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#region = = = = = = = = = = = = = = = = = = Namespaces
using System ;
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using System.Collections.Generic ;
using System.Drawing ;
using System.Windows.Forms ;
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using CodeImp.DoomBuilder.Config ;
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using CodeImp.DoomBuilder.Editing ;
using CodeImp.DoomBuilder.Rendering ;
using CodeImp.DoomBuilder.Geometry ;
using CodeImp.DoomBuilder.Actions ;
using CodeImp.DoomBuilder.Windows ;
using CodeImp.DoomBuilder.Map ;
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#endregion
namespace CodeImp.DoomBuilder.BuilderModes
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{
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[ EditMode ( DisplayName = "Draw Rectangle Mode" ,
SwitchAction = "drawrectanglemode" ,
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ButtonImage = "DrawRectangleMode.png" , //mxd
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ButtonOrder = int . MinValue + 3 , //mxd
ButtonGroup = "000_drawing" , //mxd
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AllowCopyPaste = false ,
Volatile = true ,
Optional = false ) ]
public class DrawRectangleMode : DrawGeometryMode
{
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#region = = = = = = = = = = = = = = = = = = Variables
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
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protected HintLabel hintlabel ;
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protected int bevelWidth ;
protected int currentBevelWidth ;
protected int subdivisions ;
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protected int maxSubdivisions ;
protected int minSubdivisions ;
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protected string undoName = "Rectangle draw" ;
protected string shapeName = "rectangle" ;
protected Vector2D start ;
protected Vector2D end ;
protected int width ;
protected int height ;
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//interface
private DrawRectangleOptionsPanel panel ;
#endregion
#region = = = = = = = = = = = = = = = = = = Constructor / Disposer
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public DrawRectangleMode ( )
{
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snaptogrid = true ;
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usefourcardinaldirections = true ;
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SetupInterface ( ) ;
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}
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public override void Dispose ( )
{
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// Not already disposed?
if ( ! isdisposed )
{
// Clean up
if ( hintlabel ! = null ) hintlabel . Dispose ( ) ;
// Done
base . Dispose ( ) ;
}
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}
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#endregion
#region = = = = = = = = = = = = = = = = = = Settings panel
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protected virtual void SetupInterface ( )
{
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maxSubdivisions = 16 ;
//Add options docker
panel = new DrawRectangleOptionsPanel ( ) ;
panel . MaxSubdivisions = maxSubdivisions ;
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panel . MinSubdivisions = minSubdivisions ;
panel . MaxBevelWidth = ( int ) General . Map . FormatInterface . MaxCoordinate ;
panel . MinBevelWidth = ( int ) General . Map . FormatInterface . MinCoordinate ;
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panel . OnValueChanged + = OptionsPanelOnValueChanged ;
}
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protected virtual void AddInterface ( )
{
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panel . Register ( ) ;
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bevelWidth = panel . BevelWidth ;
subdivisions = panel . Subdivisions ;
}
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protected virtual void RemoveInterface ( )
{
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panel . Unregister ( ) ;
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}
#endregion
#region = = = = = = = = = = = = = = = = = = Methods
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override protected void Update ( )
{
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PixelColor stitchcolor = General . Colors . Highlight ;
PixelColor losecolor = General . Colors . Selection ;
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snaptocardinaldirection = General . Interface . ShiftState & & General . Interface . AltState ; //mxd
snaptogrid = ( snaptocardinaldirection | | General . Interface . ShiftState ^ General . Interface . SnapToGrid ) ;
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snaptonearest = General . Interface . CtrlState ^ General . Interface . AutoMerge ;
DrawnVertex curp = GetCurrentPosition ( ) ;
float vsize = ( renderer . VertexSize + 1.0f ) / renderer . Scale ;
// Render drawing lines
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if ( renderer . StartOverlay ( true ) )
{
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PixelColor color = snaptonearest ? stitchcolor : losecolor ;
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if ( points . Count = = 1 )
{
UpdateReferencePoints ( points [ 0 ] , curp ) ;
Vector2D [ ] shape = GetShape ( start , end ) ;
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//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 } ;
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for ( int i = 1 ; i < 5 ; i + + )
{
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
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labels [ i - 1 ] . Move ( labelCoords [ i ] , labelCoords [ i - 1 ] ) ;
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renderer . RenderText ( labels [ i - 1 ] . TextLabel ) ;
}
//got beveled corners?
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if ( shape . Length > 5 )
{
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//render hint
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if ( width > 64 * vsize & & height > 16 * vsize )
{
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
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hintlabel . Move ( start , end ) ;
hintlabel . Text = GetHintText ( ) ;
renderer . RenderText ( hintlabel . TextLabel ) ;
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}
//and shape corners
for ( int i = 0 ; i < 4 ; i + + )
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renderer . RenderRectangleFilled ( new RectangleF ( labelCoords [ i ] . x - vsize , labelCoords [ i ] . y - vsize , vsize * 2.0f , vsize * 2.0f ) , General . Colors . InfoLine , true ) ;
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}
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}
else
{
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// 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 ( ) ;
}
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protected virtual Vector2D [ ] GetShape ( Vector2D pStart , Vector2D pEnd )
{
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//no shape
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if ( pStart = = pEnd )
{
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currentBevelWidth = 0 ;
return new Vector2D [ 0 ] ;
}
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//line
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if ( pEnd . x = = pStart . x | | pEnd . y = = pStart . y )
{
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currentBevelWidth = 0 ;
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return new [ ] { pStart , pEnd } ;
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}
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//no corners
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if ( bevelWidth = = 0 )
{
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currentBevelWidth = 0 ;
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return new [ ] { pStart , new Vector2D ( ( int ) pStart . x , ( int ) pEnd . y ) , pEnd , new Vector2D ( ( int ) pEnd . x , ( int ) pStart . y ) , pStart } ;
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}
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//got corners. TODO: check point order
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bool reverse = false ;
currentBevelWidth = Math . Min ( Math . Abs ( bevelWidth ) , Math . Min ( width , height ) / 2 ) ;
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if ( bevelWidth < 0 )
{
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currentBevelWidth * = - 1 ;
reverse = true ;
}
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List < Vector2D > shape = new List < Vector2D > ( ) ;
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//top-left corner
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shape . AddRange ( GetCornerPoints ( pStart , currentBevelWidth , currentBevelWidth , ! reverse ) ) ;
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//top-right corner
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shape . AddRange ( GetCornerPoints ( new Vector2D ( pEnd . x , pStart . y ) , - currentBevelWidth , currentBevelWidth , reverse ) ) ;
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//bottom-right corner
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shape . AddRange ( GetCornerPoints ( pEnd , - currentBevelWidth , - currentBevelWidth , ! reverse ) ) ;
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//bottom-left corner
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shape . AddRange ( GetCornerPoints ( new Vector2D ( pStart . x , pEnd . y ) , currentBevelWidth , - currentBevelWidth , reverse ) ) ;
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//closing point
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shape . Add ( shape [ 0 ] ) ;
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return shape . ToArray ( ) ;
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}
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private Vector2D [ ] GetCornerPoints ( Vector2D startPoint , int bevel_width , int bevel_height , bool reverse )
{
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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 + + )
{
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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 ;
}
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protected virtual string GetHintText ( )
{
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return "BVL: " + bevelWidth + "; SUB: " + subdivisions ;
}
//update top-left and bottom-right points, which define drawing shape
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private void UpdateReferencePoints ( DrawnVertex p1 , DrawnVertex p2 )
{
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if ( ! p1 . pos . IsFinite ( ) | | ! p2 . pos . IsFinite ( ) ) return ;
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if ( p1 . pos . x < p2 . pos . x )
{
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start . x = p1 . pos . x ;
end . x = p2 . pos . x ;
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}
else
{
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start . x = p2 . pos . x ;
end . x = p1 . pos . x ;
}
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if ( p1 . pos . y < p2 . pos . y )
{
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start . y = p1 . pos . y ;
end . y = p2 . pos . y ;
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}
else
{
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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
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override public bool DrawPointAt ( Vector2D pos , bool stitch , bool stitchline )
{
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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 ) ;
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if ( points . Count = = 1 ) //add point and labels
{
Fixed, Draw Lines/Rectangle/Circle/Curve modes: line length labels displayed incorrect length.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes.
Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it.
Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported.
Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...).
Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly.
Updated ZDoom_DECORATE.cfg.
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labels . AddRange ( new [ ] { new LineLengthLabel ( false , true ) , new LineLengthLabel ( false , true ) , new LineLengthLabel ( false , true ) , new LineLengthLabel ( false , true ) } ) ;
hintlabel = new HintLabel ( General . Colors . InfoLine ) ;
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Update ( ) ;
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}
else if ( points [ 0 ] . pos = = points [ 1 ] . pos ) //nothing is drawn
{
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points = new List < DrawnVertex > ( ) ;
FinishDraw ( ) ;
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}
else
{
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//create vertices for final shape.
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UpdateReferencePoints ( points [ 0 ] , newpoint ) ;
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points = new List < DrawnVertex > ( ) ; //clear points
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Vector2D [ ] shape = GetShape ( start , end ) ;
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foreach ( Vector2D t in shape ) base . DrawPointAt ( t , true , true ) ;
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FinishDraw ( ) ;
}
return true ;
}
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override public void RemovePoint ( )
{
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if ( points . Count > 0 ) points . RemoveAt ( points . Count - 1 ) ;
if ( labels . Count > 0 ) labels = new List < LineLengthLabel > ( ) ;
Update ( ) ;
}
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#endregion
#region = = = = = = = = = = = = = = = = = = Events
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public override void OnEngage ( )
{
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base . OnEngage ( ) ;
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AddInterface ( ) ;
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}
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public override void OnDisengage ( )
{
RemoveInterface ( ) ;
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base . OnDisengage ( ) ;
}
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override public void OnAccept ( )
{
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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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//mxd
General . Map . Renderer2D . UpdateExtraFloorFlag ( ) ;
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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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public override void OnHelp ( )
{
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General . ShowHelp ( "/gzdb/features/classic_modes/mode_drawrect.html" ) ;
}
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private void OptionsPanelOnValueChanged ( object sender , EventArgs eventArgs )
{
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bevelWidth = panel . BevelWidth ;
subdivisions = panel . Subdivisions ;
Update ( ) ;
}
#endregion
#region = = = = = = = = = = = = = = = = = = Actions
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[BeginAction("increasesubdivlevel")]
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protected virtual void IncreaseSubdivLevel ( )
{
if ( subdivisions < maxSubdivisions )
{
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subdivisions + + ;
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panel . Subdivisions = subdivisions ;
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Update ( ) ;
}
}
[BeginAction("decreasesubdivlevel")]
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protected virtual void DecreaseSubdivLevel ( )
{
if ( subdivisions > minSubdivisions )
{
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subdivisions - - ;
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panel . Subdivisions = subdivisions ;
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Update ( ) ;
}
}
[BeginAction("increasebevel")]
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protected virtual void IncreaseBevel ( )
{
if ( points . Count < 2 | | currentBevelWidth = = bevelWidth | | bevelWidth < 0 )
{
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bevelWidth = Math . Min ( bevelWidth + General . Map . Grid . GridSize , panel . MaxBevelWidth ) ;
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panel . BevelWidth = bevelWidth ;
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Update ( ) ;
}
}
[BeginAction("decreasebevel")]
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protected virtual void DecreaseBevel ( )
{
if ( currentBevelWidth = = bevelWidth | | bevelWidth > 0 )
{
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bevelWidth = Math . Max ( bevelWidth - General . Map . Grid . GridSize , panel . MinBevelWidth ) ;
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panel . BevelWidth = bevelWidth ;
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Update ( ) ;
}
}
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#endregion
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}
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}