using System; using System.Collections.Generic; using System.Drawing; using System.Windows.Forms; using CodeImp.DoomBuilder.Editing; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Actions; using CodeImp.DoomBuilder.Windows; using CodeImp.DoomBuilder.Map; namespace CodeImp.DoomBuilder.BuilderModes.ClassicModes { [EditMode(DisplayName = "Draw Rectangle Mode", SwitchAction = "drawrectanglemode", AllowCopyPaste = false, Volatile = true, Optional = false)] public class DrawRectangleMode : DrawGeometryMode { private HintLabel hintLabel; protected int bevelWidth; protected int currentBevelWidth; protected int subdivisions; protected int maxSubdivisions = 16; protected int minSubdivisions = 0; protected string undoName = "Rectangle draw"; protected string shapeName = "rectangle"; protected Vector2D start; protected Vector2D end; protected int width; protected int height; protected PixelColor cornersColor; public DrawRectangleMode() { snaptogrid = true; cornersColor = General.Colors.BrightColors[new Random().Next(General.Colors.BrightColors.Length - 1)]; } public override void Dispose() { if (!isdisposed && hintLabel != null) hintLabel.Dispose(); base.Dispose(); } override protected void Update() { PixelColor stitchcolor = General.Colors.Highlight; PixelColor losecolor = General.Colors.Selection; snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge; DrawnVertex curp = GetCurrentPosition(); float vsize = (renderer.VertexSize + 1.0f) / renderer.Scale; // Render drawing lines if (renderer.StartOverlay(true)) { PixelColor color = snaptonearest ? stitchcolor : losecolor; if (points.Count == 1) { updateReferencePoints(points[0], curp); Vector2D[] shape = getShape(start, end); //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 }; for (int i = 1; i < 5; i++) { labels[i - 1].Start = labelCoords[i - 1]; labels[i - 1].End = labelCoords[i]; renderer.RenderText(labels[i - 1].TextLabel); } //got beveled corners? if (shape.Length > 5) { //render hint if (width > 64 * vsize && height > 16 * vsize) { float vPos = start.y + height / 2.0f; hintLabel.Start = new Vector2D(start.x, vPos); hintLabel.End = new Vector2D(end.x, vPos); hintLabel.Text = getHintText(); renderer.RenderText(hintLabel.TextLabel); } //and shape corners for (int i = 0; i < 4; i++) renderer.RenderRectangleFilled(new RectangleF(labelCoords[i].x - vsize, labelCoords[i].y - vsize, vsize * 2.0f, vsize * 2.0f), cornersColor, true); } } else { // 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(); } protected virtual Vector2D[] getShape(Vector2D pStart, Vector2D pEnd) { //no shape if (pEnd.x == pStart.x && pEnd.y == pStart.y) { currentBevelWidth = 0; return new Vector2D[0]; } //line if(pEnd.x == pStart.x || pEnd.y == pStart.y) { currentBevelWidth = 0; return new[] { pStart, pEnd }; } //no corners if (bevelWidth == 0) { currentBevelWidth = 0; return new[] { pStart, new Vector2D((int)pEnd.x, (int)pStart.y), pEnd, new Vector2D((int)pStart.x, (int)pEnd.y), pStart }; } //got corners bool reverse = false; currentBevelWidth = Math.Min(Math.Abs(bevelWidth), Math.Min(width, height) / 2); if (bevelWidth < 0) { currentBevelWidth *= -1; reverse = true; } List l_points = new List(); //top-left corner l_points.AddRange(getCornerPoints(pStart, currentBevelWidth, currentBevelWidth, !reverse)); //top-right corner l_points.AddRange(getCornerPoints(new Vector2D(pEnd.x, pStart.y), -currentBevelWidth, currentBevelWidth, reverse)); //bottom-right corner l_points.AddRange(getCornerPoints(pEnd, -currentBevelWidth, -currentBevelWidth, !reverse)); //bottom-left corner l_points.AddRange(getCornerPoints(new Vector2D(pStart.x, pEnd.y), currentBevelWidth, -currentBevelWidth, reverse)); //closing point l_points.Add(l_points[0]); Vector2D[] points = new Vector2D[l_points.Count]; l_points.CopyTo(points); return points; } private Vector2D[] getCornerPoints(Vector2D startPoint, int bevel_width, int bevel_height, bool reverse) { Vector2D[] points; Vector2D center = (bevelWidth > 0 ? new Vector2D(startPoint.x + bevel_width, startPoint.y + bevel_height) : startPoint); float curAngle = Angle2D.PI; int steps = subdivisions + 2; points = new Vector2D[steps]; float stepAngle = Angle2D.PIHALF / (subdivisions + 1); for (int i = 0; i < steps; i++) { 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; } protected virtual string getHintText() { return "BVL: " + bevelWidth + "; SUB: " + subdivisions; } //mxd. Setup hints for current editing mode protected override void SetupHints() { string selectKey = Actions.Action.GetShortcutKeyDesc("builder_classicselect"); string editKey = Actions.Action.GetShortcutKeyDesc("builder_classicedit"); string cancelKey = Actions.Action.GetShortcutKeyDesc("builder_cancelmode"); string incSub = Actions.Action.GetShortcutKeyDesc("buildermodes_increasesubdivlevel"); string decSub = Actions.Action.GetShortcutKeyDesc("buildermodes_decreasesubdivlevel"); string incBvl = Actions.Action.GetShortcutKeyDesc("buildermodes_increasebevel"); string decBvl = Actions.Action.GetShortcutKeyDesc("buildermodes_decreasebevel"); hints = new[]{"Press " + selectKey + " to place a vertex", "Use " + incBvl + " and " + decBvl + " to change corners bevel by current grid size", "Use " + incSub + " and " + decSub + " to change bevel detail level", "Place second vertex to finish drawing", "Press " + cancelKey + " or " + editKey + " to cancel" }; } //update top-left and bottom-right points, which define drawing shape private void updateReferencePoints(DrawnVertex p1, DrawnVertex p2) { if (p1.pos.x < p2.pos.x) { start.x = p1.pos.x; end.x = p2.pos.x; } else { start.x = p2.pos.x; end.x = p1.pos.x; } if (p1.pos.y < p2.pos.y) { start.y = p1.pos.y; end.y = p2.pos.y; } else { 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 override public bool DrawPointAt(Vector2D pos, bool stitch, bool stitchline) { 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); if (points.Count == 1) { //add point and labels labels.AddRange(new[] { new LineLengthLabel(false), new LineLengthLabel(false), new LineLengthLabel(false), new LineLengthLabel(false) }); hintLabel = new HintLabel(); Update(); } else if (points[0].pos == points[1].pos) { //nothing is drawn points = new List(); FinishDraw(); } else { //create vertices for final shape. updateReferencePoints(points[0], newpoint); points = new List(); //clear points Vector2D[] shape = getShape(start, end); for (int i = 0; i < shape.Length; i++) base.DrawPointAt(shape[i], true, true); FinishDraw(); } return true; } override public void RemovePoint() { if (points.Count > 0) points.RemoveAt(points.Count - 1); if (labels.Count > 0) labels = new List(); Update(); } //EVENTS override public void OnAccept() { Cursor.Current = Cursors.AppStarting; General.Settings.FindDefaultDrawSettings(); // When we have a rectangle or a line if(points.Count > 4 || points.Count == 2) { // Make undo for the draw General.Map.UndoRedo.CreateUndo(undoName); // 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 "); General.Interface.DisplayStatus(StatusType.Action, "Created " + a + word + " " + shapeName+"."); // Make the drawing if (!Tools.DrawLines(points, true, BuilderPlug.Me.AutoAlignTextureOffsetsOnCreate)) { // 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; } // Snap to map format accuracy General.Map.Map.SnapAllToAccuracy(); // Clear selection General.Map.Map.ClearAllSelected(); // Update cached values General.Map.Map.Update(); // Edit new sectors? List newsectors = General.Map.Map.GetMarkedSectors(true); if (BuilderPlug.Me.EditNewSector && (newsectors.Count > 0)) General.Interface.ShowEditSectors(newsectors); // Update the used textures General.Map.Data.UpdateUsedTextures(); // Map is changed General.Map.IsChanged = true; } // Done Cursor.Current = Cursors.Default; // Return to original mode General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name); } //ACTIONS [BeginAction("increasesubdivlevel")] protected virtual void increaseSubdivLevel() { if (subdivisions < maxSubdivisions) { subdivisions++; Update(); } } [BeginAction("decreasesubdivlevel")] protected virtual void decreaseSubdivLevel() { if (subdivisions > minSubdivisions) { subdivisions--; Update(); } } [BeginAction("increasebevel")] protected virtual void increaseBevel() { if (currentBevelWidth == bevelWidth || bevelWidth < 0) { bevelWidth += General.Map.Grid.GridSize; Update(); } } [BeginAction("decreasebevel")] protected virtual void decreaseBevel() { if (currentBevelWidth == bevelWidth || bevelWidth > 0) { bevelWidth -= General.Map.Grid.GridSize; Update(); } } } }