UltimateZoneBuilder/Source/Plugins/BuilderModes/ClassicModes/DragGeometryMode.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.Windows.Forms;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Types;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
public abstract class DragGeometryMode : BaseClassicMode
{
#region ================== Constants
#endregion
#region ================== Variables
// Mouse position on map where dragging started
private Vector2D dragstartmappos;
//mxd. Offset from nearest grid intersection to dragstartmappos
private Vector2D dragstartoffset;
// Item used as reference for snapping to the grid
protected Vertex dragitem;
private Vector2D dragitemposition;
// List of old vertex positions
private List<Vector2D> oldpositions;
private List<Vector2D> oldthingpositions; //mxd
// List of selected items
protected ICollection<Vertex> selectedverts;
protected ICollection<Thing> selectedthings; //mxd
// List of non-selected items
protected ICollection<Vertex> unselectedverts;
protected ICollection<Thing> unselectedthings; //mxd
// List of things, which should be moved
protected ICollection<Thing> thingstodrag; //mxd
//mxd. List of sectors
private List<Sector> selectedSectors;
// List of unstable lines
protected ICollection<Linedef> unstablelines;
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protected List<float> unstableLinesInitialLengths; //mxd
// List of unselected lines
protected ICollection<Linedef> snaptolines;
// Text labels for all unstable lines
protected LineLengthLabel[] labels;
// Keep track of view changes
private float lastoffsetx;
private float lastoffsety;
private float lastscale;
// Options
private bool snaptogrid; // SHIFT to toggle
private bool snaptonearest; // CTRL to enable
private bool snaptogridincrement; //mxd. ALT to toggle
#endregion
#region ================== Properties
// Just keep the base mode button checked
public override string EditModeButtonName { get { return General.Editing.PreviousStableMode.Name; } }
#endregion
#region ================== Constructor / Disposer
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
if(labels != null)
foreach(LineLengthLabel l in labels) l.Dispose();
// Done
base.Dispose();
}
}
#endregion
#region ================== Methods
// Constructor to start dragging immediately
protected void StartDrag(Vector2D dragstartmappos)
{
// Initialize
this.dragstartmappos = dragstartmappos;
Cursor.Current = Cursors.AppStarting;
// 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;
// Make list of selected vertices and things
selectedverts = General.Map.Map.GetMarkedVertices(true);
selectedthings = General.Map.Map.GetSelectedThings(true); //mxd
thingstodrag = GetThingsToDrag(); //mxd
// Make list of non-selected vertices and things
// Non-selected vertices will be used for snapping to nearest items
unselectedverts = General.Map.Map.GetMarkedVertices(false);
unselectedthings = new List<Thing>(); //mxd
foreach(Thing t in General.Map.ThingsFilter.VisibleThings) if(!t.Selected) unselectedthings.Add(t);
// Get the nearest vertex for snapping
dragitem = MapSet.NearestVertex(selectedverts, dragstartmappos);
//mxd. Get drag offset
dragstartoffset = dragitem.Position - General.Map.Grid.SnappedToGrid(dragitem.Position);
// Lines to snap to
snaptolines = General.Map.Map.LinedefsFromMarkedVertices(true, false, false);
// Make old positions list
// We will use this as reference to move the vertices, or to move them back on cancel
oldpositions = new List<Vector2D>(selectedverts.Count);
foreach(Vertex v in selectedverts) oldpositions.Add(v.Position);
//mxd
oldthingpositions = new List<Vector2D>(thingstodrag.Count);
foreach(Thing t in thingstodrag) oldthingpositions.Add(t.Position);
// Also keep old position of the dragged item
dragitemposition = dragitem.Position;
// Keep view information
lastoffsetx = renderer.OffsetX;
lastoffsety = renderer.OffsetY;
lastscale = renderer.Scale;
// Make list of unstable lines only
// These will have their length displayed during the drag
unstablelines = MapSet.UnstableLinedefsFromVertices(selectedverts);
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//mxd. Keep original lenghs for further reference
unstableLinesInitialLengths = new List<float>(unstablelines.Count);
foreach (Linedef l in unstablelines)
unstableLinesInitialLengths.Add(l.Length);
//mxd. Collect selected sectors
if(General.Map.UDMF) {
ICollection<Linedef> selectedLines = General.Map.Map.LinedefsFromMarkedVertices(false, true, false);
List<Sector> affectedSectors = new List<Sector>();
foreach(Linedef l in selectedLines) {
if(l.Front != null && l.Front.Sector != null && !affectedSectors.Contains(l.Front.Sector))
affectedSectors.Add(l.Front.Sector);
if(l.Back != null && l.Back.Sector != null && !affectedSectors.Contains(l.Back.Sector))
affectedSectors.Add(l.Back.Sector);
}
selectedSectors = new List<Sector>();
foreach(Sector s in affectedSectors) {
bool selected = true;
foreach(Sidedef side in s.Sidedefs) {
if(!selectedLines.Contains(side.Line)) {
selected = false;
break;
}
}
if(selected)
selectedSectors.Add(s);
}
}
// Make text labels
labels = new LineLengthLabel[unstablelines.Count];
int index = 0;
foreach(Linedef l in unstablelines)
labels[index++] = new LineLengthLabel(l.Start.Position, l.End.Position);
Cursor.Current = Cursors.Default;
}
//mxd
protected virtual ICollection<Thing> GetThingsToDrag()
{
return selectedthings;
}
// This moves the selected geometry relatively
// Returns true when geometry has actually moved
private bool MoveGeometryRelative(Vector2D offset, bool snapgrid, bool snapgridincrement, bool snapnearest)
{
Vector2D oldpos = dragitem.Position;
Vector2D anchorpos = dragitemposition + offset;
Vector2D tl, br;
// don't move if the offset contains invalid data
if (!offset.IsFinite()) return false;
// Find the outmost vertices
tl = br = oldpositions[0];
for (int i = 0; i < oldpositions.Count; i++)
{
if (oldpositions[i].x < tl.x) tl.x = (int)oldpositions[i].x;
if (oldpositions[i].x > br.x) br.x = (int)oldpositions[i].x;
if (oldpositions[i].y > tl.y) tl.y = (int)oldpositions[i].y;
if (oldpositions[i].y < br.y) br.y = (int)oldpositions[i].y;
}
// Snap to nearest?
if(snapnearest)
{
// Find nearest unselected vertex within range
Vertex nv = MapSet.NearestVertexSquareRange(unselectedverts, anchorpos, BuilderPlug.Me.StitchRange / renderer.Scale);
if(nv != null)
{
// Move the dragged item
dragitem.Move(nv.Position);
// Adjust the offset
offset = nv.Position - dragitemposition;
// Do not snap to grid!
snapgrid = false;
snaptogridincrement = false; //mxd
}
else
{
// Find the nearest unselected line within range
Linedef nl = MapSet.NearestLinedefRange(snaptolines, anchorpos, BuilderPlug.Me.StitchRange / renderer.Scale);
if(nl != null)
{
// Snap to grid?
if(snapgrid || snapgridincrement)
{
// Get grid intersection coordinates
List<Vector2D> coords = nl.GetGridIntersections(snapgridincrement ? dragstartoffset : new Vector2D());
// mxd. Do the rest only if we actually have some coordinates
if (coords.Count > 0)
{
// Find nearest grid intersection
float found_distance = float.MaxValue;
Vector2D found_coord = new Vector2D();
foreach (Vector2D v in coords)
{
Vector2D delta = anchorpos - v;
if (delta.GetLengthSq() < found_distance)
{
found_distance = delta.GetLengthSq();
found_coord = v;
}
}
// Move the dragged item
dragitem.Move(found_coord);
// Align to line here
offset = found_coord - dragitemposition;
// Do not snap to grid anymore
snapgrid = false;
snapgridincrement = false; //mxd
}
}
else
{
// Move the dragged item
dragitem.Move(nl.NearestOnLine(anchorpos));
// Align to line here
offset = nl.NearestOnLine(anchorpos) - dragitemposition;
}
}
}
}
// Snap to grid or grid increment?
if(snapgrid || snapgridincrement)
{
// Move the dragged item
dragitem.Move(anchorpos);
// Snap item to grid increment
if(snapgridincrement) //mxd
{
dragitem.Move(General.Map.Grid.SnappedToGrid(dragitem.Position + dragstartoffset) - dragstartoffset);
}
else // Or to the grid itself
{
dragitem.SnapToGrid();
}
// Adjust the offset
offset += dragitem.Position - anchorpos;
}
// Make sure the offset is inside the map boundaries
if (offset.x + tl.x < General.Map.Config.LeftBoundary) offset.x = General.Map.Config.LeftBoundary - tl.x;
if (offset.x + br.x > General.Map.Config.RightBoundary) offset.x = General.Map.Config.RightBoundary - br.x;
if (offset.y + tl.y > General.Map.Config.TopBoundary) offset.y = General.Map.Config.TopBoundary - tl.y;
if (offset.y + br.y < General.Map.Config.BottomBoundary) offset.y = General.Map.Config.BottomBoundary - br.y;
// Drag item moved?
if((!snapgrid && !snapgridincrement) || (dragitem.Position != oldpos))
{
int i = 0;
// Move selected geometry
foreach(Vertex v in selectedverts)
{
// Move vertex from old position relative to the mouse position change since drag start
v.Move(oldpositions[i++] + offset);
}
//mxd. Move selected things
i = 0;
foreach(Thing t in thingstodrag)
{
t.Move(oldthingpositions[i++] + offset);
}
// Update labels
int index = 0;
foreach(Linedef l in unstablelines)
labels[index++].Move(l.Start.Position, l.End.Position);
// Moved
return true;
}
// No changes
return false;
}
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// Cancelled
public override void OnCancel()
{
// Move geometry back to original position
MoveGeometryRelative(new Vector2D(0f, 0f), false, false, false);
// Resume normal undo/redo recording
General.Map.UndoRedo.IgnorePropChanges = false;
// If only a single vertex was selected, deselect it now
if(selectedverts.Count == 1) General.Map.Map.ClearSelectedVertices();
// Update cached values
General.Map.Map.Update();
// Cancel base class
base.OnCancel();
// Return to vertices mode
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
}
// Mode engages
public override void OnEngage()
{
base.OnEngage();
EnableAutoPanning();
renderer.SetPresentation(Presentation.Standard);
}
// Disenagaging
public override void OnDisengage()
{
base.OnDisengage();
DisableAutoPanning();
// When not cancelled
if(!cancelled)
{
Cursor.Current = Cursors.AppStarting;
// Move geometry back to original position
MoveGeometryRelative(new Vector2D(0f, 0f), false, false, false);
// Resume normal undo/redo recording
General.Map.UndoRedo.IgnorePropChanges = false;
// Make undo for the dragging
General.Map.UndoRedo.CreateUndo("Drag geometry");
// Move selected geometry to final position
MoveGeometryRelative(mousemappos - dragstartmappos, snaptogrid, snaptogridincrement, snaptonearest);
// Stitch geometry
if(snaptonearest) General.Map.Map.StitchGeometry();
// Make corrections for backward linedefs
MapSet.FlipBackwardLinedefs(General.Map.Map.Linedefs);
// Snap to map format accuracy
General.Map.Map.SnapAllToAccuracy();
//mxd. Update floor/ceiling texture offsets
if(General.Map.UDMF && BuilderPlug.Me.LockSectorTextureOffsetsWhileDragging && selectedSectors.Count > 0) {
Vector2D offset = dragitemposition - dragitem.Position;
foreach(Sector s in selectedSectors) {
s.Fields.BeforeFieldsChange();
//update ceiling offset
if(s.LongCeilTexture != MapSet.EmptyLongName) {
ImageData texture = General.Map.Data.GetFlatImage(s.CeilTexture);
if(texture != null) {
float scaleX = s.Fields.GetValue("xscaleceiling", 1.0f);
float scaleY = s.Fields.GetValue("yscaleceiling", 1.0f);
if(scaleX != 0 && scaleY != 0) {
Vector2D ceilOffset = new Vector2D(offset.x, -offset.y).GetRotated(-Angle2D.DegToRad((int)s.Fields.GetValue("rotationceiling", 0f)));
ceilOffset.x += s.Fields.GetValue("xpanningceiling", 0f);
ceilOffset.y += s.Fields.GetValue("ypanningceiling", 0f);
int textureWidth = (int)Math.Round(texture.Width / scaleX);
int textureHeight = (int)Math.Round(texture.Height / scaleY);
if(!s.Fields.ContainsKey("xpanningceiling"))
s.Fields.Add("xpanningceiling", new UniValue(UniversalType.Float, (float)Math.Round(ceilOffset.x % textureWidth)));
else
s.Fields["xpanningceiling"].Value = (float)Math.Round(ceilOffset.x % textureWidth);
if(!s.Fields.ContainsKey("ypanningceiling"))
s.Fields.Add("ypanningceiling", new UniValue(UniversalType.Float, (float)Math.Round(ceilOffset.y % textureHeight)));
else
s.Fields["ypanningceiling"].Value = (float)Math.Round(ceilOffset.y % textureHeight);
}
}
}
//update floor offset
if(s.LongFloorTexture != MapSet.EmptyLongName) {
ImageData texture = General.Map.Data.GetFlatImage(s.FloorTexture);
if(texture != null) {
float scaleX = s.Fields.GetValue("xscalefloor", 1.0f);
float scaleY = s.Fields.GetValue("yscalefloor", 1.0f);
if(scaleX != 0 && scaleY != 0) {
Vector2D floorOffset = new Vector2D(offset.x, -offset.y).GetRotated(-Angle2D.DegToRad((int)s.Fields.GetValue("rotationfloor", 0f)));
floorOffset.x += s.Fields.GetValue("xpanningfloor", 0f);
floorOffset.y += s.Fields.GetValue("ypanningfloor", 0f);
int textureWidth = (int)Math.Round(texture.Width / scaleX);
int textureHeight = (int)Math.Round(texture.Height / scaleY);
if(!s.Fields.ContainsKey("xpanningfloor"))
s.Fields.Add("xpanningfloor", new UniValue(UniversalType.Float, (float)Math.Round(floorOffset.x % textureWidth)));
else
s.Fields["xpanningfloor"].Value = (float)Math.Round(floorOffset.x % textureWidth);
if(!s.Fields.ContainsKey("ypanningfloor"))
s.Fields.Add("ypanningfloor", new UniValue(UniversalType.Float, (float)Math.Round(floorOffset.y % textureHeight)));
else
s.Fields["ypanningfloor"].Value = (float)Math.Round(floorOffset.y % textureHeight);
}
}
}
}
}
// Update cached values
General.Map.Map.Update();
// Done
Cursor.Current = Cursors.Default;
General.Map.IsChanged = true;
}
}
// This checks if the view offset/zoom changed and updates the check
protected bool CheckViewChanged()
{
// View changed?
bool viewchanged = (renderer.OffsetX != lastoffsetx || renderer.OffsetY != lastoffsety || renderer.Scale != lastscale);
// Keep view information
lastoffsetx = renderer.OffsetX;
lastoffsety = renderer.OffsetY;
lastscale = renderer.Scale;
// Return result
return viewchanged;
}
// This updates the dragging
private void Update()
{
snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
snaptogridincrement = General.Interface.AltState; //mxd
// Move selected geometry
if(MoveGeometryRelative(mousemappos - dragstartmappos, snaptogrid, snaptogridincrement, snaptonearest))
{
// Update cached values
General.Map.Map.Update(true, false);
// Redraw
UpdateRedraw();
renderer.Present();
}
}
// This redraws only the required things
protected virtual void UpdateRedraw() { }
// When edit button is released
protected override void OnEditEnd()
{
// Just return to base mode, Disengage will be called automatically.
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
base.OnEditEnd();
}
// Mouse moving
public override void OnMouseMove(MouseEventArgs e)
{
base.OnMouseMove(e);
if(panning) return; //mxd. Skip all this jazz while panning
Update();
}
// 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)) ||
(snaptogridincrement != General.Interface.AltState)) 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)) ||
(snaptogridincrement != General.Interface.AltState)) Update();
}
#endregion
}
}