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using System ;
using System.Collections.Generic ;
using System.Drawing ;
using System.Windows.Forms ;
using CodeImp.DoomBuilder.Editing ;
using CodeImp.DoomBuilder.Rendering ;
using CodeImp.DoomBuilder.Geometry ;
using CodeImp.DoomBuilder.Actions ;
using CodeImp.DoomBuilder.Windows ;
using CodeImp.DoomBuilder.Map ;
namespace CodeImp.DoomBuilder.BuilderModes.ClassicModes
{
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[ EditMode ( DisplayName = "Draw Rectangle Mode" ,
SwitchAction = "drawrectanglemode" ,
AllowCopyPaste = false ,
Volatile = true ,
Optional = false ) ]
public class DrawRectangleMode : DrawGeometryMode
{
private HintLabel hintLabel ;
protected int bevelWidth ;
protected int currentBevelWidth ;
protected int subdivisions ;
protected int maxSubdivisions = 16 ;
protected int minSubdivisions = 0 ;
protected string undoName = "Rectangle draw" ;
protected string shapeName = "rectangle" ;
protected Vector2D start ;
protected Vector2D end ;
protected int width ;
protected int height ;
protected PixelColor cornersColor ;
public DrawRectangleMode ( ) {
snaptogrid = true ;
cornersColor = General . Colors . BrightColors [ new Random ( ) . Next ( General . Colors . BrightColors . Length - 1 ) ] ;
}
public override void Dispose ( ) {
if ( ! isdisposed & & hintLabel ! = null )
hintLabel . Dispose ( ) ;
base . Dispose ( ) ;
}
override protected void Update ( ) {
PixelColor stitchcolor = General . Colors . Highlight ;
PixelColor losecolor = General . Colors . Selection ;
snaptonearest = General . Interface . CtrlState ^ General . Interface . AutoMerge ;
DrawnVertex curp = GetCurrentPosition ( ) ;
float vsize = ( renderer . VertexSize + 1.0f ) / renderer . Scale ;
// Render drawing lines
if ( renderer . StartOverlay ( true ) ) {
PixelColor color = snaptonearest ? stitchcolor : losecolor ;
if ( points . Count = = 1 ) {
updateReferencePoints ( points [ 0 ] , curp ) ;
Vector2D [ ] shape = getShape ( start , end ) ;
//render shape
for ( int i = 1 ; i < shape . Length ; i + + )
renderer . RenderLine ( shape [ i - 1 ] , shape [ i ] , LINE_THICKNESS , color , true ) ;
//vertices
for ( int i = 0 ; i < shape . Length ; i + + )
renderer . RenderRectangleFilled ( new RectangleF ( shape [ i ] . x - vsize , shape [ i ] . y - vsize , vsize * 2.0f , vsize * 2.0f ) , color , true ) ;
//and labels
Vector2D [ ] labelCoords = new [ ] { start , new Vector2D ( end . x , start . y ) , end , new Vector2D ( start . x , end . y ) , start } ;
for ( int i = 1 ; i < 5 ; i + + ) {
labels [ i - 1 ] . Start = labelCoords [ i - 1 ] ;
labels [ i - 1 ] . End = labelCoords [ i ] ;
renderer . RenderText ( labels [ i - 1 ] . TextLabel ) ;
}
//got beveled corners?
if ( shape . Length > 5 ) {
//render hint
if ( width > 64 * vsize & & height > 16 * vsize ) {
float vPos = start . y + height / 2.0f ;
hintLabel . Start = new Vector2D ( start . x , vPos ) ;
hintLabel . End = new Vector2D ( end . x , vPos ) ;
hintLabel . Text = getHintText ( ) ;
renderer . RenderText ( hintLabel . TextLabel ) ;
}
//and shape corners
for ( int i = 0 ; i < 4 ; i + + )
renderer . RenderRectangleFilled ( new RectangleF ( labelCoords [ i ] . x - vsize , labelCoords [ i ] . y - vsize , vsize * 2.0f , vsize * 2.0f ) , cornersColor , true ) ;
}
} else {
// Render vertex at cursor
renderer . RenderRectangleFilled ( new RectangleF ( curp . pos . x - vsize , curp . pos . y - vsize , vsize * 2.0f , vsize * 2.0f ) , color , true ) ;
}
// Done
renderer . Finish ( ) ;
}
// Done
renderer . Present ( ) ;
}
protected virtual Vector2D [ ] getShape ( Vector2D pStart , Vector2D pEnd ) {
//no shape
if ( pEnd . x = = pStart . x & & pEnd . y = = pStart . y ) {
currentBevelWidth = 0 ;
return new Vector2D [ 0 ] ;
}
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//line
if ( pEnd . x = = pStart . x | | pEnd . y = = pStart . y ) {
currentBevelWidth = 0 ;
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return new [ ] { pStart , pEnd } ;
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}
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//no corners
if ( bevelWidth = = 0 ) {
currentBevelWidth = 0 ;
return new [ ] { pStart , new Vector2D ( ( int ) pEnd . x , ( int ) pStart . y ) , pEnd , new Vector2D ( ( int ) pStart . x , ( int ) pEnd . y ) , pStart } ;
}
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//got corners
bool reverse = false ;
currentBevelWidth = Math . Min ( Math . Abs ( bevelWidth ) , Math . Min ( width , height ) / 2 ) ;
if ( bevelWidth < 0 ) {
currentBevelWidth * = - 1 ;
reverse = true ;
}
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List < Vector2D > l_points = new List < Vector2D > ( ) ;
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//top-left corner
l_points . AddRange ( getCornerPoints ( pStart , currentBevelWidth , currentBevelWidth , ! reverse ) ) ;
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//top-right corner
l_points . AddRange ( getCornerPoints ( new Vector2D ( pEnd . x , pStart . y ) , - currentBevelWidth , currentBevelWidth , reverse ) ) ;
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//bottom-right corner
l_points . AddRange ( getCornerPoints ( pEnd , - currentBevelWidth , - currentBevelWidth , ! reverse ) ) ;
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//bottom-left corner
l_points . AddRange ( getCornerPoints ( new Vector2D ( pStart . x , pEnd . y ) , currentBevelWidth , - currentBevelWidth , reverse ) ) ;
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//closing point
l_points . Add ( l_points [ 0 ] ) ;
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Vector2D [ ] points = new Vector2D [ l_points . Count ] ;
l_points . CopyTo ( points ) ;
return points ;
}
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private Vector2D [ ] getCornerPoints ( Vector2D startPoint , int bevel_width , int bevel_height , bool reverse ) {
Vector2D [ ] points ;
Vector2D center = ( bevelWidth > 0 ? new Vector2D ( startPoint . x + bevel_width , startPoint . y + bevel_height ) : startPoint ) ;
float curAngle = Angle2D . PI ;
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int steps = subdivisions + 2 ;
points = new Vector2D [ steps ] ;
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float stepAngle = Angle2D . PIHALF / ( subdivisions + 1 ) ;
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for ( int i = 0 ; i < steps ; i + + ) {
points [ i ] = new Vector2D ( center . x + ( float ) Math . Sin ( curAngle ) * bevel_width , center . y + ( float ) Math . Cos ( curAngle ) * bevel_height ) ;
curAngle + = stepAngle ;
}
if ( reverse ) Array . Reverse ( points ) ;
return points ;
}
protected virtual string getHintText ( ) {
return "BVL: " + bevelWidth + "; SUB: " + subdivisions ;
}
//update top-left and bottom-right points, which define drawing shape
private void updateReferencePoints ( DrawnVertex p1 , DrawnVertex p2 ) {
if ( p1 . pos . x < p2 . pos . x ) {
start . x = p1 . pos . x ;
end . x = p2 . pos . x ;
} else {
start . x = p2 . pos . x ;
end . x = p1 . pos . x ;
}
if ( p1 . pos . y < p2 . pos . y ) {
start . y = p1 . pos . y ;
end . y = p2 . pos . y ;
} else {
start . y = p2 . pos . y ;
end . y = p1 . pos . y ;
}
width = ( int ) ( end . x - start . x ) ;
height = ( int ) ( end . y - start . y ) ;
}
// This draws a point at a specific location
override public bool DrawPointAt ( Vector2D pos , bool stitch , bool stitchline ) {
if ( pos . x < General . Map . Config . LeftBoundary | | pos . x > General . Map . Config . RightBoundary | |
pos . y > General . Map . Config . TopBoundary | | pos . y < General . Map . Config . BottomBoundary )
return false ;
DrawnVertex newpoint = new DrawnVertex ( ) ;
newpoint . pos = pos ;
newpoint . stitch = true ; //stitch
newpoint . stitchline = stitchline ;
points . Add ( newpoint ) ;
if ( points . Count = = 1 ) { //add point and labels
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labels . AddRange ( new [ ] { new LineLengthLabel ( false ) , new LineLengthLabel ( false ) , new LineLengthLabel ( false ) , new LineLengthLabel ( false ) } ) ;
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hintLabel = new HintLabel ( ) ;
Update ( ) ;
} else if ( points [ 0 ] . pos = = points [ 1 ] . pos ) { //nothing is drawn
points = new List < DrawnVertex > ( ) ;
FinishDraw ( ) ;
} else {
//create vertices for final shape.
updateReferencePoints ( points [ 0 ] , newpoint ) ;
points = new List < DrawnVertex > ( ) ; //clear points
Vector2D [ ] shape = getShape ( start , end ) ;
for ( int i = 0 ; i < shape . Length ; i + + )
base . DrawPointAt ( shape [ i ] , true , true ) ;
FinishDraw ( ) ;
}
return true ;
}
override public void RemovePoint ( ) {
if ( points . Count > 0 ) points . RemoveAt ( points . Count - 1 ) ;
if ( labels . Count > 0 ) labels = new List < LineLengthLabel > ( ) ;
Update ( ) ;
}
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//EVENTS
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override public void OnAccept ( ) {
Cursor . Current = Cursors . AppStarting ;
General . Settings . FindDefaultDrawSettings ( ) ;
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// When we have a rectangle or a line
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if ( points . Count > 4 | | points . Count = = 2 ) {
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// Make undo for the draw
General . Map . UndoRedo . CreateUndo ( undoName ) ;
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// Make an analysis and show info
string [ ] adjectives = new [ ] { "gloomy" , "sad" , "unhappy" , "lonely" , "troubled" , "depressed" , "heartsick" , "glum" , "pessimistic" , "bitter" , "downcast" } ; // aaand my english vocabulary ends here :)
string word = adjectives [ new Random ( ) . Next ( adjectives . Length - 1 ) ] ;
string a = ( word [ 0 ] = = 'u' ? "an " : "a " ) ;
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General . Interface . DisplayStatus ( StatusType . Action , "Created " + a + word + " " + shapeName + "." ) ;
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// Make the drawing
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if ( ! Tools . DrawLines ( points , true , BuilderPlug . Me . AutoAlignTextureOffsetsOnCreate ) ) {
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// Drawing failed
// NOTE: I have to call this twice, because the first time only cancels this volatile mode
General . Map . UndoRedo . WithdrawUndo ( ) ;
General . Map . UndoRedo . WithdrawUndo ( ) ;
return ;
}
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// Snap to map format accuracy
General . Map . Map . SnapAllToAccuracy ( ) ;
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// Clear selection
General . Map . Map . ClearAllSelected ( ) ;
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// Update cached values
General . Map . Map . Update ( ) ;
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// Edit new sectors?
List < Sector > newsectors = General . Map . Map . GetMarkedSectors ( true ) ;
if ( BuilderPlug . Me . EditNewSector & & ( newsectors . Count > 0 ) )
General . Interface . ShowEditSectors ( newsectors ) ;
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// Update the used textures
General . Map . Data . UpdateUsedTextures ( ) ;
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// Map is changed
General . Map . IsChanged = true ;
}
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// Done
Cursor . Current = Cursors . Default ;
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// Return to original mode
General . Editing . ChangeMode ( General . Editing . PreviousStableMode . Name ) ;
}
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//ACTIONS
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[BeginAction("increasesubdivlevel")]
protected virtual void increaseSubdivLevel ( ) {
if ( subdivisions < maxSubdivisions ) {
subdivisions + + ;
Update ( ) ;
}
}
[BeginAction("decreasesubdivlevel")]
protected virtual void decreaseSubdivLevel ( ) {
if ( subdivisions > minSubdivisions ) {
subdivisions - - ;
Update ( ) ;
}
}
[BeginAction("increasebevel")]
protected virtual void increaseBevel ( ) {
if ( currentBevelWidth = = bevelWidth | | bevelWidth < 0 ) {
bevelWidth + = General . Map . Grid . GridSize ;
Update ( ) ;
}
}
[BeginAction("decreasebevel")]
protected virtual void decreaseBevel ( ) {
if ( currentBevelWidth = = bevelWidth | | bevelWidth > 0 ) {
bevelWidth - = General . Map . Grid . GridSize ;
Update ( ) ;
}
}
}
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}