- added things dragging mode

- removed allow3dchange from undo snapshots (I expect 3D mode to handle all changes)
- removed unused parameters from drag modes constructors
This commit is contained in:
codeimp 2008-04-07 14:33:41 +00:00
parent abb89a4944
commit 406f828473
15 changed files with 454 additions and 17 deletions

View file

@ -38,6 +38,7 @@
<Compile Include="Shared\DragGeometryMode.cs" />
<Compile Include="Shared\DrawGeometryMode.cs" />
<Compile Include="Testing\TriangulatorMode.cs" />
<Compile Include="ThingsMode\DragThingsMode.cs" />
<Compile Include="VisualMode\BaseVisualMode.cs" />
<Compile Include="VisualMode\BaseVisualSector.cs" />
<Compile Include="VerticesMode\DragVerticesMode.cs" />

View file

@ -62,7 +62,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
#region ================== Constructor / Disposer
// Constructor to start dragging immediately
public DragLinedefsMode(EditMode basemode, Linedef dragitem, Vector2D dragstartmappos)
public DragLinedefsMode(EditMode basemode, Vector2D dragstartmappos)
{
// Get the nearest vertex for snapping
Vertex nearest = MapSet.NearestVertex(General.Map.Map.GetVerticesFromLinesSelection(true), dragstartmappos);

View file

@ -323,7 +323,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
}
// Start dragging the selection
General.Map.ChangeMode(new DragLinedefsMode(new LinedefsMode(), highlighted, mousedownmappos));
General.Map.ChangeMode(new DragLinedefsMode(new LinedefsMode(), mousedownmappos));
}
}
}

View file

@ -63,7 +63,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
#region ================== Constructor / Disposer
// Constructor to start dragging immediately
public DragSectorsMode(EditMode basemode, Sector dragitem, Vector2D dragstartmappos)
public DragSectorsMode(EditMode basemode, Vector2D dragstartmappos)
{
// Get the nearest vertex for snapping
Vertex nearest = MapSet.NearestVertex(General.Map.Map.GetVerticesFromLinesSelection(true), dragstartmappos);

View file

@ -368,7 +368,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
}
// Start dragging the selection
General.Map.ChangeMode(new DragSectorsMode(new SectorsMode(), highlighted, mousedownmappos));
General.Map.ChangeMode(new DragSectorsMode(new SectorsMode(), mousedownmappos));
}
}
}

View file

@ -241,7 +241,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
MoveGeometryRelative(new Vector2D(0f, 0f), false, false);
// Make undo for the dragging
General.Map.UndoRedo.CreateUndo("drag vertices", UndoGroup.None, 0, false);
General.Map.UndoRedo.CreateUndo("drag vertices", UndoGroup.None, 0);
// Move selected geometry to final position
MoveGeometryRelative(mousemappos - dragstartmappos, snaptogrid, snaptonearest);

View file

@ -0,0 +1,369 @@
#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;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing;
using CodeImp.DoomBuilder.Editing;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes.Editing
{
// No action or button for this mode, it is automatic.
// The EditMode attribute does not have to be specified unless the
// mode must be activated by class name rather than direct instance.
// In that case, just specifying the attribute like this is enough:
[EditMode]
public sealed class DragThingsMode : ClassicMode
{
#region ================== Constants
#endregion
#region ================== Variables
// Mode to return to
private EditMode basemode;
// Mouse position on map where dragging started
private Vector2D dragstartmappos;
// Item used as reference for snapping to the grid
protected Thing dragitem;
private Vector2D dragitemposition;
// List of old thing positions
private List<Vector2D> oldpositions;
// List of selected items
private ICollection<Thing> selectedthings;
// List of non-selected items
private ICollection<Thing> unselectedthings;
// 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
#endregion
#region ================== Properties
// Just keep the base mode button checked
public override string EditModeButtonName { get { return basemode.GetType().Name; } }
#endregion
#region ================== Constructor / Disposer
// Constructor to start dragging immediately
public DragThingsMode(EditMode basemode, Vector2D dragstartmappos)
{
// Initialize
this.dragstartmappos = dragstartmappos;
this.basemode = basemode;
Cursor.Current = Cursors.AppStarting;
// Get the nearest thing for snapping
dragitem = MapSet.NearestThing(General.Map.Map.GetThingsSelection(true), dragstartmappos);
// Get selected things
selectedthings = General.Map.Map.GetThingsSelection(true);
unselectedthings = General.Map.Map.GetThingsSelection(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>(selectedthings.Count);
foreach(Thing t in selectedthings) oldpositions.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;
Cursor.Current = Cursors.Default;
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Done
base.Dispose();
}
}
#endregion
#region ================== Methods
// This moves the selected things relatively
// Returns true when things has actually moved
private bool MoveThingsRelative(Vector2D offset, bool snapgrid, bool snapnearest)
{
Vector2D oldpos = dragitem.Position;
Thing nearest;
int i = 0;
// Snap to nearest?
if(snapnearest)
{
// Find nearest unselected item within selection range
nearest = MapSet.NearestThingSquareRange(unselectedthings, mousemappos, ThingsMode.THING_HIGHLIGHT_RANGE / renderer.Scale);
if(nearest != null)
{
// Move the dragged item
dragitem.Move((Vector2D)nearest.Position);
// Adjust the offset
offset = (Vector2D)nearest.Position - dragitemposition;
// Do not snap to grid!
snapgrid = false;
}
}
// Snap to grid?
if(snapgrid)
{
// Move the dragged item
dragitem.Move(dragitemposition + offset);
// Snap item to grid
dragitem.SnapToGrid();
// Adjust the offset
offset += (Vector2D)dragitem.Position - (dragitemposition + offset);
}
// Drag item moved?
if(!snapgrid || ((Vector2D)dragitem.Position != oldpos))
{
// Move selected geometry
foreach(Thing t in selectedthings)
{
// Move vertex from old position relative to the
// mouse position change since drag start
t.Move(oldpositions[i] + offset);
// Next
i++;
}
// Moved
return true;
}
else
{
// No changes
return false;
}
}
// This redraws the display
public unsafe override void RedrawDisplay()
{
bool viewchanged = CheckViewChanged();
// Start with a clear display
if(renderer.Start(viewchanged, true))
{
if(viewchanged)
{
// Render lines and vertices
renderer.RenderLinedefSet(General.Map.Map.Linedefs);
renderer.RenderVerticesSet(General.Map.Map.Vertices);
}
// Render things
renderer.SetThingsRenderOrder(true);
renderer.RenderThingSet(unselectedthings);
renderer.RenderThingSet(selectedthings);
// Draw the dragged item highlighted
// This is important to know, because this item is used
// for snapping to the grid and snapping to nearest items
renderer.RenderThing(dragitem, General.Colors.Highlight);
// Done
renderer.Finish();
}
}
// Cancelled
public override void Cancel()
{
// Move geometry back to original position
MoveThingsRelative(new Vector2D(0f, 0f), false, false);
// If only a single vertex was selected, deselect it now
if(selectedthings.Count == 1) General.Map.Map.ClearSelectedThings();
// Update cached values
General.Map.Map.Update();
// Cancel base class
base.Cancel();
// Return to vertices mode
General.Map.ChangeMode(basemode);
}
// Mode engages
public override void Engage()
{
base.Engage();
}
// Disenagaging
public override void Disengage()
{
base.Disengage();
Cursor.Current = Cursors.AppStarting;
// When not cancelled
if(!cancelled)
{
// Move geometry back to original position
MoveThingsRelative(new Vector2D(0f, 0f), false, false);
// Make undo for the dragging
General.Map.UndoRedo.CreateUndo("drag things", UndoGroup.None, 0);
// Move selected geometry to final position
MoveThingsRelative(mousemappos - dragstartmappos, snaptogrid, snaptonearest);
// Update cached values
General.Map.Map.Update();
// Map is changed
General.Map.IsChanged = true;
}
// Hide highlight info
General.Interface.HideInfo();
// Done
Cursor.Current = Cursors.Default;
}
// This checks if the view offset/zoom changed and updates the check
protected bool CheckViewChanged()
{
bool viewchanged = false;
// View changed?
if(renderer.OffsetX != lastoffsetx) viewchanged = true;
if(renderer.OffsetY != lastoffsety) viewchanged = true;
if(renderer.Scale != lastscale) viewchanged = true;
// 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;
// Move selected geometry
if(MoveThingsRelative(mousemappos - dragstartmappos, snaptogrid, snaptonearest))
{
// Update cached values
//General.Map.Map.Update(true, false);
General.Map.Map.Update();
// Redraw
General.Interface.RedrawDisplay();
}
}
// Mouse moving
public override void MouseMove(MouseEventArgs e)
{
base.MouseMove(e);
Update();
}
// Mouse button released
public override void MouseUp(MouseEventArgs e)
{
base.MouseUp(e);
// Is the editing button released?
if(e.Button == EditMode.EDIT_BUTTON)
{
// Just return to vertices mode, geometry will be merged on disengage.
General.Map.ChangeMode(basemode);
}
}
// When a key is released
public override void KeyUp(KeyEventArgs e)
{
base.KeyUp(e);
if(snaptogrid != General.Interface.ShiftState ^ General.Interface.SnapToGrid) Update();
if(snaptonearest != General.Interface.CtrlState) Update();
}
// When a key is pressed
public override void KeyDown(KeyEventArgs e)
{
base.KeyDown(e);
if(snaptogrid != General.Interface.ShiftState ^ General.Interface.SnapToGrid) Update();
if(snaptonearest != General.Interface.CtrlState) Update();
}
#endregion
}
}

View file

@ -44,7 +44,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
{
#region ================== Constants
protected const float THING_HIGHLIGHT_RANGE = 10f;
public const float THING_HIGHLIGHT_RANGE = 10f;
#endregion
@ -254,6 +254,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
if(selected.Count > 0)
{
// Show thing edit dialog
// TODO
// When a single thing was selected, deselect it now
if(selected.Count == 1) General.Map.Map.ClearSelectedThings();
@ -264,6 +265,36 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
}
}
}
// Mouse wants to drag
protected override void DragStart(MouseEventArgs e)
{
base.DragStart(e);
// Which button is used?
if(e.Button == EditMode.SELECT_BUTTON)
{
// Make selection
}
else if(e.Button == EditMode.EDIT_BUTTON)
{
// Anything highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Highlighted item not selected?
if(!highlighted.Selected)
{
// Select only this sector for dragging
General.Map.Map.ClearSelectedThings();
highlighted.Selected = true;
}
// Start dragging the selection
General.Map.ChangeMode(new DragThingsMode(new ThingsMode(), mousedownmappos));
}
}
}
#endregion
}

View file

@ -142,7 +142,7 @@ namespace CodeImp.DoomBuilder.Editing
#region ================== Public Methods
// This makes an undo and returns the unique ticket id
public int CreateUndo(string description, UndoGroup group, int grouptag, bool allow3dchange)
public int CreateUndo(string description, UndoGroup group, int grouptag)
{
UndoSnapshot u;
@ -155,7 +155,7 @@ namespace CodeImp.DoomBuilder.Editing
if(++ticketid == int.MaxValue) ticketid = 1;
// Make a snapshot
u = new UndoSnapshot(description, allow3dchange, General.Map.Map.Clone(), ticketid);
u = new UndoSnapshot(description, General.Map.Map.Clone(), ticketid);
// Put it on the stack
undos.Insert(0, u);

View file

@ -39,15 +39,13 @@ namespace CodeImp.DoomBuilder.Editing
{
public MapSet map;
public string description;
public bool allow3dchange; // True when allowed to change in 3D mode
public int ticketid; // For safe withdrawing
// Constructor
public UndoSnapshot(string description, bool allow3dchange, MapSet map, int ticketid)
public UndoSnapshot(string description, MapSet map, int ticketid)
{
this.ticketid = ticketid;
this.description = description;
this.allow3dchange = allow3dchange;
this.map = map;
}
@ -56,7 +54,6 @@ namespace CodeImp.DoomBuilder.Editing
{
this.ticketid = info.ticketid;
this.description = info.description;
this.allow3dchange = info.allow3dchange;
this.map = map;
}
}

View file

@ -237,7 +237,7 @@ namespace CodeImp.DoomBuilder.Interface
// Make undo
if(lines.Count > 1) undodesc = lines.Count + " linedefs";
General.Map.UndoRedo.CreateUndo("edit " + undodesc, UndoGroup.None, 0, false);
General.Map.UndoRedo.CreateUndo("edit " + undodesc, UndoGroup.None, 0);
// Go for all the lines
foreach(Linedef l in lines)

View file

@ -314,8 +314,6 @@ namespace CodeImp.DoomBuilder.Interface
// This updates the status icon
internal void UpdateStatusIcon()
{
if(IsDisposed) return;
// From another thread?
if(statusbar.InvokeRequired)
{

View file

@ -113,7 +113,7 @@ namespace CodeImp.DoomBuilder.Interface
// Make undo
if(sectors.Count > 1) undodesc = sectors.Count + " sectors";
General.Map.UndoRedo.CreateUndo("edit " + undodesc, UndoGroup.None, 0, false);
General.Map.UndoRedo.CreateUndo("edit " + undodesc, UndoGroup.None, 0);
// Go for all sectors
foreach(Sector s in sectors)

View file

@ -619,7 +619,7 @@ namespace CodeImp.DoomBuilder.Map
if(General.MainWindow.AutoMerge)
{
// Make undo for the stitching
stitchundo = General.Map.UndoRedo.CreateUndo("stitch geometry", UndoGroup.None, 0, false);
stitchundo = General.Map.UndoRedo.CreateUndo("stitch geometry", UndoGroup.None, 0);
// Find lines that moved during the drag
movinglines = LinedefsFromSelectedVertices(false, true, true);
@ -968,6 +968,30 @@ namespace CodeImp.DoomBuilder.Map
return closest;
}
// This finds the thing closest to the specified position
public static Thing NearestThing(ICollection<Thing> selection, Vector2D pos)
{
Thing closest = null;
float distance = float.MaxValue;
float d;
// Go for all things in selection
foreach(Thing t in selection)
{
// Calculate distance and check if closer than previous find
d = t.DistanceToSq(pos);
if(d < distance)
{
// This one is closer
closest = t;
distance = d;
}
}
// Return result
return closest;
}
// This finds the vertex closest to the specified position
public static Vertex NearestVertexSquareRange(ICollection<Vertex> selection, Vector2D pos, float maxrange)
{

View file

@ -224,6 +224,16 @@ namespace CodeImp.DoomBuilder.Map
#region ================== Changes
// This moves the thing
// NOTE: This does not update sector! (call DetermineSector)
public void Move(Vector2D newpos)
{
// Change position
this.x = (int)newpos.x;
this.y = (int)newpos.y;
this.pos = new Vector3D(newpos.x, newpos.y, zoffset);
}
// This moves the thing
// NOTE: This does not update sector! (call DetermineSector)
public void Move(int x, int y, int zoffset)
@ -289,6 +299,13 @@ namespace CodeImp.DoomBuilder.Map
#region ================== Methods
// This snaps the vertex to the grid
public void SnapToGrid()
{
// Calculate nearest grid coordinates
this.Move(General.Map.Grid.SnappedToGrid((Vector2D)pos));
}
// This returns the distance from given coordinates
public float DistanceToSq(Vector2D p)
{