#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.Windows; 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 { // 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] [EditMode(DisplayName = "Things", Volatile = true)] public sealed class DragThingsMode : BaseClassicMode { #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 private Thing dragitem; private Vector2D dragitemposition; // List of old thing positions private List oldpositions; // List of selected items private ICollection selectedthings; // List of non-selected items private ICollection 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; } } internal EditMode BaseMode { get { return basemode; } } #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; // Mark what we are dragging General.Map.Map.ClearAllMarks(false); General.Map.Map.MarkSelectedThings(true, true); // Get selected things selectedthings = General.Map.Map.GetMarkedThings(true); unselectedthings = new List(); foreach(Thing t in General.Map.ThingsFilter.VisibleThings) if(!t.Marked) unselectedthings.Add(t); // Get the nearest thing for snapping dragitem = MapSet.NearestThing(selectedthings, dragstartmappos); // Make old positions list // We will use this as reference to move the vertices, or to move them back on cancel oldpositions = new List(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, BuilderPlug.Me.StitchRange / 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 override void OnRedrawDisplay() { bool viewchanged = CheckViewChanged(); if(viewchanged) { renderer.RedrawSurface(); // Render lines and vertices if(renderer.StartPlotter(true)) { renderer.PlotLinedefSet(General.Map.Map.Linedefs); renderer.PlotVerticesSet(General.Map.Map.Vertices); renderer.Finish(); } } // Render things UpdateRedraw(); renderer.Present(); } // This redraws only changed things private void UpdateRedraw() { // Render things if(renderer.StartThings(true)) { // Render things renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA); renderer.RenderThingSet(unselectedthings, 1.0f); renderer.RenderThingSet(selectedthings, 1.0f); // 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, 1.0f); // Done renderer.Finish(); } } // Cancelled public override void OnCancel() { // 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.OnCancel(); // Return to vertices mode General.Editing.ChangeMode(basemode); } // Mode engages public override void OnEngage() { base.OnEngage(); renderer.SetPresentation(Presentation.Things); } // Disenagaging public override void OnDisengage() { base.OnDisengage(); 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"); // Move selected geometry to final position MoveThingsRelative(mousemappos - dragstartmappos, snaptogrid, snaptonearest); // Snap to map format accuracy General.Map.Map.SnapAllToAccuracy(); // Update cached values General.Map.Map.Update(false, false); // 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 private 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 UpdateRedraw(); renderer.Present(); //General.Interface.RedrawDisplay(); } } // When edit button is released protected override void OnEditEnd() { // Just return to vertices mode, geometry will be merged on disengage. General.Editing.ChangeMode(basemode); base.OnEditEnd(); } // Mouse moving public override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); Update(); } // When a key is released public override void OnKeyUp(KeyEventArgs e) { base.OnKeyUp(e); if(snaptogrid != General.Interface.ShiftState ^ General.Interface.SnapToGrid) Update(); if(snaptonearest != General.Interface.CtrlState) Update(); } // When a key is pressed public override void OnKeyDown(KeyEventArgs e) { base.OnKeyDown(e); if(snaptogrid != General.Interface.ShiftState ^ General.Interface.SnapToGrid) Update(); if(snaptonearest != General.Interface.CtrlState) Update(); } #endregion } }