UltimateZoneBuilder/Source/Core/Editing/ClassicMode.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.Drawing;
using System.Linq;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.VisualModes;
using CodeImp.DoomBuilder.Windows;
#endregion
namespace CodeImp.DoomBuilder.Editing
{
/// <summary>
/// Provides specialized functionality for a classic (2D) Doom Builder editing mode.
/// </summary>
public abstract class ClassicMode : EditMode
{
#region ================== Constants
private const float SCALE_MAX = 90f;
private const float SCALE_MIN = 0.01f;
private const float SELECTION_BORDER_SIZE = 2f;
private const int SELECTION_ALPHA = 200;
private const float CENTER_VIEW_PADDING = 0.06f;
private const float AUTOPAN_BORDER_SIZE = 100.0f;
#endregion
#region ================== Variables
// Cancelled?
protected bool cancelled;
// Graphics
protected IRenderer2D renderer;
private Renderer2D renderer2d;
// Mouse status
protected Vector2D mousepos;
protected Vector2D mouselastpos;
protected Vector2D mousemappos;
protected Vector2D mousedownpos;
protected Vector2D mousedownmappos;
protected MouseButtons mousebuttons;
protected bool mouseinside;
protected MouseButtons mousedragging = MouseButtons.None;
// Selection
protected bool selecting;
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protected bool selectpressed; //mxd
protected bool editpressed; //mxd
protected Vector2D selectstart;
protected RectangleF selectionrect;
protected MarqueSelectionMode marqueSelectionMode; //mxd
// View panning
protected bool panning;
private bool autopanenabled;
//mxd. used in "Play From Here" Action
private Thing playerStart;
private Vector3D playerStartPosition;
private bool playerStartIsTempThing;
#endregion
#region ================== Properties
// Mouse status
public Vector2D MousePos { get { return mousepos; } }
public Vector2D MouseLastPos { get { return mouselastpos; } }
public Vector2D MouseMapPos { get { return mousemappos; } }
public Vector2D MouseDownPos { get { return mousedownpos; } }
public Vector2D MouseDownMapPos { get { return mousedownmappos; } }
public MouseButtons MouseButtons { get { return mousebuttons; } }
public bool IsMouseInside { get { return mouseinside; } }
public MouseButtons MouseDragging { get { return mousedragging; } }
public bool Cancelled { get { return cancelled; } }
// Selection
public bool IsSelecting { get { return selecting; } }
public Vector2D SelectionStart { get { return selectstart; } }
public RectangleF SelectionRect { get { return selectionrect; } }
// Panning
public bool IsPanning { get { return panning; } }
// Rendering
public IRenderer2D Renderer { get { return renderer; } }
#endregion
#region ================== Constructor / Disposer
/// <summary>
/// Provides specialized functionality for a classic (2D) Doom Builder editing mode.
/// </summary>
protected ClassicMode()
{
// Initialize
this.renderer = General.Map.Renderer2D;
this.renderer2d = (Renderer2D)General.Map.Renderer2D;
// If the current mode is a ClassicMode, copy mouse properties
ClassicMode oldmode = General.Editing.Mode as ClassicMode;
if(oldmode != null)
{
// Copy mouse properties
mousepos = oldmode.mousepos;
mousemappos = oldmode.mousemappos;
mousedownpos = oldmode.mousedownpos;
mousedownmappos = oldmode.mousedownmappos;
mousebuttons = oldmode.mousebuttons;
mouseinside = oldmode.mouseinside;
mousedragging = oldmode.mousedragging;
}
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Scroll / Zoom
// This scrolls the view north
[BeginAction("scrollnorth", BaseAction = true)]
public virtual void ScrollNorth()
{
// Scroll
ScrollBy(0f, 100f / renderer2d.Scale);
}
// This scrolls the view south
[BeginAction("scrollsouth", BaseAction = true)]
public virtual void ScrollSouth()
{
// Scroll
ScrollBy(0f, -100f / renderer2d.Scale);
}
// This scrolls the view west
[BeginAction("scrollwest", BaseAction = true)]
public virtual void ScrollWest()
{
// Scroll
ScrollBy(-100f / renderer2d.Scale, 0f);
}
// This scrolls the view east
[BeginAction("scrolleast", BaseAction = true)]
public virtual void ScrollEast()
{
// Scroll
ScrollBy(100f / renderer2d.Scale, 0f);
}
// This zooms in
[BeginAction("zoomin", BaseAction = true)]
public virtual void ZoomIn()
{
float z = 1.0f + General.Settings.ZoomFactor * 0.1f;
// Zoom
ZoomBy(z);
}
// This zooms out
[BeginAction("zoomout", BaseAction = true)]
public virtual void ZoomOut()
{
float z = 1.0f + General.Settings.ZoomFactor * 0.1f;
// Zoom
ZoomBy(1.0f / z);
}
// This scrolls anywhere
private void ScrollBy(double deltax, double deltay)
{
//mxd. Don't stroll too far from map boundaries
Vector2D offset = ClampViewOffset(renderer2d.OffsetX + deltax, renderer2d.OffsetY + deltay);
// Scroll now
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renderer2d.PositionView((float)offset.x, (float)offset.y);
this.OnViewChanged();
// Redraw
General.MainWindow.RedrawDisplay();
// Determine new unprojected mouse coordinates
mousemappos = renderer2d.DisplayToMap(mousepos);
General.MainWindow.UpdateCoordinates(mousemappos, true);
}
// This sets the view to be centered at x,y
/*private void ScrollTo(float x, float y)
{
// Scroll now
renderer2d.PositionView(x, y);
this.OnViewChanged();
// Redraw
General.MainWindow.RedrawDisplay();
// Determine new unprojected mouse coordinates
mousemappos = renderer2d.DisplayToMap(mousepos);
General.MainWindow.UpdateCoordinates(mousemappos);
}*/
// This zooms
private void ZoomBy(float deltaz)
{
Vector2D zoompos;
// This will be the new zoom scale
float newscale = renderer2d.Scale * deltaz;
// Limit scale
if(newscale > SCALE_MAX) newscale = SCALE_MAX;
if(newscale < SCALE_MIN) newscale = SCALE_MIN;
// Get the dimensions of the display
Vector2D clientsize = new Vector2D(General.Map.Graphics.RenderTarget.ClientSize.Width,
General.Map.Graphics.RenderTarget.ClientSize.Height);
// When mouse is inside display
if(mouseinside)
{
// Zoom into or from mouse position
zoompos = (mousepos / clientsize) - new Vector2D(0.5f, 0.5f);
}
else
{
// Zoom into or from center
zoompos = new Vector2D(0f, 0f);
}
// Calculate view position difference
Vector2D diff = ((clientsize / newscale) - (clientsize / renderer2d.Scale)) * zoompos;
Vector2D offset = ClampViewOffset(renderer2d.OffsetX - diff.x, renderer2d.OffsetY + diff.y); //mxd
// Zoom now
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renderer2d.PositionView((float)offset.x, (float)offset.y);
renderer2d.ScaleView(newscale);
this.OnViewChanged();
//mxd. Change grid size?
MatchGridSizeToDisplayScale();
// Redraw
General.MainWindow.RedrawDisplay();
// Give a new mousemove event to update coordinates
if(mouseinside) OnMouseMove(new MouseEventArgs(mousebuttons, 0, (int)mousepos.x, (int)mousepos.y, 0));
}
//mxd. Makes sure given offset stays within map boundaries
private static Vector2D ClampViewOffset(double x, double y)
{
Vector2D diff = new Vector2D(x, y);
Vector2D safediff = new Vector2D(General.Clamp(diff.x, General.Map.Config.LeftBoundary, General.Map.Config.RightBoundary),
General.Clamp(diff.y, General.Map.Config.BottomBoundary, General.Map.Config.TopBoundary));
return diff - (diff - safediff);
}
//mxd. This changes current grid size based on current zoom level
internal void MatchGridSizeToDisplayScale()
{
if(!General.Settings.DynamicGridSize) return;
// Get the dimensions of the display
Vector2D clientsize = new Vector2D(General.Map.Graphics.RenderTarget.ClientSize.Width,
General.Map.Graphics.RenderTarget.ClientSize.Height);
Vector2D clientscale = clientsize / renderer2d.Scale;
// Aim for 32 grid lines on screen, multiplied by 8 to support integer representation of 0.125 grid size (clientscale / 32 * 8)
int targetsize = (int)Math.Ceiling(Math.Min(clientscale.x, clientscale.y) / 4);
// Convert to nearest power of 2
targetsize--;
targetsize |= targetsize >> 1;
targetsize |= targetsize >> 2;
targetsize |= targetsize >> 4;
targetsize |= targetsize >> 8;
targetsize |= targetsize >> 16;
targetsize++;
// Apply changes
General.Map.Grid.SetGridSize(targetsize / 8f);
}
// This zooms to a specific level
public void SetZoom(float newscale)
{
// Zoom now
renderer2d.ScaleView(newscale);
this.OnViewChanged();
//mxd. Change grid size?
MatchGridSizeToDisplayScale();
// Redraw
//General.Map.Map.Update();
General.MainWindow.RedrawDisplay();
// Give a new mousemove event to update coordinates
if(mouseinside) OnMouseMove(new MouseEventArgs(mousebuttons, 0, (int)mousepos.x, (int)mousepos.y, 0));
}
// This zooms and scrolls to fit the map in the window
[BeginAction("centerinscreen", BaseAction = true)]
public void CenterInScreen()
{
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double left = double.MaxValue;
double top = double.MaxValue;
double right = double.MinValue;
double bottom = double.MinValue;
bool anything = false;
// Go for all vertices
foreach(Vertex v in General.Map.Map.Vertices)
{
// Vertex used?
if(v.Linedefs.Count > 0)
{
// Adjust boundaries by vertices
if(v.Position.x < left) left = v.Position.x;
if(v.Position.x > right) right = v.Position.x;
if(v.Position.y < top) top = v.Position.y;
if(v.Position.y > bottom) bottom = v.Position.y;
anything = true;
}
}
// Not already found something to center in view?
if(!anything)
{
// Go for all things
foreach(Thing t in General.Map.Map.Things)
{
// Adjust boundaries by vertices
if(t.Position.x < left) left = t.Position.x;
if(t.Position.x > right) right = t.Position.x;
if(t.Position.y < top) top = t.Position.y;
if(t.Position.y > bottom) bottom = t.Position.y;
anything = true;
}
}
// Anything found to center in view?
if(anything)
{
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RectangleF area = new RectangleF((float)left, (float)top, (float)(right - left), (float)(bottom - top));
CenterOnArea(area, CENTER_VIEW_PADDING);
}
else
{
// Default view
SetDefaultZoom();
}
}
// This zooms and moves to view the given area
public void CenterOnArea(RectangleF area, float padding)
{
// Add size to the area for better overview
area.Inflate(area.Width * padding, area.Height * padding);
// Calculate scale to view map at
float scalew = General.Map.Graphics.RenderTarget.ClientSize.Width / area.Width;
float scaleh = General.Map.Graphics.RenderTarget.ClientSize.Height / area.Height;
float scale = scalew < scaleh ? scalew : scaleh;
//mxd. Change the view to see the whole map
CenterOnCoordinates(new Vector2D(area.Left + area.Width * 0.5f, area.Top + area.Height * 0.5f), scale);
}
//mxd
public void CenterOnCoordinates(Vector2D offset, float scale)
{
// Change the view
renderer2d.ScaleView(scale);
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renderer2d.PositionView((float)offset.x, (float)offset.y);
this.OnViewChanged();
//mxd. Change grid size?
MatchGridSizeToDisplayScale();
// Redraw
General.MainWindow.RedrawDisplay();
// Give a new mousemove event to update coordinates
if(mouseinside) OnMouseMove(new MouseEventArgs(mousebuttons, 0, (int)mousepos.x, (int)mousepos.y, 0));
}
// This sets up the default view
public void SetDefaultZoom()
{
// View middle of map at 50% zoom
renderer2d.ScaleView(0.5f);
renderer2d.PositionView(0.0f, 0.0f);
this.OnViewChanged();
//mxd. Change grid size?
MatchGridSizeToDisplayScale();
// Redraw
General.MainWindow.RedrawDisplay();
// Give a new mousemove event to update coordinates
if(mouseinside) OnMouseMove(new MouseEventArgs(mousebuttons, 0, (int)mousepos.x, (int)mousepos.y, 0));
}
/// <summary>
/// This is called when the view changes (scroll/zoom), before the display is redrawn.
/// </summary>
protected virtual void OnViewChanged()
{
}
// This enabled automatic panning, if preferred
protected void EnableAutoPanning()
{
if(General.Settings.AutoScrollSpeed > 0)
{
if(!autopanenabled)
{
autopanenabled = true;
General.MainWindow.EnableProcessing();
}
}
}
// This disabls automatic panning
protected void DisableAutoPanning()
{
if(autopanenabled)
{
autopanenabled = false;
General.MainWindow.DisableProcessing();
}
}
#endregion
#region ================== Processing
// Processing
public override void OnProcess(long deltatime)
{
base.OnProcess(deltatime);
if(autopanenabled)
{
Vector2D panamount = new Vector2D();
// How much to pan the view in X?
if(mousepos.x < AUTOPAN_BORDER_SIZE)
panamount.x = -AUTOPAN_BORDER_SIZE + mousepos.x;
else if(mousepos.x > (General.MainWindow.Display.ClientSize.Width - AUTOPAN_BORDER_SIZE))
panamount.x = mousepos.x - (General.MainWindow.Display.ClientSize.Width - AUTOPAN_BORDER_SIZE);
// How much to pan the view in Y?
if(mousepos.y < AUTOPAN_BORDER_SIZE)
panamount.y = AUTOPAN_BORDER_SIZE - mousepos.y;
else if(mousepos.y > (General.MainWindow.Display.ClientSize.Height - AUTOPAN_BORDER_SIZE))
panamount.y = -(mousepos.y - (General.MainWindow.Display.ClientSize.Height - AUTOPAN_BORDER_SIZE));
// Do any panning?
if(panamount.GetManhattanLength() > 0.0f)
{
// Scale and power this for nicer usability
Vector2D pansign = panamount.GetSign();
panamount = (panamount * panamount) * pansign * 0.0001f * General.Settings.AutoScrollSpeed / renderer.Scale;
// Multiply by delta time
panamount.x *= deltatime;
panamount.y *= deltatime;
// Pan the view
ScrollBy(panamount.x, panamount.y);
}
}
}
#endregion
#region ================== Input
// Mouse leaves the display
public override void OnMouseLeave(EventArgs e)
{
// Mouse is outside the display
mouseinside = false;
mousepos = new Vector2D(float.NaN, float.NaN);
mousemappos = mousepos;
mousebuttons = MouseButtons.None;
// Determine new unprojected mouse coordinates
General.MainWindow.UpdateCoordinates(mousemappos, true);
// Let the base class know
base.OnMouseLeave(e);
}
// Mouse moved inside the display
public override void OnMouseMove(MouseEventArgs e)
{
// Record last position
mouseinside = true;
mouselastpos = mousepos;
mousepos = new Vector2D(e.X, e.Y);
mousemappos = renderer2d.DisplayToMap(mousepos);
mousebuttons = e.Button;
// Update labels in main window
General.MainWindow.UpdateCoordinates(mousemappos, true);
// Holding a button?
if(e.Button != MouseButtons.None)
{
// Not dragging?
if(mousedragging == MouseButtons.None)
{
// Check if moved enough pixels for dragging
Vector2D delta = mousedownpos - mousepos;
if((Math.Abs(delta.x) > DRAG_START_MOVE_PIXELS) ||
(Math.Abs(delta.y) > DRAG_START_MOVE_PIXELS))
{
// Dragging starts now
mousedragging = e.Button;
OnDragStart(e);
}
}
}
// Selecting?
if(selecting) OnUpdateMultiSelection();
// Panning?
if(panning) OnUpdateViewPanning();
// Let the base class know
base.OnMouseMove(e);
}
// Mouse button pressed
public override void OnMouseDown(MouseEventArgs e)
{
// Save mouse down position
mousedownpos = mousepos;
mousedownmappos = mousemappos;
//mxd. Looks like in some cases (very detailed maps / slow CPUs) OnMouseUp is not fired
// This is my attempt at fixing this...
if(e.Button == mousedragging) mousedragging = MouseButtons.None;
// Let the base class know
base.OnMouseDown(e);
}
// Mouse button released
public override void OnMouseUp(MouseEventArgs e)
{
// Releasing drag button?
if(e.Button == mousedragging)
{
// No longer dragging
OnDragStop(e);
mousedragging = MouseButtons.None;
}
// Let the base class know
base.OnMouseUp(e);
}
//mxd
public override void OnKeyDown(KeyEventArgs e)
{
// Update marque color when modifier keys are pressed
if(selecting && (e.Control || e.Shift) && marqueSelectionMode != GetMultiSelectionMode())
OnUpdateMultiSelection();
base.OnKeyDown(e);
}
//mxd
public override void OnKeyUp(KeyEventArgs e)
{
// Update marque color when modifier keys are released
if(selecting && (!e.Control || !e.Shift) && marqueSelectionMode != GetMultiSelectionMode())
OnUpdateMultiSelection();
base.OnKeyUp(e);
}
/// <summary>
/// Automatically called when dragging operation starts.
/// </summary>
protected virtual void OnDragStart(MouseEventArgs e)
{
}
/// <summary>
/// Automatically called when dragging operation stops.
/// </summary>
protected virtual void OnDragStop(MouseEventArgs e)
{
}
#endregion
#region ================== Display
// This just refreshes the display
public override void OnPresentDisplay()
{
renderer2d.Present();
}
// This sets the view mode
internal static void SetViewMode(ViewMode mode)
{
General.Map.CRenderer2D.SetViewMode(mode);
General.MainWindow.UpdateInterface();
General.MainWindow.RedrawDisplay();
}
#endregion
#region ================== Methods
/// <summary>
/// Automatically called by the core when this editing mode is engaged.
/// </summary>
public override void OnEngage()
{
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
//mxd. Clear display overlay
if(renderer.StartOverlay(true))
{
//mxd. Center 2d view on camera position in 3d view
if(General.Settings.GZSynchCameras && !General.Interface.CtrlState
&& General.Editing.PreviousMode != null && General.Editing.PreviousMode.IsSubclassOf(typeof(VisualMode)))
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
{
Vector2D campos = ClampViewOffset(General.Map.VisualCamera.Position.x, General.Map.VisualCamera.Position.y);
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renderer2d.PositionView((float)campos.x, (float)campos.y);
Removed "Paste Properties Options" action. Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action. Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them. Changed, Paste Properties Special window: only options relevant to current map format are now displayed. Changed, Paste Properties Special window, UDMF: all UI-managed options are now available. Fixed: MAPINFO parser was unable to process "include" directives. Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection. Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode. Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time. Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled. Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category. Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll. Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format. Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. Updated Inno Setup script (added VC++ 2008 SP1 distributive). Updated ZDoom_DECORATE.cfg (A_CheckBlock). Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00
}
renderer.Finish();
}
//mxd. We want map center drawn by default
renderer.DrawMapCenter = true;
base.OnEngage();
}
/// <summary>
/// Called when the user requests to cancel this editing mode.
/// </summary>
public override void OnCancel()
{
cancelled = true;
base.OnCancel();
}
//mxd
public override bool OnMapTestBegin(bool testFromCurrentPosition)
{
if(testFromCurrentPosition)
{
if (!mouseinside)
{
2016-05-04 14:02:13 +00:00
General.MainWindow.DisplayStatus(StatusType.Warning, "Can't test from current position: mouse is outside editing window!");
return false;
}
//now check if cursor is located inside a sector
Sector s = General.Map.Map.GetSectorByCoordinates(mousemappos);
if (s == null)
{
General.MainWindow.DisplayStatus(StatusType.Warning, "Can't test from current position: mouse cursor must be inside a sector!");
return false;
}
//41 = player's height in Doom. Is that so in all other games as well?
if (s.CeilHeight - s.FloorHeight < 41)
{
General.MainWindow.DisplayStatus(StatusType.Warning, "Can't test from current position: sector is too low!");
return false;
}
//find Single Player Start. Should be type 1 in all games
Thing start = null;
foreach(Thing t in General.Map.Map.Things)
{
if(t.Type == 1)
{
// biwa. In Hexen format and UDMF a map can have multiple valid player starts because of
// hubs. The player by default stats at the player start withe arg0 set to 0
if ((General.Map.HEXEN || General.Map.UDMF) && t.Args[0] != 0)
continue;
//store thing and position
if(start == null)
{
start = t;
}
else if(t.Index > start.Index)
{
//if there are several Player Start 1 things, GZDoom uses one with the biggest index.
start = t;
}
}
}
if(start == null)
{
// biwa. If there's no existing valid player start create one
playerStartIsTempThing = true;
start = General.Map.Map.CreateThing();
if (start != null)
{
General.Settings.ApplyDefaultThingSettings(start);
start.Type = 1;
} else
{
General.MainWindow.DisplayStatus(StatusType.Warning, "Can't test from current position: couldn't create player start!");
return false;
}
} else
{
playerStartIsTempThing = false;
}
//store initial position
playerStart = start;
playerStartPosition = start.Position;
//everything should be valid, let's move player start here
start.Move(new Vector3D(mousemappos.x, mousemappos.y, s.FloorHeight));
}
return true;
}
public override void OnMapTestEnd(bool testFromCurrentPosition)
{
if(testFromCurrentPosition)
{
//restore position
playerStart.Move(playerStartPosition);
if (playerStartIsTempThing) // biwa
General.Map.Map.RemoveThing(playerStart.Index);
playerStart = null;
}
}
/// <summary>
/// This is called automatically when the Edit button is pressed.
/// (in Doom Builder 1, this was always the right mousebutton)
/// </summary>
[BeginAction("classicedit", BaseAction = true)]
protected virtual void OnEditBegin()
{
editpressed = true; //mxd
}
/// <summary>
/// This is called automatically when the Edit button is released.
/// (in Doom Builder 1, this was always the right mousebutton)
/// </summary>
[EndAction("classicedit", BaseAction = true)]
protected virtual void OnEditEnd()
{
editpressed = false; //mxd
}
/// <summary>
/// This is called automatically when the Select button is pressed.
/// (in Doom Builder 1, this was always the left mousebutton)
/// </summary>
[BeginAction("classicselect", BaseAction = true)]
protected virtual void OnSelectBegin()
{
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selectpressed = true;//mxd
}
/// <summary>
/// This is called automatically when the Select button is released.
/// (in Doom Builder 1, this was always the left mousebutton)
/// </summary>
[EndAction("classicselect", BaseAction = true)]
protected virtual void OnSelectEnd()
{
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selectpressed = false;//mxd
if(selecting) OnEndMultiSelection();
}
/// <summary>
/// This is called automatically when a rectangular multi-selection ends.
/// </summary>
protected virtual void OnEndMultiSelection()
{
selecting = false;
General.Hints.ShowHints(this.GetType(), HintsManager.GENERAL);
}
/// <summary>
/// Call this to initiate a rectangular multi-selection.
/// </summary>
protected virtual void StartMultiSelection()
{
selecting = true;
selectstart = mousedownmappos;
selectionrect = new RectangleF((float)selectstart.x, (float)selectstart.y, 0, 0);
//mxd
General.Hints.ShowHints(this.GetType(), HintsManager.MULTISELECTION);
}
/// <summary>
/// This is called automatically when a multi-selection is updated.
/// </summary>
protected virtual void OnUpdateMultiSelection()
{
marqueSelectionMode = GetMultiSelectionMode(); //mxd
selectionrect.X = (float)selectstart.x;
selectionrect.Y = (float)selectstart.y;
selectionrect.Width = (float)(mousemappos.x - selectstart.x);
selectionrect.Height = (float)(mousemappos.y - selectstart.y);
if(selectionrect.Width < 0f)
{
selectionrect.Width = -selectionrect.Width;
selectionrect.X -= selectionrect.Width;
}
if(selectionrect.Height < 0f)
{
selectionrect.Height = -selectionrect.Height;
selectionrect.Y -= selectionrect.Height;
}
}
//mxd
protected virtual MarqueSelectionMode GetMultiSelectionMode()
{
return MarqueSelectionMode.SELECT;
}
/// <summary>
/// Call this to draw the selection on the overlay layer.
/// Must call renderer.StartOverlay first!
/// </summary>
protected virtual void RenderMultiSelection()
{
//mxd
PixelColor marqueColor;
switch(marqueSelectionMode)
{
case MarqueSelectionMode.SELECT:
marqueColor = General.Colors.Selection.WithAlpha(SELECTION_ALPHA);
break;
case MarqueSelectionMode.ADD:
marqueColor = General.Colors.Highlight.WithAlpha(SELECTION_ALPHA);
break;
case MarqueSelectionMode.SUBTRACT:
marqueColor = General.Colors.Selection.WithAlpha(SELECTION_ALPHA).InverseKeepAlpha();
break;
default: //should be Intersect
marqueColor = General.Colors.Highlight.WithAlpha(SELECTION_ALPHA).InverseKeepAlpha();
break;
}
renderer.RenderRectangle(selectionrect, SELECTION_BORDER_SIZE, marqueColor, true);
}
/// <summary>
/// This is called automatically when the mouse is moved while panning
/// </summary>
protected virtual void OnUpdateViewPanning()
{
// We can only drag the map when the mouse pointer is inside
// otherwise we don't have coordinates where to drag the map to
if(mouseinside && !double.IsNaN(mouselastpos.x) && !double.IsNaN(mouselastpos.y))
{
// Get the map coordinates of the last mouse posision (before it moved)
Vector2D lastmappos = renderer2d.DisplayToMap(mouselastpos);
// Do the scroll
ScrollBy(lastmappos.x - mousemappos.x, lastmappos.y - mousemappos.y);
}
}
/// <summary>
/// This selects given map element (mxd)
/// </summary>
public virtual void SelectMapElement(SelectableElement element)
{
element.Selected = true;
}
#endregion
#region ================== Actions
[BeginAction("gridsetup", BaseAction = true)]
protected void ShowGridSetup()
{
GridSetup.ShowGridSetup();
}
[BeginAction("pan_view", BaseAction = true)]
protected virtual void BeginViewPan()
{
panning = true;
}
[EndAction("pan_view", BaseAction = true)]
protected virtual void EndViewPan()
{
panning = false;
}
[BeginAction("viewmodenormal", BaseAction = true)]
protected virtual void ViewModeNormal()
{
SetViewMode(ViewMode.Normal);
}
[BeginAction("viewmodebrightness", BaseAction = true)]
protected virtual void ViewModeBrightness()
{
SetViewMode(ViewMode.Brightness);
}
[BeginAction("viewmodefloors", BaseAction = true)]
protected virtual void ViewModeFloors()
{
SetViewMode(ViewMode.FloorTextures);
}
[BeginAction("viewmodeceilings", BaseAction = true)]
protected virtual void ViewModeCeilings()
{
SetViewMode(ViewMode.CeilingTextures);
}
//mxd
[BeginAction("nextviewmode", BaseAction = true)]
protected virtual void NextViewMode()
{
List<ViewMode> vmodes = new List<ViewMode>(Enum.GetValues(typeof(ViewMode)).Cast<ViewMode>());
int curmode = vmodes.IndexOf(General.Map.Renderer2D.ViewMode);
curmode = (curmode == vmodes.Count - 1 ? 0 : ++curmode);
SetViewMode(vmodes[curmode]);
}
//mxd
[BeginAction("previousviewmode", BaseAction = true)]
protected virtual void PreviousViewMode()
{
List<ViewMode> vmodes = new List<ViewMode>(Enum.GetValues(typeof(ViewMode)).Cast<ViewMode>());
int curmode = vmodes.IndexOf(General.Map.Renderer2D.ViewMode);
curmode = (curmode == 0 ? vmodes.Count - 1 : --curmode);
SetViewMode(vmodes[curmode]);
}
//mxd
[BeginAction("centeroncoordinates", BaseAction = true)]
protected virtual void CenterOnCoordinates()
{
//show form...
CenterOnCoordinatesForm form = new CenterOnCoordinatesForm();
if(form.ShowDialog() == DialogResult.OK)
{
//center view
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renderer2d.PositionView((float)form.Coordinates.x, (float)form.Coordinates.y);
General.Interface.RedrawDisplay();
}
}
//mxd
[BeginAction("togglehighlight", BaseAction = true)]
protected virtual void ToggleHighlight()
{
General.Settings.UseHighlight = !General.Settings.UseHighlight;
General.Interface.DisplayStatus(StatusType.Action, "Highlight is now " + (General.Settings.UseHighlight ? "ON" : "OFF") + ".");
// Redraw display to show changes
General.Interface.RedrawDisplay();
}
#endregion
}
//mxd
public enum MarqueSelectionMode
{
SELECT,
ADD,
SUBTRACT,
INTERSECT,
}
}