#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.VisualModes; using CodeImp.DoomBuilder.Windows; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using System.Diagnostics; using CodeImp.DoomBuilder.Actions; using CodeImp.DoomBuilder.Data; using CodeImp.DoomBuilder.Geometry; #endregion namespace CodeImp.DoomBuilder.Editing { public class GridSetup { #region ================== Constants private const int DEFAULT_GRID_SIZE = 32; public const int SOURCE_TEXTURES = 0; public const int SOURCE_FLATS = 1; public const int SOURCE_FILE = 2; #endregion #region ================== Variables // Grid private int gridsize; private float gridsizef; private float gridsizefinv; // Background private string background = ""; private int backsource; private ImageData backimage = new NullImage(); private int backoffsetx, backoffsety; private float backscalex, backscaley; // Disposing private bool isdisposed; #endregion #region ================== Properties public int GridSize { get { return gridsize; } } public float GridSizeF { get { return gridsizef; } } internal string BackgroundName { get { return background; } } internal int BackgroundSource { get { return backsource; } } internal ImageData Background { get { return backimage; } } internal int BackgroundX { get { return backoffsetx; } } internal int BackgroundY { get { return backoffsety; } } internal float BackgroundScaleX { get { return backscalex; } } internal float BackgroundScaleY { get { return backscaley; } } internal bool Disposed { get { return isdisposed; } } #endregion #region ================== Constructor / Disposer // Constructor internal GridSetup() { // Initialize SetGridSize(DEFAULT_GRID_SIZE); backscalex = 1.0f; backscaley = 1.0f; // Register actions General.Actions.BindMethods(this); // We have no destructor GC.SuppressFinalize(this); } // Disposer internal void Dispose() { if(!isdisposed) { // Dispose image if needed if(backimage is FileImage) (backimage as FileImage).Dispose(); // Clean up backimage = null; // Unregister actions General.Actions.UnbindMethods(this); // Done isdisposed = true; } } #endregion #region ================== Methods // This sets the grid size internal void SetGridSize(int size) { // Change grid this.gridsize = size; this.gridsizef = (float)gridsize; this.gridsizefinv = 1f / gridsizef; // Update in main window General.MainWindow.UpdateGrid(gridsize); } // This sets the background internal void SetBackground(string name, int source) { // Set background if(name == null) name = ""; this.backsource = source; this.background = name; // Find this image LinkBackground(); } // This sets the background view internal void SetBackgroundView(int offsetx, int offsety, float scalex, float scaley) { // Set background offset this.backoffsetx = offsetx; this.backoffsety = offsety; this.backscalex = scalex; this.backscaley = scaley; } // This finds and links the background image internal void LinkBackground() { // Dispose image if needed if(backimage is FileImage) (backimage as FileImage).Dispose(); // Where to load background from? switch(backsource) { case SOURCE_TEXTURES: backimage = General.Map.Data.GetTextureImage(background); break; case SOURCE_FLATS: backimage = General.Map.Data.GetFlatImage(background); break; case SOURCE_FILE: backimage = new FileImage(background, background, false, 1.0f, 1.0f); break; } // Make sure it is loaded backimage.LoadImage(); backimage.CreateTexture(); } // This returns the next higher coordinate public float GetHigher(float offset) { return (float)Math.Round((offset + (gridsizef * 0.5f)) * gridsizefinv) * gridsizef; } // This returns the next lower coordinate public float GetLower(float offset) { return (float)Math.Round((offset - (gridsizef * 0.5f)) * gridsizefinv) * gridsizef; } // This snaps to the nearest grid coordinate public Vector2D SnappedToGrid(Vector2D v) { return GridSetup.SnappedToGrid(v, gridsizef, gridsizefinv); } // This snaps to the nearest grid coordinate public static Vector2D SnappedToGrid(Vector2D v, float gridsize, float gridsizeinv) { return new Vector2D((float)Math.Round(v.x * gridsizeinv) * gridsize, (float)Math.Round(v.y * gridsizeinv) * gridsize); } #endregion #region ================== Actions // This shows the grid setup dialog internal void ShowGridSetup() { // Show preferences dialog GridSetupForm gridform = new GridSetupForm(); if(gridform.ShowDialog(General.MainWindow) == DialogResult.OK) { // Redraw display General.MainWindow.RedrawDisplay(); } // Done gridform.Dispose(); } // This changes grid size [BeginAction("gridinc")] internal void IncreaseGrid() { // Not lower than 2 if(gridsize >= 4) { // Change grid SetGridSize(gridsize >> 1); // Redraw display General.MainWindow.RedrawDisplay(); } } // This changes grid size [BeginAction("griddec")] internal void DecreaseGrid() { // Not higher than 1024 if(gridsize <= 512) { // Change grid SetGridSize(gridsize << 1); // Redraw display General.MainWindow.RedrawDisplay(); } } #endregion } }