mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2025-02-16 17:11:28 +00:00
- generalized geometry dragging into DragGeometryMode
- added dragging mode for linedefs - deleted old icon resources
This commit is contained in:
parent
57d770ffb1
commit
a878520a7f
10 changed files with 603 additions and 235 deletions
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@ -12,6 +12,8 @@
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<AssemblyName>Builder</AssemblyName>
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<StartupObject>CodeImp.DoomBuilder.General</StartupObject>
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<ApplicationIcon>Resources\Builder.ico</ApplicationIcon>
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<Win32Resource>
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</Win32Resource>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
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<DebugSymbols>true</DebugSymbols>
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@ -372,7 +374,6 @@
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</EmbeddedResource>
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</ItemGroup>
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<ItemGroup>
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<Content Include="Resources\Builder.ico" />
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<EmbeddedResource Include="Resources\MissingTexture3D.png" />
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<None Include="Resources\MissingTexture.png" />
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<None Include="Resources\UnknownImage.png" />
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@ -486,4 +487,7 @@
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<None Include="Resources\Splash2.png" />
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<EmbeddedResource Include="Resources\world3d.fx" />
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</ItemGroup>
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<ItemGroup>
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<Content Include="Resources\Builder.ico" />
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</ItemGroup>
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</Project>
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@ -33,6 +33,8 @@
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<Reference Include="System.Windows.Forms" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="LinedefsMode\DragLinedefsMode.cs" />
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<Compile Include="Shared\DragGeometryMode.cs" />
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<Compile Include="Testing\TriangulatorMode.cs" />
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<Compile Include="VisualMode\BaseVisualMode.cs" />
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<Compile Include="VisualMode\BaseVisualSector.cs" />
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164
Source/BuilderModes/LinedefsMode/DragLinedefsMode.cs
Normal file
164
Source/BuilderModes/LinedefsMode/DragLinedefsMode.cs
Normal file
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@ -0,0 +1,164 @@
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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||||
* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Interface;
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using CodeImp.DoomBuilder.IO;
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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 System.Drawing;
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using CodeImp.DoomBuilder.Editing;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes.Editing
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{
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// No action or button for this mode, it is automatic.
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// The EditMode attribute does not have to be specified unless the
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// mode must be activated by class name rather than direct instance.
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// In that case, just specifying the attribute like this is enough:
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[EditMode]
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public class DragLinedefsMode : DragGeometryMode
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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private ICollection<Linedef> selectedlines;
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private ICollection<Linedef> unselectedlines;
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Disposer
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// Constructor to start dragging immediately
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public DragLinedefsMode(EditMode basemode, Linedef dragitem, Vector2D dragstartmappos)
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{
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// Get the nearest vertex for snapping
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Vertex nearest = General.Map.Map.NearestVertex(dragstartmappos);
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// Get selected lines
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selectedlines = General.Map.Map.GetLinedefsSelection(true);
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unselectedlines = General.Map.Map.GetLinedefsSelection(false);
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// Initialize
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base.StartDrag(basemode, nearest, dragstartmappos,
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General.Map.Map.GetVerticesFromLinesSelection(true),
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General.Map.Map.GetVerticesFromLinesSelectionEx(false));
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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public override void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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// Done
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base.Dispose();
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}
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}
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#endregion
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#region ================== Methods
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// Mode engages
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public override void Engage()
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{
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base.Engage();
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}
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// Disenagaging
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public override void Disengage()
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{
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base.Disengage();
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// When not cancelled
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if(!cancelled)
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{
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// If only a single linedef was selected, deselect it now
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if(selectedlines.Count == 1) General.Map.Map.ClearSelectedLinedefs();
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}
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}
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// This redraws the display
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public unsafe override void RedrawDisplay()
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{
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bool viewchanged = false;
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// Start rendering
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if(renderer.Start(true, viewchanged))
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{
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// Uncomment this to see triangulation
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/*
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foreach(Sector s in General.Map.Map.Sectors)
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{
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for(int i = 0; i < s.Triangles.Count; i += 3)
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{
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renderer.RenderLine(s.Triangles[i + 0], s.Triangles[i + 1], General.Colors.Selection);
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renderer.RenderLine(s.Triangles[i + 1], s.Triangles[i + 2], General.Colors.Selection);
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renderer.RenderLine(s.Triangles[i + 2], s.Triangles[i + 0], General.Colors.Selection);
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}
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}
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*/
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// Redraw things when view changed
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if(CheckViewChanged())
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{
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renderer.SetThingsRenderOrder(false);
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renderer.RenderThingSet(General.Map.Map.Things);
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}
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// Render lines and vertices
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renderer.RenderLinedefSet(unselectedlines);
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renderer.RenderLinedefSet(selectedlines);
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renderer.RenderVerticesSet(General.Map.Map.Vertices);
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// Draw the dragged item highlighted
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// This is important to know, because this item is used
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// for snapping to the grid and snapping to nearest items
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renderer.RenderVertex(dragitem, ColorCollection.HIGHLIGHT);
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// Done
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renderer.Finish();
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}
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}
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#endregion
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}
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}
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@ -297,6 +297,36 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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}
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}
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}
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// Mouse wants to drag
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protected override void DragStart(MouseEventArgs e)
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{
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base.DragStart(e);
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// Which button is used?
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if(e.Button == EditMode.SELECT_BUTTON)
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{
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// Make selection
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}
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else if(e.Button == EditMode.EDIT_BUTTON)
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{
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// Anything highlighted?
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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// Highlighted item not selected?
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if(!highlighted.Selected)
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{
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// Select only this linedef for dragging
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General.Map.Map.ClearSelectedLinedefs();
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highlighted.Selected = true;
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}
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// Start dragging the selection
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General.Map.ChangeMode(new DragLinedefsMode(new LinedefsMode(), highlighted, mousedownmappos));
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}
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}
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}
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#endregion
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}
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341
Source/BuilderModes/Shared/DragGeometryMode.cs
Normal file
341
Source/BuilderModes/Shared/DragGeometryMode.cs
Normal file
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@ -0,0 +1,341 @@
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
|
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Interface;
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using CodeImp.DoomBuilder.IO;
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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 System.Drawing;
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using CodeImp.DoomBuilder.Editing;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes.Editing
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{
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public class DragGeometryMode : ClassicMode
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Mode to return to
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private EditMode basemode;
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// Mouse position on map where dragging started
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private Vector2D dragstartmappos;
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// Item used as reference for snapping to the grid
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protected Vertex dragitem;
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private Vector2D dragitemposition;
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// List of old vertex positions
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private List<Vector2D> oldpositions;
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// List of selected items
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private ICollection<Vertex> selectedverts;
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// List of non-selected items
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private ICollection<Vertex> unselectedverts;
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// List of unstable lines
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private ICollection<Linedef> unstablelines;
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// Keep track of view changes
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private float lastoffsetx;
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private float lastoffsety;
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private float lastscale;
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// Options
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private bool snaptogrid; // SHIFT to toggle
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private bool snaptonearest; // CTRL to enable
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#endregion
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#region ================== Properties
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// Just keep the base mode button checked
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public override string EditModeButtonName { get { return basemode.GetType().Name; } }
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#endregion
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#region ================== Constructor / Disposer
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// Disposer
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public override void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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// Done
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base.Dispose();
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}
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}
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#endregion
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#region ================== Methods
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// Constructor to start dragging immediately
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protected void StartDrag(EditMode basemode, Vertex dragitem, Vector2D dragstartmappos, ICollection<Vertex> selected, ICollection<Vertex> unselected)
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{
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// Initialize
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this.dragitem = dragitem;
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this.dragstartmappos = dragstartmappos;
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this.basemode = basemode;
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Cursor.Current = Cursors.AppStarting;
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// Make list of selected vertices
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selectedverts = selected;
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// Make list of non-selected vertices
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// This will be used for snapping to nearest items
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unselectedverts = unselected;
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// Make old positions list
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// We will use this as reference to move the vertices, or to move them back on cancel
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oldpositions = new List<Vector2D>(selectedverts.Count);
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foreach(Vertex v in selectedverts) oldpositions.Add(v.Position);
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// Also keep old position of the dragged item
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dragitemposition = dragitem.Position;
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// Keep view information
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lastoffsetx = renderer.OffsetX;
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lastoffsety = renderer.OffsetY;
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lastscale = renderer.Scale;
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// Make list of unstable lines only
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// These will have their length displayed during the drag
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unstablelines = MapSet.UnstableLinedefsFromVertices(selectedverts);
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Cursor.Current = Cursors.Default;
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}
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// This moves the selected geometry relatively
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// Returns true when geometry has actually moved
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private bool MoveGeometryRelative(Vector2D offset, bool snapgrid, bool snapnearest)
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{
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Vector2D oldpos = dragitem.Position;
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Vertex nearest;
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int i = 0;
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// Snap to nearest?
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if(snapnearest)
|
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{
|
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// Find nearest unselected item within selection range
|
||||
nearest = MapSet.NearestVertexSquareRange(unselectedverts, mousemappos, VerticesMode.VERTEX_HIGHLIGHT_RANGE / renderer.Scale);
|
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if(nearest != null)
|
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{
|
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// Move the dragged item
|
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dragitem.Move(nearest.Position);
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|
||||
// Adjust the offset
|
||||
offset = nearest.Position - dragitemposition;
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|
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// Do not snap to grid!
|
||||
snapgrid = false;
|
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}
|
||||
}
|
||||
|
||||
// Snap to grid?
|
||||
if(snapgrid)
|
||||
{
|
||||
// Move the dragged item
|
||||
dragitem.Move(dragitemposition + offset);
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||||
|
||||
// Snap item to grid
|
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dragitem.SnapToGrid();
|
||||
|
||||
// Adjust the offset
|
||||
offset += dragitem.Position - (dragitemposition + offset);
|
||||
}
|
||||
|
||||
// Drag item moved?
|
||||
if(!snapgrid || (dragitem.Position != oldpos))
|
||||
{
|
||||
// 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);
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||||
|
||||
// Next
|
||||
i++;
|
||||
}
|
||||
|
||||
// Moved
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// No changes
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Cancelled
|
||||
public override void Cancel()
|
||||
{
|
||||
// Move geometry back to original position
|
||||
MoveGeometryRelative(new Vector2D(0f, 0f), false, 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.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
|
||||
MoveGeometryRelative(new Vector2D(0f, 0f), false, false);
|
||||
|
||||
// Make undo for the dragging
|
||||
General.Map.UndoRedo.CreateUndo("drag vertices", UndoGroup.None, 0, false);
|
||||
|
||||
// Move selected geometry to final position
|
||||
MoveGeometryRelative(mousemappos - dragstartmappos, snaptogrid, snaptonearest);
|
||||
|
||||
// Stitch geometry
|
||||
General.Map.Map.StitchGeometry(selectedverts, unselectedverts);
|
||||
|
||||
// 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(MoveGeometryRelative(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
|
||||
}
|
||||
}
|
|
@ -42,7 +42,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
|
|||
// In that case, just specifying the attribute like this is enough:
|
||||
[EditMode]
|
||||
|
||||
public class DragVerticesMode : ClassicMode
|
||||
public class DragVerticesMode : DragGeometryMode
|
||||
{
|
||||
#region ================== Constants
|
||||
|
||||
|
@ -50,43 +50,12 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
|
|||
|
||||
#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
|
||||
private Vertex dragitem;
|
||||
private Vector2D dragitemposition;
|
||||
|
||||
// List of old vertex positions
|
||||
private List<Vector2D> oldpositions;
|
||||
|
||||
// List of selected items
|
||||
private ICollection<Vertex> selectedverts;
|
||||
|
||||
// List of non-selected items
|
||||
private ICollection<Vertex> unselectedverts;
|
||||
|
||||
// List of unstable lines
|
||||
private ICollection<Linedef> unstablelines;
|
||||
|
||||
// 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 vertices mode button checked
|
||||
public override string EditModeButtonName { get { return typeof(VerticesMode).Name; } }
|
||||
|
||||
#endregion
|
||||
|
||||
|
@ -95,39 +64,15 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
|
|||
// Constructor to start dragging immediately
|
||||
public DragVerticesMode(EditMode basemode, Vertex dragitem, Vector2D dragstartmappos)
|
||||
{
|
||||
// Initialize
|
||||
this.dragitem = dragitem;
|
||||
this.dragstartmappos = dragstartmappos;
|
||||
this.basemode = basemode;
|
||||
|
||||
Cursor.Current = Cursors.AppStarting;
|
||||
|
||||
// Make list of selected vertices
|
||||
// Get selected vertices
|
||||
selectedverts = General.Map.Map.GetVerticesSelection(true);
|
||||
|
||||
// Make list of non-selected vertices
|
||||
// This will be used for snapping to nearest items
|
||||
unselectedverts = General.Map.Map.GetVerticesSelection(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);
|
||||
|
||||
// Also keep old position of the dragged item
|
||||
dragitemposition = dragitem.Position;
|
||||
|
||||
// Keep view information
|
||||
lastoffsetx = renderer.OffsetX;
|
||||
lastoffsety = renderer.OffsetY;
|
||||
lastscale = renderer.Scale;
|
||||
// Initialize
|
||||
base.StartDrag(basemode, dragitem, dragstartmappos,
|
||||
General.Map.Map.GetVerticesSelection(true),
|
||||
General.Map.Map.GetVerticesSelection(false));
|
||||
|
||||
// Make list of unstable lines only
|
||||
// These will have their length displayed during the drag
|
||||
unstablelines = General.Map.Map.LinedefsFromSelectedVertices(false, false, true);
|
||||
|
||||
Cursor.Current = Cursors.Default;
|
||||
|
||||
// We have no destructor
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
|
@ -141,95 +86,13 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
|
|||
// Clean up
|
||||
|
||||
// Done
|
||||
isdisposed = true;
|
||||
base.Dispose();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Methods
|
||||
|
||||
// This moves the selected geometry relatively
|
||||
// Returns true when geometry has actually moved
|
||||
private bool MoveGeometryRelative(Vector2D offset, bool snapgrid, bool snapnearest)
|
||||
{
|
||||
Vector2D oldpos = dragitem.Position;
|
||||
Vertex nearest;
|
||||
int i = 0;
|
||||
|
||||
// Snap to nearest?
|
||||
if(snapnearest)
|
||||
{
|
||||
// Find nearest unselected item within selection range
|
||||
nearest = MapSet.NearestVertexSquareRange(unselectedverts, mousemappos, VerticesMode.VERTEX_HIGHLIGHT_RANGE / renderer.Scale);
|
||||
if(nearest != null)
|
||||
{
|
||||
// Move the dragged item
|
||||
dragitem.Move(nearest.Position);
|
||||
|
||||
// Adjust the offset
|
||||
offset = 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 += dragitem.Position - (dragitemposition + offset);
|
||||
}
|
||||
|
||||
// Drag item moved?
|
||||
if(!snapgrid || (dragitem.Position != oldpos))
|
||||
{
|
||||
// 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);
|
||||
|
||||
// Next
|
||||
i++;
|
||||
}
|
||||
|
||||
// Moved
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// No changes
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Cancelled
|
||||
public override void Cancel()
|
||||
{
|
||||
// Move geometry back to original position
|
||||
MoveGeometryRelative(new Vector2D(0f, 0f), false, 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.Cancel();
|
||||
|
||||
// Return to vertices mode
|
||||
General.Map.ChangeMode(basemode);
|
||||
}
|
||||
|
||||
// Mode engages
|
||||
public override void Engage()
|
||||
|
@ -241,38 +104,13 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
|
|||
public override void Disengage()
|
||||
{
|
||||
base.Disengage();
|
||||
Cursor.Current = Cursors.AppStarting;
|
||||
|
||||
// When not cancelled
|
||||
if(!cancelled)
|
||||
{
|
||||
// Move geometry back to original position
|
||||
MoveGeometryRelative(new Vector2D(0f, 0f), false, false);
|
||||
|
||||
// Make undo for the dragging
|
||||
General.Map.UndoRedo.CreateUndo("drag vertices", UndoGroup.None, 0, false);
|
||||
|
||||
// Move selected geometry to final position
|
||||
MoveGeometryRelative(mousemappos - dragstartmappos, snaptogrid, snaptonearest);
|
||||
|
||||
// Stitch geometry
|
||||
General.Map.Map.StitchGeometry(selectedverts, unselectedverts);
|
||||
|
||||
// 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();
|
||||
|
||||
// Map is changed
|
||||
General.Map.IsChanged = true;
|
||||
}
|
||||
|
||||
// Hide highlight info
|
||||
General.Interface.HideInfo();
|
||||
|
||||
// Done
|
||||
Cursor.Current = Cursors.Default;
|
||||
}
|
||||
|
||||
// This redraws the display
|
||||
|
@ -280,11 +118,6 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
|
|||
{
|
||||
bool viewchanged = false;
|
||||
|
||||
// View changed?
|
||||
if(renderer.OffsetX != lastoffsetx) viewchanged = true;
|
||||
if(renderer.OffsetY != lastoffsety) viewchanged = true;
|
||||
if(renderer.Scale != lastscale) viewchanged = true;
|
||||
|
||||
// Start rendering
|
||||
if(renderer.Start(true, viewchanged))
|
||||
{
|
||||
|
@ -302,15 +135,10 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
|
|||
*/
|
||||
|
||||
// Redraw things when view changed
|
||||
if(viewchanged)
|
||||
if(CheckViewChanged())
|
||||
{
|
||||
renderer.SetThingsRenderOrder(false);
|
||||
renderer.RenderThingSet(General.Map.Map.Things);
|
||||
|
||||
// Keep view information
|
||||
lastoffsetx = renderer.OffsetX;
|
||||
lastoffsety = renderer.OffsetY;
|
||||
lastscale = renderer.Scale;
|
||||
}
|
||||
|
||||
// Render lines and vertices
|
||||
|
@ -327,60 +155,6 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
|
|||
renderer.Finish();
|
||||
}
|
||||
}
|
||||
|
||||
// This updates the dragging
|
||||
private void Update()
|
||||
{
|
||||
snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
|
||||
snaptonearest = General.Interface.CtrlState;
|
||||
|
||||
// Move selected geometry
|
||||
if(MoveGeometryRelative(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
|
||||
}
|
||||
|
|
|
@ -431,6 +431,28 @@ namespace CodeImp.DoomBuilder.Map
|
|||
return list;
|
||||
}
|
||||
|
||||
// Returns a collection of vertices that match a selected state on the linedefs
|
||||
// The difference with GetVerticesFromLinesSelection is that in this method
|
||||
// ALL linedefs of a vertex must match the specified selected state.
|
||||
public ICollection<Vertex> GetVerticesFromLinesSelectionEx(bool selected)
|
||||
{
|
||||
List<Vertex> list = new List<Vertex>();
|
||||
foreach(Vertex v in vertices)
|
||||
{
|
||||
bool qualified = true;
|
||||
foreach(Linedef l in v.Linedefs)
|
||||
{
|
||||
if(l.Selected != selected)
|
||||
{
|
||||
qualified = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(qualified) list.Add(v);
|
||||
}
|
||||
return list;
|
||||
}
|
||||
|
||||
// Returns a collection of vertices that match a selected state on the linedefs
|
||||
public ICollection<Vertex> GetVerticesFromSectorsSelection(bool selected)
|
||||
{
|
||||
|
@ -1075,6 +1097,37 @@ namespace CodeImp.DoomBuilder.Map
|
|||
// Return result
|
||||
return list;
|
||||
}
|
||||
|
||||
// This makes a list of unstable lines from the given vertices.
|
||||
// A line is unstable when one vertex is selected and the other isn't.
|
||||
public static ICollection<Linedef> UnstableLinedefsFromVertices(ICollection<Vertex> verts)
|
||||
{
|
||||
Dictionary<Linedef, Linedef> lines = new Dictionary<Linedef, Linedef>();
|
||||
|
||||
// Go for all vertices
|
||||
foreach(Vertex v in verts)
|
||||
{
|
||||
// Go for all lines
|
||||
foreach(Linedef l in v.Linedefs)
|
||||
{
|
||||
// If the line exists in the list
|
||||
if(lines.ContainsKey(l))
|
||||
{
|
||||
// Remove it
|
||||
lines.Remove(l);
|
||||
}
|
||||
// Otherwise add it
|
||||
else
|
||||
{
|
||||
// Add the line
|
||||
lines.Add(l, l);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Return result
|
||||
return new List<Linedef>(lines.Values);
|
||||
}
|
||||
|
||||
// This finds the line closest to the specified position
|
||||
public Linedef NearestLinedef(Vector2D pos) { return MapSet.NearestLinedef(linedefs, pos); }
|
||||
|
|
Loading…
Reference in a new issue