.IgnorePropChanges = false;
General.Map.Map.Update(true, true);
}
return;
}
Cursor.Current = Cursors.AppStarting;
if(!pasting)
{
// Reset geometry in original position to create an undo
if(linesflipped) FlipLinedefs(); // Flip linedefs back if they were flipped
int index = 0;
foreach(Vertex v in selectedvertices)
v.Move(vertexpos[index++]);
index = 0;
foreach(Thing t in selectedthings)
{
t.Rotate(thingangle[index]);
t.Move(thingpos[index++]);
}
General.Map.Map.Update(true, true);
// Make undo
General.Map.UndoRedo.CreateUndo("Edit selection");
}
// Resume normal undo/redo recording
General.Map.UndoRedo.IgnorePropChanges = false;
// Mark selected geometry
General.Map.Map.ClearAllMarks(false);
General.Map.Map.MarkAllSelectedGeometry(true, true, true, true, false);
// Move geometry to new position
UpdateGeometry();
General.Map.Map.Update(true, true);
// When pasting, we want to join with the parent sector
// where the sidedefs are referencing a virtual sector
if(pasting)
{
Sector parent = null;
Sector vsector = null;
General.Settings.FindDefaultDrawSettings();
// Go for all sidedes in the new geometry
List<Sidedef> newsides = General.Map.Map.GetMarkedSidedefs(true);
foreach (Sidedef s in newsides)
{
// Connected to a virtual sector?
if(s.Marked && s.Sector.Fields.ContainsKey(MapSet.VirtualSectorField))
{
bool joined = false;
// Keep reference to virtual sector
vsector = s.Sector;
// Not virtual on both sides?
// Pascal 3-1-08: I can't remember why I have this check here, but it causes problems when
// pasting a single linedef that refers to the same sector on both sides (the line then
// loses both its sidedefs because it doesn't join any sector)
//if((s.Other != null) && !s.Other.Sector.Fields.ContainsKey(MapSet.VirtualSectorField))
{
// Find out in which sector this was pasted
Vector2D testpoint = s.Line.GetSidePoint(!s.IsFront);
Linedef nl = MapSet.NearestLinedef(General.Map.Map.GetMarkedLinedefs(false), testpoint);
if(nl != null)
{
Sidedef joinsidedef = (nl.SideOfLine(testpoint) <= 0 ? nl.Front : nl.Back);
// Join?
if(joinsidedef != null)
{
// Join!
s.SetSector(joinsidedef.Sector);
s.Marked = false;
joined = true;
// If we have no parent sector yet, then this is it!
if(parent == null) parent = joinsidedef.Sector;
}
}
}
// Not joined any sector?
if(!joined)
{
Linedef l = s.Line;
// Remove the sidedef
s.Dispose();
// Correct the linedef
if((l.Front == null) && (l.Back != null))
{
l.FlipVertices();
l.FlipSidedefs();
}
// Correct the sided flags
l.ApplySidedFlags();
}
}
}
// Do we have a virtual and parent sector?
if((vsector != null) && (parent != null))
{
// Adjust the floor and ceiling heights of all new sectors
if(pasteoptions.AdjustHeights)
{
ICollection<Sector> newsectors = General.Map.Map.GetMarkedSectors(true);
foreach(Sector s in newsectors)
{
s.CeilHeight += parent.CeilHeight - vsector.CeilHeight;
s.FloorHeight += parent.FloorHeight - vsector.FloorHeight;
}
}
}
// Remove any virtual sectors
General.Map.Map.RemoveVirtualSectors();
}
// Stitch geometry
if(snaptonearest) General.Map.Map.StitchGeometry();
// Make corrections for backward linedefs
MapSet.FlipBackwardLinedefs(General.Map.Map.Linedefs);
// Snap to map format accuracy
General.Map.Map.SnapAllToAccuracy();
// Update cached values
General.Map.Data.UpdateUsedTextures();
General.Map.Map.Update();
General.Map.ThingsFilter.Update();
// Make normal selection
General.Map.Map.ClearAllSelected();
foreach(Vertex v in selectedvertices) if(!v.IsDisposed) v.Selected = true;
foreach(Linedef l in selectedlines) { if(!l.IsDisposed) { l.Start.Selected = true; l.End.Selected = true; } }
foreach(Thing t in selectedthings) if(!t.IsDisposed) t.Selected = true;
General.Map.Map.SelectionType = SelectionType.Vertices | SelectionType.Things;
// Done
selectedvertices = new List<Vertex>();
selectedthings = new List<Thing>();
selectedlines = new List<Linedef>();
Cursor.Current = Cursors.Default;
General.Map.IsChanged = true;
}
if(!modealreadyswitching)
{
// Return to previous stable mode
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
}
}
// Mode disengages
public override void OnDisengage()
{
base.OnDisengage();
// Remove toolbar buttons
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.FlipSelectionH);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.FlipSelectionV);
// Remove docker
General.Interface.RemoveDocker(docker);
panel.Dispose();
panel = null;
// When not cancelled manually, we assume it is accepted
if(!cancelled)
{
modealreadyswitching = true;
//this.OnAccept(); // BAD! Any other plugins won't know this mode was accepted
General.Editing.AcceptMode();
}
// Update
General.Map.ThingsFilter.Update();
General.Interface.RedrawDisplay();
// Hide highlight info
General.Interface.HideInfo();
General.Interface.SetCursor(Cursors.Default);
}
// This redraws the display
public override void OnRedrawDisplay()
{
UpdateRectangleComponents();
renderer.RedrawSurface();
// Render lines
if(renderer.StartPlotter(true))
{
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
renderer.PlotVerticesSet(General.Map.Map.Vertices);
if(highlighted is Vertex) renderer.PlotVertex((highlighted as Vertex), ColorCollection.HIGHLIGHT);
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 is Thing) renderer.RenderThing((highlighted as Thing), General.Colors.Highlight, 1.0f);
renderer.Finish();
}
// Render selection
if(renderer.StartOverlay(true))
{
// Rectangle
PixelColor rectcolor = General.Colors.Highlight.WithAlpha(RECTANGLE_ALPHA);
renderer.RenderGeometry(cornerverts, null, true);
renderer.RenderLine(corners[0], corners[1], 4, rectcolor, true);
renderer.RenderLine(corners[1], corners[2], 4, rectcolor, true);
renderer.RenderLine(corners[2], corners[3], 4, rectcolor, true);
renderer.RenderLine(corners[3], corners[0], 4, rectcolor, true);
// Extension line
if(extensionline.GetLengthSq() > 0.0f)
renderer.RenderLine(extensionline.v1, extensionline.v2, 1, General.Colors.Indication.WithAlpha(EXTENSION_LINE_ALPHA), true);
// Grips
for(int i = 0; i < 4; i++)
{
renderer.RenderRectangleFilled(resizegrips[i], General.Colors.Background, true);
renderer.RenderRectangle(resizegrips[i], 2, General.Colors.Highlight, true);
renderer.RenderRectangleFilled(rotategrips[i], General.Colors.Background, true);
renderer.RenderRectangle(rotategrips[i], 2, General.Colors.Indication, true);
}
renderer.Finish();
}
renderer.Present();
}
// Mouse moves
public override void OnMouseMove(MouseEventArgs e)
{
base.OnMouseMove(e);
if(panning) return; //mxd. Skip all this jass while panning
Update();
}
// Mouse leaves the display
public override void OnMouseLeave(EventArgs e)
{
base.OnMouseLeave(e);
// Reset cursor
General.Interface.SetCursor(Cursors.Default);
}
// When edit button is pressed
protected override void OnEditBegin()
{
base.OnEditBegin();
OnSelectBegin();
}
// When edit button is released
protected override void OnEditEnd()
{
base.OnEditEnd();
OnSelectEnd();
}
// When select button is pressed
protected override void OnSelectBegin()
{
base.OnSelectBegin();
if(mode != ModifyMode.None) return;
// Used in many cases:
Vector2D center = offset + size * 0.5f;
Vector2D delta;
// Check what grip the mouse is over
switch(CheckMouseGrip())
{
// Drag main rectangle
case Grip.Main:
// Find the original position of the highlighted element
if(highlighted is Vertex)
{
int index = 0;
foreach(Vertex v in selectedvertices)
{
if(v == highlighted) highlightedpos = vertexpos[index];
index++;
}
}
else if(highlighted is Thing)
{
int index = 0;
foreach(Thing t in selectedthings)
{
if(t == highlighted) highlightedpos = thingpos[index];
index++;
}
}
dragoffset = mousemappos - offset;
mode = ModifyMode.Dragging;
EnableAutoPanning();
autopanning = true;
break;
// Resize
case Grip.SizeN:
// The resize vector is a unit vector in the direction of the resize.
// We multiply this with the sign of the current size, because the
// corners may be reversed when the selection is flipped.
resizevector = corners[1] - corners[2];
resizevector = resizevector.GetNormal() * Math.Sign(size.y);
// The edgevector is a vector with length and direction of the edge perpendicular to the resizevector
edgevector = corners[1] - corners[0];
// Make the resize axis. This is a line with the length and direction
// of basesize used to calculate the resize percentage.
resizeaxis = new Line2D(corners[2], corners[2] + resizevector * basesize.y);
// Original axis filter
resizefilter = new Vector2D(0.0f, 1.0f);
// This is the corner that must stay in the same position
stickcorner = 2;
Highlight(null);
mode = ModifyMode.Resizing;
EnableAutoPanning();
autopanning = true;
break;
// Resize
case Grip.SizeE:
// See description above
resizevector = corners[1] - corners[0];
resizevector = resizevector.GetNormal() * Math.Sign(size.x);
edgevector = corners[1] - corners[2];
resizeaxis = new Line2D(corners[0], corners[0] + resizevector * basesize.x);
resizefilter = new Vector2D(1.0f, 0.0f);
stickcorner = 0;
Highlight(null);
mode = ModifyMode.Resizing;
EnableAutoPanning();
autopanning = true;
break;
// Resize
case Grip.SizeS:
// See description above
resizevector = corners[2] - corners[1];
resizevector = resizevector.GetNormal() * Math.Sign(size.y);
edgevector = corners[2] - corners[3];
resizeaxis = new Line2D(corners[1], corners[1] + resizevector * basesize.y);
resizefilter = new Vector2D(0.0f, 1.0f);
stickcorner = 0;
Highlight(null);
mode = ModifyMode.Resizing;
EnableAutoPanning();
autopanning = true;
break;
// Resize
case Grip.SizeW:
// See description above
resizevector = corners[0] - corners[1];
resizevector = resizevector.GetNormal() * Math.Sign(size.x);
edgevector = corners[0] - corners[3];
resizeaxis = new Line2D(corners[1], corners[1] + resizevector * basesize.x);
resizefilter = new Vector2D(1.0f, 0.0f);
stickcorner = 1;
Highlight(null);
mode = ModifyMode.Resizing;
EnableAutoPanning();
autopanning = true;
break;
// Rotate
case Grip.RotateLB:
delta = corners[3] - center;
rotategripangle = delta.GetAngle() - rotation;
Highlight(null);
mode = ModifyMode.Rotating;
EnableAutoPanning();
autopanning = true;
break;
// Rotate
case Grip.RotateLT:
delta = corners[0] - center;
rotategripangle = delta.GetAngle() - rotation;
Highlight(null);
mode = ModifyMode.Rotating;
EnableAutoPanning();
autopanning = true;
break;
// Rotate
case Grip.RotateRB:
delta = corners[2] - center;
rotategripangle = delta.GetAngle() - rotation;
Highlight(null);
mode = ModifyMode.Rotating;
EnableAutoPanning();
autopanning = true;
break;
// Rotate
case Grip.RotateRT:
delta = corners[1] - center;
rotategripangle = delta.GetAngle() - rotation;
Highlight(null);
mode = ModifyMode.Rotating;
EnableAutoPanning();
autopanning = true;
break;
// Outside the selection?
default:
// Accept and be done with it
General.Editing.AcceptMode();
break;
}
}
// When selected button is released
protected override void OnSelectEnd()
{
base.OnSelectEnd();
// Remove extension line
extensionline = new Line2D();
if(autopanning)
{
DisableAutoPanning();
autopanning = false;
}
// No modifying mode
mode = ModifyMode.None;
// Redraw
General.Map.Map.Update();
General.Interface.RedrawDisplay();
}
// When a key is released
public override void OnKeyUp(KeyEventArgs e)
{
base.OnKeyUp(e);
if((snaptogrid != (General.Interface.ShiftState ^ General.Interface.SnapToGrid)) ||
(snaptonearest != (General.Interface.CtrlState ^ General.Interface.AutoMerge))) Update();
}
// When a key is pressed
public override void OnKeyDown(KeyEventArgs e)
{
base.OnKeyDown(e);
if((snaptogrid != (General.Interface.ShiftState ^ General.Interface.SnapToGrid)) ||
(snaptonearest != (General.Interface.CtrlState ^ General.Interface.AutoMerge))) Update();
}
#endregion
#region ================== Actions
// This clears the selection
[BeginAction("clearselection", BaseAction = true)]
public void ClearSelection()
{
// Accept changes
General.Editing.AcceptMode();
General.Map.Map.ClearAllSelected();
General.Interface.RedrawDisplay();
}
// Flip vertically
[BeginAction("flipselectionv")]
public void FlipVertically()
{
// Flip the selection
offset.y += size.y;
size.y = -size.y;
// Update
UpdateGeometry();
UpdateRectangleComponents();
General.Map.Map.Update();
General.Interface.RedrawDisplay();
}
// Flip horizontally
[BeginAction("flipselectionh")]
public void FlipHorizontally()
{
// Flip the selection
offset.x += size.x;
size.x = -size.x;
// Update
UpdateGeometry();
UpdateRectangleComponents();
General.Map.Map.Update();
General.Interface.RedrawDisplay();
}
#endregion
}
}