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.Drawing;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Controls;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Types;
using CodeImp.DoomBuilder.Windows;
#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
}
internal enum HeightAdjustMode
{
NONE,
ADJUST_FLOORS,
ADJUST_CEILINGS,
ADJUST_BOTH,
}
#endregion
#region ================== Structs (mxd)
private struct SectorTextureInfo
{
public readonly SurfaceTextureInfo Floor;
public readonly SurfaceTextureInfo Ceiling;
public SectorTextureInfo(Sector s)
{
// Get transform properties
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
Floor.Offset = new Vector2D(UniFields.GetFloat(s.Fields, "xpanningfloor", 0f), UniFields.GetFloat(s.Fields, "ypanningfloor", 0f));
Ceiling.Offset = new Vector2D(UniFields.GetFloat(s.Fields, "xpanningceiling", 0f), UniFields.GetFloat(s.Fields, "ypanningceiling", 0f));
Floor.Scale = new Vector2D(UniFields.GetFloat(s.Fields, "xscalefloor", 1.0f), -UniFields.GetFloat(s.Fields, "yscalefloor", 1.0f));
Ceiling.Scale = new Vector2D(UniFields.GetFloat(s.Fields, "xscaleceiling", 1.0f), -UniFields.GetFloat(s.Fields, "yscaleceiling", 1.0f));
Floor.Rotation = Angle2D.DegToRad(UniFields.GetFloat(s.Fields, "rotationfloor", 0f));
Ceiling.Rotation = Angle2D.DegToRad(UniFields.GetFloat(s.Fields, "rotationceiling", 0f));
// Get texture sizes
Floor.TextureSize = GetTextureSize(s.LongFloorTexture);
Ceiling.TextureSize = GetTextureSize(s.LongCeilTexture);
// Surface name
Floor.Part = "floor";
Ceiling.Part = "ceiling";
}
private static Size GetTextureSize(long hash)
{
ImageData texture = General.Map.Data.GetFlatImage(hash);
if((texture == null) || (texture == General.Map.Data.WhiteTexture) ||
(texture.Width <= 0) || (texture.Height <= 0) || !texture.IsImageLoaded)
{
return new Size();
}
return new Size((int)Math.Round(texture.ScaledWidth), (int)Math.Round(texture.ScaledHeight));
}
}
private struct SurfaceTextureInfo
{
public Vector2D Offset;
public Vector2D Scale;
public Size TextureSize;
public float Rotation;
public string Part;
}
#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 clearselection; //mxd
private bool pasting;
private bool autodrag; //mxd
private PasteOptions pasteoptions;
private HeightAdjustMode heightadjustmode; //mxd
// 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 Dictionary<Sector, SectorTextureInfo> selectedsectors; //mxd
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;
private ICollection<Linedef> unstablelines; //mxd
private Dictionary<Sector, float[]> slopeheights;
// Modification
private float rotation;
private Vector2D offset;
private Vector2D size;
private Vector2D scale = new Vector2D(1.0f, 1.0f); //mxd
private Vector2D baseoffset;
private Vector2D basesize;
private bool linesflipped;
private bool usepreciseposition; //mxd
//mxd. Texture modification
private static bool transformflooroffsets;
private static bool transformceiloffsets;
private static bool rotateflooroffsets;
private static bool rotateceiloffsets;
private static bool scaleflooroffsets;
private static bool scaleceiloffsets;
private Vector2D selectioncenter;
private Vector2D selectionbasecenter;
// 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(); } }
//mxd. Modification
internal bool UsePrecisePosition { get { return usepreciseposition; } set { usepreciseposition = value; } }
//mxd. Texture offset properties
internal bool TransformFloorOffsets { get { return transformflooroffsets; } set { transformflooroffsets = value; UpdateAllChanges(); } }
internal bool TransformCeilingOffsets { get { return transformceiloffsets; } set { transformceiloffsets = value; UpdateAllChanges(); } }
internal bool RotateFloorOffsets { get { return rotateflooroffsets; } set { rotateflooroffsets = value; UpdateAllChanges(); } }
internal bool RotateCeilingOffsets { get { return rotateceiloffsets; } set { rotateceiloffsets = value; UpdateAllChanges(); } }
internal bool ScaleFloorOffsets { get { return scaleflooroffsets; } set { scaleflooroffsets = value; UpdateAllChanges(); } }
internal bool ScaleCeilingOffsets { get { return scaleceiloffsets; } set { scaleceiloffsets = value; UpdateAllChanges(); } }
//mxd. Height offset mode
internal HeightAdjustMode SectorHeightAdjustMode { get { return heightadjustmode; } set { heightadjustmode = value; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public EditSelectionMode()
{
// Initialize
mode = ModifyMode.None;
}
//mxd. Another constructor. Used indirectly from ImportObjAsTerrainMode.OnAccept.
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();
if(General.Map.UDMF) UpdateTextureTransform(); //mxd
General.Map.Map.Update();
General.Interface.RedrawDisplay();
}
// This highlights a new vertex
private void Highlight(MapElement h)
{
// Undraw previous highlight
if(highlighted != null && !highlighted.IsDisposed)
{
if(highlighted is Vertex)
{
if(renderer.StartPlotter(false))
{
renderer.PlotVertex((Vertex)highlighted, renderer.DetermineVertexColor((Vertex)highlighted));
renderer.Finish();
}
}
else
{
if(renderer.StartThings(false))
{
renderer.RenderThing((Thing)highlighted, renderer.DetermineThingColor((Thing)highlighted), General.Settings.ActiveThingsAlpha);
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((Vertex)highlighted, ColorCollection.HIGHLIGHT);
renderer.Finish();
}
}
else
{
if(renderer.StartThings(false))
{
renderer.RenderThing((Thing)highlighted, General.Colors.Highlight, General.Settings.ActiveThingsAlpha);
renderer.Finish();
}
}
}
// Done
renderer.Present();
}
// This updates the selection
private void Update()
{
// biwa. This is a fix for autodrag, since it will actually fire OnMouseLeave and would crash when Update is called while the
// mouse is outside the window. This does *not* happen when dragging without autodrag.
if (!mouseinside) return;
// Not in any modifying mode?
if(mode == ModifyMode.None)
{
// Check what grip the mouse is over
// and change cursor accordingly
Grip mousegrip = (autodrag ? Grip.Main : CheckMouseGrip()); //mxd. We only want to move when starting auto-dragging
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 newscale = resizeaxis.GetNearestOnLine(snappedmappos);
size = (basesize * resizefilter) * newscale + size * (1.0f - resizefilter);
//mxd. Update scale
newscale = 1f / newscale;
if(float.IsInfinity(newscale) || float.IsNaN(newscale)) newscale = 99999f;
scale = (newscale * resizefilter) + scale * (1.0f - resizefilter);
if(float.IsInfinity(scale.x) || float.IsNaN(scale.x)) scale.x = 99999f;
if(float.IsInfinity(scale.y) || float.IsNaN(scale.y)) scale.y = 99999f;
// 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 24 vectors that the rotation can snap to
float founddistance = float.MaxValue;
float foundrotation = rotation;
Vector3D rotvec = Vector2D.FromAngle(rotation);
for(int i = 0; i < 24; i++)
{
// Make the vectors
float angle = i * Angle2D.PI * 0.08333333333f; //mxd. 15-degree increments
Vector2D gridvec = Vector2D.FromAngle(angle);
// 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;
if(PointInRectF(resizegrips[2], mousemappos)) return Grip.SizeS;
if(PointInRectF(resizegrips[1], mousemappos)) return Grip.SizeE;
if(PointInRectF(resizegrips[3], mousemappos)) return Grip.SizeW;
if(PointInRectF(rotategrips[0], mousemappos)) return Grip.RotateLT;
if(PointInRectF(rotategrips[1], mousemappos)) return Grip.RotateRT;
if(PointInRectF(rotategrips[2], mousemappos)) return Grip.RotateRB;
if(PointInRectF(rotategrips[3], mousemappos)) return Grip.RotateLB;
if(Tools.PointInPolygon(corners, mousemappos)) return Grip.Main;
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)
{
//mxd. Added special Polyobj Anchor handling and Doom angle clamping
if(!fixedrotationthingtypes.Contains(t.Type))
{
int newangle = Angle2D.RealToDoom(Angle2D.Normalized(newthingangle[index]));
if(General.Map.Config.DoomThingRotationAngles) newangle = newangle / 45 * 45;
t.Rotate(newangle);
}
index++;
}
UpdatePanel();
General.Map.Map.Update(true, false);
}
//mxd. This updates texture transforms for all sectors
private void UpdateTextureTransform()
{
foreach(KeyValuePair<Sector, SectorTextureInfo> group in selectedsectors)
{
group.Key.Fields.BeforeFieldsChange();
// Apply transforms
UpdateTextureTransform(group.Key.Fields, group.Value.Ceiling, transformceiloffsets, rotateceiloffsets, scaleceiloffsets);
UpdateTextureTransform(group.Key.Fields, group.Value.Floor, transformflooroffsets, rotateflooroffsets, scaleflooroffsets);
// Update cache
group.Key.UpdateNeeded = true;
group.Key.UpdateCache();
}
// Map was changed
General.Map.IsChanged = true;
}
//mxd. This updates texture transforms in given UniFields
private void UpdateTextureTransform(UniFields fields, SurfaceTextureInfo si, bool transformoffsets, bool rotateoffsets, bool scaleoffsets)
{
// Get offset-ready values
float texrotation = Angle2D.PI2 - rotation;
// Update texture offsets
if (transformoffsets)
{
float trotation = rotateoffsets ? (si.Rotation + texrotation) : (si.Rotation);
Vector2D offset = selectioncenter.GetRotated(trotation);
fields["xpanning" + si.Part] = new UniValue(UniversalType.Float, (float)Math.Round(-offset.x, General.Map.FormatInterface.VertexDecimals));
fields["ypanning" + si.Part] = new UniValue(UniversalType.Float, (float)Math.Round(offset.y, General.Map.FormatInterface.VertexDecimals));
}
// Restore texture offsets
else
{
fields["xpanning" + si.Part] = new UniValue(UniversalType.Float, si.Offset.x);
fields["ypanning" + si.Part] = new UniValue(UniversalType.Float, si.Offset.y);
}
// Update rotation
if(rotateoffsets)
fields["rotation" + si.Part] = new UniValue(UniversalType.AngleDegreesFloat, General.ClampAngle((float)Math.Round(Angle2D.RadToDeg(si.Rotation + texrotation), General.Map.FormatInterface.VertexDecimals)));
// Restore rotation
else
fields["rotation" + si.Part] = new UniValue(UniversalType.AngleDegreesFloat, Angle2D.RadToDeg(si.Rotation));
// Update scale
if(scaleoffsets)
{
fields["xscale" + si.Part] = new UniValue(UniversalType.Float, (float) Math.Round(si.Scale.x * scale.x, General.Map.FormatInterface.VertexDecimals));
fields["yscale" + si.Part] = new UniValue(UniversalType.Float, (float) Math.Round(-si.Scale.y * scale.y, General.Map.FormatInterface.VertexDecimals));
}
// Restore scale
else
{
fields["xscale" + si.Part] = new UniValue(UniversalType.Float, si.Scale.x);
fields["yscale" + si.Part] = new UniValue(UniversalType.Float, -si.Scale.y);
}
}
//mxd. This restores texture transforms for all sectors
private void RestoreTextureTransform()
{
foreach(KeyValuePair<Sector, SectorTextureInfo> group in selectedsectors)
{
group.Key.Fields.BeforeFieldsChange();
// Revert transforms
RestoreTextureTransform(group.Key.Fields, group.Value.Ceiling);
RestoreTextureTransform(group.Key.Fields, group.Value.Floor);
// Update cache
group.Key.UpdateNeeded = true;
group.Key.UpdateCache();
}
}
//mxd. This restores texture transforms in given UniFields
private static void RestoreTextureTransform(UniFields fields, SurfaceTextureInfo si)
{
fields["rotation" + si.Part] = new UniValue(UniversalType.AngleDegreesFloat, Angle2D.RadToDeg(si.Rotation));
fields["xscale" + si.Part] = new UniValue(UniversalType.Float, si.Scale.x);
fields["yscale" + si.Part] = new UniValue(UniversalType.Float, -si.Scale.y);
fields["xpanning" + si.Part] = new UniValue(UniversalType.Float, si.Offset.x);
fields["ypanning" + si.Part] = new UniValue(UniversalType.Float, si.Offset.y);
}
// 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);
//mxd. Update selection center
selectioncenter = new Vector2D(offset.x + size.x * 0.5f, offset.y + size.y * 0.5f);
}
// This flips all linedefs in the selection (used for mirroring)
private void FlipLinedefs()
{
//mxd. Check if we need to flip sidedefs
bool flipsides = false;
HashSet<Linedef> selectedlineshash = new HashSet<Linedef>(selectedlines);
foreach(Vertex v in selectedvertices)
{
foreach(Linedef l in v.Linedefs)
{
if(!selectedlineshash.Contains(l))
{
flipsides = true;
break;
}
}
}
// Flip linedefs
foreach(Linedef ld in selectedlines)
{
ld.FlipVertices();
if(flipsides) ld.FlipSidedefs(); //mxd
}
// Done
linesflipped = !linesflipped;
}
#endregion
#region ================== Sector height adjust methods (mxd)
//x = floor height, y = ceiling height
private static Point GetOutsideHeights(HashSet<Sector> sectors)
{
Sector target = null;
Point result = new Point { X = int.MinValue, Y = int.MinValue };
foreach(Sector s in sectors)
{
foreach(Sidedef side in s.Sidedefs)
{
// Don't compare with our own stuff, among other things
if(side.Other == null || side.Other.Sector == null || sectors.Contains(side.Other.Sector)) continue;
if(target == null)
{
target = side.Other.Sector;
result.X = target.FloorHeight;
result.Y = target.CeilHeight;
}
else if(target != side.Other.Sector)
{
// Compare heights
if(target.FloorHeight != side.Other.Sector.FloorHeight)
result.X = int.MinValue;
if(target.CeilHeight != side.Other.Sector.CeilHeight)
result.Y = int.MinValue;
// We can stop now...
if(result.X == int.MinValue && result.Y == int.MinValue)
return result;
}
}
}
return result;
}
private static void AdjustSectorsHeight(HashSet<Sector> toadjust, HeightAdjustMode adjustmode, int oldfloorheight, int oldceilheight)
{
// Adjust only when selection is inside a single sector
if(adjustmode == HeightAdjustMode.NONE || oldfloorheight == int.MinValue || oldceilheight == int.MinValue) return;
Point outsideheights = GetOutsideHeights(toadjust);
if(outsideheights.X == int.MinValue && outsideheights.Y == int.MinValue) return;
// Height differences
int floorheightdiff = (outsideheights.X == int.MinValue ? int.MinValue : outsideheights.X - oldfloorheight);
int ceilheightdiff = (outsideheights.Y == int.MinValue ? int.MinValue : outsideheights.Y - oldceilheight);
switch(adjustmode)
{
case HeightAdjustMode.ADJUST_FLOORS:
if(floorheightdiff != int.MinValue)
{
foreach(Sector s in toadjust) AdjustSectorHeight(s, floorheightdiff, int.MinValue);
}
break;
case HeightAdjustMode.ADJUST_CEILINGS:
if(ceilheightdiff != int.MinValue)
{
foreach(Sector s in toadjust) AdjustSectorHeight(s, int.MinValue, ceilheightdiff);
}
break;
case HeightAdjustMode.ADJUST_BOTH:
foreach(Sector s in toadjust) AdjustSectorHeight(s, floorheightdiff, ceilheightdiff);
break;
default:
throw new NotImplementedException("Unknown HeightAdjustMode: " + adjustmode);
}
}
private static void AdjustSectorHeight(Sector s, int flooroffset, int ceiloffset)
{
// Adjust floor height
if(flooroffset != int.MinValue)
{
// Adjust regular height
s.FloorHeight += flooroffset;
if(General.Map.UDMF)
{
// Adjust slope height?
if(s.FloorSlope.GetLengthSq() > 0 && !float.IsNaN(s.FloorSlopeOffset / s.FloorSlope.z))
{
s.FloorSlopeOffset -= flooroffset * (float)Math.Sin(s.FloorSlope.GetAngleZ());
}
// Adjust vertex height?
else if(s.Sidedefs.Count == 3)
{
// Collect verts
HashSet<Vertex> verts = new HashSet<Vertex>();
foreach(Sidedef side in s.Sidedefs)
{
verts.Add(side.Line.Start);
verts.Add(side.Line.End);
}
// Offset verts
foreach(Vertex v in verts)
{
if(!float.IsNaN(v.ZFloor)) v.ZFloor += flooroffset;
}
}
}
}
// Adjust ceiling height
if(ceiloffset != int.MinValue)
{
// Adjust regular height
s.CeilHeight += ceiloffset;
if(General.Map.UDMF)
{
// Adjust slope height?
if(s.CeilSlope.GetLengthSq() > 0 && !float.IsNaN(s.CeilSlopeOffset / s.CeilSlope.z))
{
s.CeilSlopeOffset -= ceiloffset * (float)Math.Sin(s.CeilSlope.GetAngleZ());
}
// Adjust vertex height?
else if(s.Sidedefs.Count == 3)
{
// Collect verts
HashSet<Vertex> verts = new HashSet<Vertex>();
foreach(Sidedef side in s.Sidedefs)
{
verts.Add(side.Line.Start);
verts.Add(side.Line.End);
}
// Offset verts
foreach(Vertex v in verts)
{
if(!float.IsNaN(v.ZCeiling)) v.ZCeiling += ceiloffset;
}
}
}
}
}
#endregion
#region ================== Events
public override void OnHelp()
{
General.ShowHelp("e_editselection.html");
}
// Mode engages
public override void OnEngage()
{
base.OnEngage();
autodrag = (pasting && mouseinside && BuilderPlug.Me.AutoDragOnPaste);
snaptonearest = General.Interface.AutoMerge; //mxd
selectedsectors = new Dictionary<Sector, SectorTextureInfo>(); //mxd
// Add toolbar buttons
General.Interface.BeginToolbarUpdate(); //mxd
General.Interface.AddButton(BuilderPlug.Me.MenusForm.FlipSelectionH);
General.Interface.AddButton(BuilderPlug.Me.MenusForm.FlipSelectionV);
General.Interface.EndToolbarUpdate(); //mxd
//mxd. Get EditPanel-related settings
usepreciseposition = General.Settings.ReadPluginSetting("editselectionmode.usepreciseposition", true);
heightadjustmode = (HeightAdjustMode)General.Settings.ReadPluginSetting("editselectionmode.heightadjustmode", (int)HeightAdjustMode.NONE);
// Add docker
panel = new EditSelectionPanel(this);
docker = new Docker("editselection", "Edit Selection", panel);
General.Interface.AddDocker(docker, true);
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> sectors = General.Map.Map.GetSelectedSectors(true); //mxd
foreach(Sector s in sectors)
{
foreach(Sidedef sd in s.Sidedefs)
{
sd.Line.Marked = true;
sd.Line.Start.Marked = true;
sd.Line.End.Marked = true;
}
if(General.Map.UDMF) selectedsectors.Add(s, new SectorTextureInfo(s));
}
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);
unstablelines = (pasting ? new List<Linedef>() : General.Map.Map.LinedefsFromMarkedVertices(false, false, true)); //mxd
// 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);
}
// Get z heights of floor and ceiling slopes (from the center of the sector). This is used
// to easily compute the new slope after moving and rotating. We can't simply use the sector
// heights, since they might be wrong (as sector heights are technically irrelevant for slopes)
// Floor/ceiling heights are stored if there is no slope, but they won't get used anyway
// Important: this has to be done before the first call to UpdateGeometry, since that will change
// the sector and subsequently the bounding box, but not the slope
slopeheights = new Dictionary<Sector, float[]>();
foreach(Sector s in sectors)
{
// Make sure the sector has a valid bounding box
s.UpdateBBox();
Vector2D center = new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2);
float floorz = s.FloorHeight;
float ceilingz = s.CeilHeight;
if (!float.IsNaN(s.FloorSlopeOffset) && s.FloorSlope.IsNormalized())
floorz = new Plane(s.FloorSlope, s.FloorSlopeOffset).GetZ(center);
if (!float.IsNaN(s.CeilSlopeOffset) && s.CeilSlope.IsNormalized())
ceilingz = new Plane(s.CeilSlope, s.CeilSlopeOffset).GetZ(center);
slopeheights.Add(s, new float[] { floorz, ceilingz });
}
// 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;
selectionbasecenter = new Vector2D(offset.x + size.x * 0.5f, offset.y + size.y * 0.5f); //mxd
// 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);
panel.SetTextureTransformSettings(General.Map.UDMF); //mxd
panel.SetHeightAdjustMode(heightadjustmode, sectors.Count > 0); //mxd
UpdateRectangleComponents();
UpdatePanel();
Update();
// When pasting and mouse is in screen, drag selection immediately
if(autodrag)
{
OnSelectBegin();
autodrag = false; //mxd. Don't need this any more
}
}
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++]);
}
//mxd. Reset texture offsets to original values
if(General.Map.UDMF) RestoreTextureTransform();
// 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++]);
}
//mxd. Reset texture offsets to their original position
if(General.Map.UDMF) RestoreTextureTransform();
// 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++]);
}
//mxd. Reset texture offsets to their original position
if(General.Map.UDMF) RestoreTextureTransform();
General.Map.Map.Update(true, true);
// Make undo
General.Map.UndoRedo.CreateUndo("Edit selection");
}
// Resume normal undo/redo recording
General.Map.UndoRedo.IgnorePropChanges = false;
//mxd. Update sector slopes?
if(General.Map.UDMF)
{
// We need a different kind of offset...
Vector2D relativeoffset = offset - baseoffset;
foreach(Sector s in selectedsectors.Keys)
{
// Update floor slope?
if(s.FloorSlope.GetLengthSq() > 0 && !float.IsNaN(s.FloorSlopeOffset / s.FloorSlope.z))
{
Vector3D center = new Vector3D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2, slopeheights[s][0]);
Plane p = new Plane(center, s.FloorSlope.GetAngleXY() + rotation + Angle2D.PIHALF, -s.FloorSlope.GetAngleZ(), true);
s.FloorSlope = p.Normal;
s.FloorSlopeOffset = p.Offset;
}
// Update ceiling slope?
if(s.CeilSlope.GetLengthSq() > 0 && !float.IsNaN(s.CeilSlopeOffset / s.CeilSlope.z))
{
Vector3D center = new Vector3D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2, slopeheights[s][1]);
Plane p = new Plane(center, s.CeilSlope.GetAngleXY() + rotation + Angle2D.PIHALF, -s.CeilSlope.GetAngleZ(), false);
s.CeilSlope = p.Normal;
s.CeilSlopeOffset = p.Offset;
}
}
}
// Mark selected geometry
General.Map.Map.ClearAllMarks(false);
General.Map.Map.MarkAllSelectedGeometry(true, true, true, true, false);
// Move geometry to new position
UpdateGeometry();
//mxd. Update floor/ceiling texture settings
if(General.Map.UDMF) UpdateTextureTransform();
General.Map.Map.Update(true, true);
//mxd
int oldoutsidefloorheight = int.MinValue;
int oldoutsideceilingheight = int.MinValue;
// 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);
List<Linedef> oldlines = General.Map.Map.GetMarkedLinedefs(false); //mxd
//mxd. Let's use a blockmap...
RectangleF area = MapSet.CreateArea(oldlines);
BlockMap<BlockEntry> blockmap = new BlockMap<BlockEntry>(area);
blockmap.AddLinedefsSet(oldlines);
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(blockmap, testpoint); //mxd
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))
{
//mxd. Store floor/ceiling height
oldoutsidefloorheight = vsector.FloorHeight;
oldoutsideceilingheight = vsector.CeilHeight;
}
// Remove any virtual sectors
General.Map.Map.RemoveVirtualSectors();
}
else
{
//mxd. Get floor/ceiling height from outside sectors
if(unstablelines.Count == 0 && heightadjustmode != HeightAdjustMode.NONE)
{
// Get affected sectors
HashSet<Sector> affectedsectors = new HashSet<Sector>(General.Map.Map.GetSelectedSectors(true));
Point outsideheights = GetOutsideHeights(affectedsectors);
oldoutsidefloorheight = outsideheights.X;
oldoutsideceilingheight = outsideheights.Y;
}
}
//mxd. We'll need sidedefs marked by StitchGeometry, not all sidedefs from selection...
General.Map.Map.ClearMarkedSidedefs(false);
// Stitch geometry
General.Map.Map.StitchGeometry(General.Settings.MergeGeometryMode);
// Snap to map format accuracy
General.Map.Map.SnapAllToAccuracy(General.Map.UDMF && usepreciseposition);
//mxd. Get new lines from linedef marks...
HashSet<Linedef> newlines = new HashSet<Linedef>(General.Map.Map.GetMarkedLinedefs(true));
//mxd. Marked lines were created during linedef splitting
HashSet<Linedef> changedlines = new HashSet<Linedef>(selectedlines);
changedlines.UnionWith(newlines);
//mxd. Update sector height?
if(changedlines.Count > 0 && heightadjustmode != HeightAdjustMode.NONE
&& oldoutsidefloorheight != int.MinValue && oldoutsideceilingheight != int.MinValue)
{
// Sectors may've been created/removed when applying dragging...
HashSet<Sector> draggedsectors = new HashSet<Sector>(General.Map.Map.GetMarkedSectors(true));
foreach(Sector ss in selectedsectors.Keys) if(!ss.IsDisposed) draggedsectors.Add(ss);
// Change floor/ceiling height
AdjustSectorsHeight(draggedsectors, heightadjustmode, oldoutsidefloorheight, oldoutsideceilingheight);
}
// Update cached values
General.Map.Data.UpdateUsedTextures();
General.Map.Map.Update();
General.Map.ThingsFilter.Update();
// Make normal selection?
General.Map.Map.ClearAllSelected();
if(!clearselection) //mxd
{
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.BeginToolbarUpdate(); //mxd
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.FlipSelectionH);
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.FlipSelectionV);
General.Interface.EndToolbarUpdate(); //mxd
//mxd. Save EditPanel-related settings
General.Settings.WritePluginSetting("editselectionmode.usepreciseposition", usepreciseposition);
General.Settings.WritePluginSetting("editselectionmode.heightadjustmode", (int)heightadjustmode);
// 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((Vertex)highlighted, ColorCollection.HIGHLIGHT);
renderer.Finish();
}
// Render things
if(renderer.StartThings(true))
{
renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, General.Settings.HiddenThingsAlpha);
renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, General.Settings.ActiveThingsAlpha);
if(highlighted is Thing) renderer.RenderThing((Thing)highlighted, General.Colors.Highlight, General.Settings.ActiveThingsAlpha);
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 jazz 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
Grip mousegrip = (autodrag ? Grip.Main : CheckMouseGrip()); //mxd. We only want to move when starting auto-dragging
switch(mousegrip)
{
// 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];
break;
}
index++;
}
}
else if(highlighted is Thing)
{
int index = 0;
foreach(Thing t in selectedthings)
{
if(t == highlighted)
{
highlightedpos = thingpos[index];
break;
}
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;
//mxd. Update floor/ceiling texture settings
if(General.Map.UDMF) UpdateTextureTransform();
// 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()
{
//mxd. Accept changes
clearselection = true;
General.Editing.AcceptMode();
//mxd. Clear selection info
General.Interface.DisplayStatus(StatusType.Selection, string.Empty);
}
// 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
}
}