UltimateZoneBuilder/Source/BuilderModes/ClassicModes/VerticesMode.cs

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#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Interface;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Editing;
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#endregion
namespace CodeImp.DoomBuilder.BuilderModes
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{
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[EditMode(SwitchAction = "verticesmode", // Action name used to switch to this mode
ButtonDesc = "Vertices Mode", // Description on the button in toolbar/menu
ButtonImage = "VerticesMode.png", // Image resource name for the button
ButtonOrder = int.MinValue + 0)] // Position of the button (lower is more to the left)
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public class VerticesMode : ClassicMode
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{
#region ================== Constants
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public const float VERTEX_HIGHLIGHT_RANGE = 20f;
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#endregion
#region ================== Variables
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// Highlighted item
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protected Vertex highlighted;
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#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
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// Constructor
public VerticesMode()
{
}
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// Disposer
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public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Methods
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// Cancel mode
public override void Cancel()
{
base.Cancel();
// Return to this mode
General.Map.ChangeMode(new VerticesMode());
}
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// Mode engages
public override void Engage()
{
base.Engage();
}
// Mode disengages
public override void Disengage()
{
base.Disengage();
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// Check which mode we are switching to
if(General.Map.NewMode is LinedefsMode)
{
// Convert selection to linedefs
// Clear selected vertices
General.Map.Map.ClearSelectedVertices();
}
else if(General.Map.NewMode is SectorsMode)
{
// Convert selection to sectors
// Clear selected vertices
General.Map.Map.ClearSelectedVertices();
}
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// Hide highlight info
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General.Interface.HideInfo();
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}
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// This redraws the display
public override void RedrawDisplay()
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{
// Render lines and vertices
if(renderer.StartPlotter(true))
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{
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
renderer.PlotVerticesSet(General.Map.Map.Vertices);
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if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotVertex(highlighted, ColorCollection.HIGHLIGHT);
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renderer.Finish();
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}
// Render things
if(renderer.StartThings(true))
{
renderer.SetThingsRenderOrder(false);
renderer.RenderThingSet(General.Map.Map.Things);
renderer.Finish();
}
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// Selecting?
if(selecting)
{
// Render selection
if(renderer.StartOverlay(true))
{
RenderMultiSelection();
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renderer.Finish();
}
}
renderer.Present();
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}
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// This highlights a new item
protected void Highlight(Vertex v)
{
// Update display
if(renderer.StartPlotter(false))
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{
// Undraw previous highlight
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if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotVertex(highlighted, renderer.DetermineVertexColor(highlighted));
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// Set new highlight
highlighted = v;
// Render highlighted item
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if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotVertex(highlighted, ColorCollection.HIGHLIGHT);
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// Done
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renderer.Finish();
renderer.Present();
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}
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// Show highlight info
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if((highlighted != null) && !highlighted.IsDisposed)
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General.Interface.ShowVertexInfo(highlighted);
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else
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General.Interface.HideInfo();
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}
// Selection
protected override void Select()
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{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
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{
// Flip selection
highlighted.Selected = !highlighted.Selected;
// Redraw highlight to show selection
if(renderer.StartPlotter(false))
{
renderer.PlotVertex(highlighted, renderer.DetermineVertexColor(highlighted));
renderer.Finish();
renderer.Present();
}
}
else
{
// Start making a selection
StartMultiSelection();
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}
base.Select();
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}
// End selection
protected override void EndSelect()
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{
// Not stopping from multiselection?
if(!selecting)
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{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Render highlighted item
if(renderer.StartPlotter(false))
{
renderer.PlotVertex(highlighted, ColorCollection.HIGHLIGHT);
renderer.Finish();
renderer.Present();
}
}
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}
base.EndSelect();
}
// Start editing
protected override void Edit()
{
base.Edit();
}
// Done editing
protected override void EndEdit()
{
base.EndEdit();
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}
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// Mouse moves
public override void MouseMove(MouseEventArgs e)
{
base.MouseMove(e);
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// Not holding any buttons?
if(e.Button == MouseButtons.None)
{
// Find the nearest vertex within highlight range
Vertex v = General.Map.Map.NearestVertexSquareRange(mousemappos, VERTEX_HIGHLIGHT_RANGE / renderer.Scale);
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// Highlight if not the same
if(v != highlighted) Highlight(v);
}
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}
// Mouse leaves
public override void MouseLeave(EventArgs e)
{
base.MouseLeave(e);
// Highlight nothing
Highlight(null);
}
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// Mouse wants to drag
protected override void DragStart(MouseEventArgs e)
{
base.DragStart(e);
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// Edit button used?
if(General.Interface.CheckActionActive(null, "classicedit"))
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{
// Anything highlighted?
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if((highlighted != null) && !highlighted.IsDisposed)
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{
// Highlighted item not selected?
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if(!highlighted.Selected)
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{
// Select only this vertex for dragging
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General.Map.Map.ClearSelectedVertices();
highlighted.Selected = true;
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}
// Start dragging the selection
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General.Map.ChangeMode(new DragVerticesMode(new VerticesMode(), highlighted, mousedownmappos));
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}
}
}
// This is called wheh selection ends
protected override void EndMultiSelection()
{
// Go for all vertices
foreach(Vertex v in General.Map.Map.Vertices)
{
v.Selected = ((v.Position.x >= selectionrect.Left) &&
(v.Position.y >= selectionrect.Top) &&
(v.Position.x <= selectionrect.Right) &&
(v.Position.y <= selectionrect.Bottom));
}
base.EndMultiSelection();
// Clear overlay
if(renderer.StartOverlay(true)) renderer.Finish();
// Redraw
General.Interface.RedrawDisplay();
}
// This is called when the selection is updated
protected override void UpdateMultiSelection()
{
base.UpdateMultiSelection();
// Render selection
if(renderer.StartOverlay(true))
{
RenderMultiSelection();
renderer.Finish();
renderer.Present();
}
}
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#endregion
}
}