#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.Controls; using CodeImp.DoomBuilder.Geometry; using System.Drawing; #endregion namespace CodeImp.DoomBuilder.Editing { internal abstract class ClassicMode : EditMode { #region ================== Constants #endregion #region ================== Variables // Graphics protected Renderer2D renderer; // Mouse status protected Vector2D mousepos; protected Vector2D mousemappos; protected MouseButtons mousebuttons; protected bool mouseinside; #endregion #region ================== Properties #endregion #region ================== Constructor / Disposer // Constructor public ClassicMode() { // Initialize this.renderer = General.Map.Graphics.Renderer2D; } // Diposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up // Dispose base base.Dispose(); } } #endregion #region ================== Scroll / Zoom // This scrolls the view north [Action(Action.SCROLLNORTH)] public virtual void ScrollNorth() { // Scroll ScrollBy(0f, 100f / renderer.Scale); } // This scrolls the view south [Action(Action.SCROLLSOUTH)] public virtual void ScrollSouth() { // Scroll ScrollBy(0f, -100f / renderer.Scale); } // This scrolls the view west [Action(Action.SCROLLWEST)] public virtual void ScrollWest() { // Scroll ScrollBy(-100f / renderer.Scale, 0f); } // This scrolls the view east [Action(Action.SCROLLEAST)] public virtual void ScrollEast() { // Scroll ScrollBy(100f / renderer.Scale, 0f); } // This zooms in [Action(Action.ZOOMIN)] public virtual void ZoomIn() { // Zoom ZoomBy(1.3f); } // This zooms out [Action(Action.ZOOMOUT)] public virtual void ZoomOut() { // Zoom ZoomBy(0.7f); } // This scrolls anywhere private void ScrollBy(float deltax, float deltay) { // Scroll now renderer.PositionView(renderer.OffsetX + deltax, renderer.OffsetY + deltay); General.MainWindow.RedrawDisplay(); // Determine new unprojected mouse coordinates mousemappos = renderer.GetMapCoordinates(mousepos); General.MainWindow.UpdateCoordinates(mousemappos); } // This zooms private void ZoomBy(float deltaz) { Vector2D zoompos, clientsize, diff; float newscale; // This will be the new zoom scale newscale = renderer.Scale * deltaz; // Get the dimensions of the display clientsize = new Vector2D(General.Map.Graphics.RenderTarget.ClientSize.Width, General.Map.Graphics.RenderTarget.ClientSize.Height); // When mouse is inside display if(mouseinside) { // Zoom into or from mouse position zoompos = (mousepos / clientsize) - new Vector2D(0.5f, 0.5f); } else { // Zoom into or from center zoompos = new Vector2D(0f, 0f); } // Calculate view position difference diff = ((clientsize / newscale) - (clientsize / renderer.Scale)) * zoompos; // Zoom now renderer.PositionView(renderer.OffsetX - diff.x, renderer.OffsetY + diff.y); renderer.ScaleView(newscale); //General.Map.Map.Update(); General.MainWindow.RedrawDisplay(); // Give a new mousemove event to update coordinates if(mouseinside) MouseMove(new MouseEventArgs(mousebuttons, 0, (int)mousepos.x, (int)mousepos.y, 0)); } // This zooms to a specific level public void SetZoom(float newscale) { // Zoom now renderer.ScaleView(newscale); //General.Map.Map.Update(); General.MainWindow.RedrawDisplay(); // Give a new mousemove event to update coordinates if(mouseinside) MouseMove(new MouseEventArgs(mousebuttons, 0, (int)mousepos.x, (int)mousepos.y, 0)); } // This zooms and scrolls to fit the map in the window public void CenterInScreen() { float left = float.MaxValue; float top = float.MaxValue; float right = float.MinValue; float bottom = float.MinValue; float scalew, scaleh, scale; float width, height; // Go for all vertices foreach(Vertex v in General.Map.Map.Vertices) { // Adjust boundaries by vertices if(v.Position.x < left) left = v.Position.x; if(v.Position.x > right) right = v.Position.x; if(v.Position.y < top) top = v.Position.y; if(v.Position.y > bottom) bottom = v.Position.y; } // Calculate width/height width = (right - left); height = (bottom - top); // Calculate scale to view map at scalew = (float)General.Map.Graphics.RenderTarget.ClientSize.Width / (width * 1.1f); scaleh = (float)General.Map.Graphics.RenderTarget.ClientSize.Height / (height * 1.1f); if(scalew < scaleh) scale = scalew; else scale = scaleh; // Change the view to see the whole map renderer.ScaleView(scale); renderer.PositionView(left + (right - left) * 0.5f, top + (bottom - top) * 0.5f); //General.Map.Map.Update(); General.MainWindow.RedrawDisplay(); // Give a new mousemove event to update coordinates if(mouseinside) MouseMove(new MouseEventArgs(mousebuttons, 0, (int)mousepos.x, (int)mousepos.y, 0)); } #endregion #region ================== Mouse input // Mouse leaves the display public override void MouseLeave(EventArgs e) { // Mouse is outside the display mouseinside = false; mousepos = new Vector2D(float.NaN, float.NaN); mousemappos = mousepos; mousebuttons = MouseButtons.None; // Determine new unprojected mouse coordinates General.MainWindow.UpdateCoordinates(mousemappos); // Let the base class know base.MouseLeave(e); } // Mouse moved inside the display public override void MouseMove(MouseEventArgs e) { // Record last position mouseinside = true; mousepos = new Vector2D(e.X, e.Y); mousemappos = renderer.GetMapCoordinates(mousepos); mousebuttons = e.Button; // Update labels in main window General.MainWindow.UpdateCoordinates(mousemappos); // Let the base class know base.MouseMove(e); } #endregion #region ================== Display // This just refreshes the display public override void RefreshDisplay() { renderer.Present(); } #endregion } }