#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 CodeImp.DoomBuilder.Editing; using CodeImp.DoomBuilder.Actions; #endregion namespace CodeImp.DoomBuilder.BuilderModes { [EditMode(DisplayName = "Vertices", SwitchAction = "verticesmode", // Action name used to switch to this mode ButtonDesc = "Vertices Mode", // Description on the button in toolbar/menu ButtonImage = "VerticesMode.png", // Image resource name for the button ButtonOrder = int.MinValue + 0)] // Position of the button (lower is more to the left) public class VerticesMode : ClassicMode { #region ================== Constants public const float VERTEX_HIGHLIGHT_RANGE = 20f; public const float LINEDEF_SPLIT_RANGE = 8f; #endregion #region ================== Variables // Highlighted item protected Vertex highlighted; // Interface private bool editpressed; #endregion #region ================== Properties #endregion #region ================== Constructor / Disposer // Constructor public VerticesMode() { } // Disposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up // Dispose base base.Dispose(); } } #endregion #region ================== Methods // Cancel mode public override void OnCancel() { base.OnCancel(); // Return to this mode General.Map.ChangeMode(new VerticesMode()); } // Mode engages public override void OnEngage() { base.OnEngage(); renderer.SetPresentation(Presentation.Standard); } // Mode disengages public override void OnDisengage() { base.OnDisengage(); // Check which mode we are switching to if(General.Map.NewMode is LinedefsMode) { // Convert selection to linedefs // Clear selected vertices General.Map.Map.ClearSelectedVertices(); } else if(General.Map.NewMode is SectorsMode) { // Convert selection to sectors // Clear selected vertices General.Map.Map.ClearSelectedVertices(); } // Hide highlight info General.Interface.HideInfo(); } // This redraws the display public override void OnRedrawDisplay() { // Render lines and vertices if(renderer.StartPlotter(true)) { renderer.PlotLinedefSet(General.Map.Map.Linedefs); renderer.PlotVerticesSet(General.Map.Map.Vertices); if((highlighted != null) && !highlighted.IsDisposed) renderer.PlotVertex(highlighted, ColorCollection.HIGHLIGHT); renderer.Finish(); } // Render things if(renderer.StartThings(true)) { renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA); renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, 1.0f); renderer.Finish(); } // Selecting? if(selecting) { // Render selection if(renderer.StartOverlay(true)) { RenderMultiSelection(); renderer.Finish(); } } renderer.Present(); } // This highlights a new item protected void Highlight(Vertex v) { // Update display if(renderer.StartPlotter(false)) { // Undraw previous highlight if((highlighted != null) && !highlighted.IsDisposed) renderer.PlotVertex(highlighted, renderer.DetermineVertexColor(highlighted)); // Set new highlight highlighted = v; // Render highlighted item if((highlighted != null) && !highlighted.IsDisposed) renderer.PlotVertex(highlighted, ColorCollection.HIGHLIGHT); // Done renderer.Finish(); renderer.Present(); } // Show highlight info if((highlighted != null) && !highlighted.IsDisposed) General.Interface.ShowVertexInfo(highlighted); else General.Interface.HideInfo(); } // Selection protected override void OnSelect() { // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Flip selection highlighted.Selected = !highlighted.Selected; // Redraw highlight to show selection if(renderer.StartPlotter(false)) { renderer.PlotVertex(highlighted, renderer.DetermineVertexColor(highlighted)); renderer.Finish(); renderer.Present(); } } else { // Start making a selection StartMultiSelection(); } base.OnSelect(); } // End selection protected override void OnEndSelect() { // Not stopping from multiselection? if(!selecting) { // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Render highlighted item if(renderer.StartPlotter(false)) { renderer.PlotVertex(highlighted, ColorCollection.HIGHLIGHT); renderer.Finish(); renderer.Present(); } } } base.OnEndSelect(); } // Start editing protected override void OnEdit() { // Vertex highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Edit pressed in this mode editpressed = true; } else { // Find the nearest linedef within highlight range Linedef l = General.Map.Map.NearestLinedefRange(mousemappos, LINEDEF_SPLIT_RANGE / renderer.Scale); // Found a line? if(l != null) { // Create undo General.Map.UndoRedo.CreateUndo("Split linedef", UndoGroup.None, 0); // Create vertex at nearest point on line Vector2D nearestpos = l.NearestOnLine(mousemappos); Vertex v = General.Map.Map.CreateVertex(nearestpos); // Snap to map format accuracy v.SnapToAccuracy(); // Split the line with this vertex l.Split(v); // Highlight it Highlight(v); // Redraw display General.Interface.RedrawDisplay(); } else { // Start drawing mode DrawGeometryMode drawmode = new DrawGeometryMode(); drawmode.DrawPointAt(mousemappos, true); General.Map.ChangeMode(drawmode); } } base.OnEdit(); } // Done editing protected override void OnEndEdit() { editpressed = false; base.OnEndEdit(); } // Mouse moves public override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); // Not holding any buttons? if(e.Button == MouseButtons.None) { // Find the nearest vertex within highlight range Vertex v = General.Map.Map.NearestVertexSquareRange(mousemappos, VERTEX_HIGHLIGHT_RANGE / renderer.Scale); // Highlight if not the same if(v != highlighted) Highlight(v); } } // Mouse leaves public override void OnMouseLeave(EventArgs e) { base.OnMouseLeave(e); // Highlight nothing Highlight(null); } // Mouse wants to drag protected override void OnDragStart(MouseEventArgs e) { base.OnDragStart(e); // Edit button used? if(General.Interface.CheckActionActive(null, "classicedit")) { // Anything highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Highlighted item not selected? if(!highlighted.Selected) { // Select only this vertex for dragging General.Map.Map.ClearSelectedVertices(); highlighted.Selected = true; } // Start dragging the selection General.Map.ChangeMode(new DragVerticesMode(highlighted, mousedownmappos)); } } } // This is called wheh selection ends protected override void OnEndMultiSelection() { // Go for all vertices foreach(Vertex v in General.Map.Map.Vertices) { v.Selected = ((v.Position.x >= selectionrect.Left) && (v.Position.y >= selectionrect.Top) && (v.Position.x <= selectionrect.Right) && (v.Position.y <= selectionrect.Bottom)); } base.OnEndMultiSelection(); // Clear overlay if(renderer.StartOverlay(true)) renderer.Finish(); // Redraw General.Interface.RedrawDisplay(); } // This is called when the selection is updated protected override void OnUpdateMultiSelection() { base.OnUpdateMultiSelection(); // Render selection if(renderer.StartOverlay(true)) { RenderMultiSelection(); renderer.Finish(); renderer.Present(); } } #endregion #region ================== Actions // This creates a new vertex at the mouse position [BeginAction("insertitem", BaseAction = true)] public virtual void InsertVertex() { // Mouse in window? if(mouseinside) { // Create vertex at mouse position Vertex v = General.Map.Map.CreateVertex(mousemappos); // Snap to grid enabled? if(General.Interface.SnapToGrid) { // Snap to grid v.SnapToGrid(); } else { // Snap to map format accuracy v.SnapToAccuracy(); } // Redraw screen General.Interface.RedrawDisplay(); } } [BeginAction("deleteitem", BaseAction = true)] public void DeleteItem() { // Make list of selected vertices ICollection selected = General.Map.Map.GetSelectedVertices(true); if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed) selected.Add(highlighted); // Anything to do? if(selected.Count > 0) { // Make undo if(selected.Count > 1) General.Map.UndoRedo.CreateUndo("Delete " + selected.Count + " vertices", UndoGroup.None, 0); else General.Map.UndoRedo.CreateUndo("Delete vertex", UndoGroup.None, 0); // Dispose selected vertices foreach(Vertex v in selected) v.Dispose(); // Update cache values General.Map.IsChanged = true; General.Map.Map.Update(); // Invoke a new mousemove so that the highlighted item updates MouseEventArgs e = new MouseEventArgs(MouseButtons.None, 0, (int)mousepos.x, (int)mousepos.y, 0); OnMouseMove(e); // Redraw screen General.Interface.RedrawDisplay(); } } #endregion } }