UltimateZoneBuilder/Source/BuilderModes/ClassicModes/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.Windows;
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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
namespace CodeImp.DoomBuilder.BuilderModes
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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:
// [EditMode]
[EditMode(DisplayName = "Vertices",
Volatile = true)]
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public sealed class DragVerticesMode : DragGeometryMode
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{
#region ================== Constants
#endregion
#region ================== Variables
#endregion
#region ================== Properties
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#endregion
#region ================== Constructor / Disposer
// Constructor to start dragging immediately
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public DragVerticesMode(Vertex dragitem, Vector2D dragstartmappos)
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{
// Mark what we are dragging
General.Map.Map.ClearAllMarks(false);
General.Map.Map.MarkSelectedVertices(true, true);
// Initialize
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base.StartDrag(dragstartmappos);
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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 OnEngage()
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{
base.OnEngage();
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}
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// Disenagaging
public override void OnDisengage()
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{
base.OnDisengage();
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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 override void OnRedrawDisplay()
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{
bool viewchanged = CheckViewChanged();
renderer.RedrawSurface();
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// Start rendering
if(renderer.StartPlotter(true))
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{
// Render lines and vertices
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
renderer.PlotVerticesSet(unselectedverts);
renderer.PlotVerticesSet(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.PlotVertex(dragitem, ColorCollection.HIGHLIGHT);
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// Done
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renderer.Finish();
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}
// Redraw things when view changed
if(viewchanged)
{
if(renderer.StartThings(true))
{
renderer.RenderThingSet(General.Map.Map.Things, 1.0f);
renderer.Finish();
}
}
// Redraw overlay
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if(renderer.StartOverlay(true))
{
foreach(LineLengthLabel l in labels)
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{
renderer.RenderText(l.TextLabel);
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}
renderer.Finish();
}
renderer.Present();
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}
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#endregion
}
}