#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.Geometry; using CodeImp.DoomBuilder.Editing; using System.Threading; using System.Drawing; #endregion namespace CodeImp.DoomBuilder.BuilderModes.Editing { #if DEBUG [EditMode(SwitchAction = "triangulatormode", // Action name used to switch to this mode ButtonDesc = "Triangulator Mode", // Description on the button in toolbar/menu ButtonImage = "TriangulatorMode.png", // Image resource name for the button ButtonOrder = int.MaxValue)] // Position of the button (lower is more to the left) public class TriangulatorMode : ClassicMode { #region ================== Constants #endregion #region ================== Variables // Highlighted item private Sector highlighted; #endregion #region ================== Properties #endregion #region ================== Constructor / Disposer // Constructor public TriangulatorMode() { } // Disposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up // Dispose base base.Dispose(); } } #endregion #region ================== Methods // Cancel mode public override void Cancel() { base.Cancel(); // Return to this mode General.Map.ChangeMode(new SectorsMode()); } // Mode engages public override void Engage() { base.Engage(); } // Mode disengages public override void Disengage() { base.Disengage(); // Check which mode we are switching to if(General.Map.NewMode is VerticesMode) { // Convert selection to vertices // Clear selected sectors General.Map.Map.ClearSelectedSectors(); } else if(General.Map.NewMode is LinedefsMode) { // Convert selection to linedefs // Clear selected sectors General.Map.Map.ClearSelectedSectors(); } // Hide highlight info General.Interface.HideInfo(); } // This redraws the display public unsafe override void RedrawDisplay() { // 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.PlotSector(highlighted, General.Colors.Highlight); renderer.Finish(); } // Do not show things if(renderer.StartThings(true)) { renderer.SetThingsRenderOrder(false); renderer.Finish(); } renderer.Present(); } // This highlights a new item protected void Highlight(Sector s) { // Redraw lines if(renderer.StartPlotter(false)) { // Undraw previous highlight if((highlighted != null) && !highlighted.IsDisposed) renderer.PlotSector(highlighted); // Set new highlight highlighted = s; // Render highlighted item if((highlighted != null) && !highlighted.IsDisposed) renderer.PlotSector(highlighted, General.Colors.Highlight); // Done renderer.Finish(); renderer.Present(); } // Show highlight info if((highlighted != null) && !highlighted.IsDisposed) General.Interface.ShowSectorInfo(highlighted); else General.Interface.HideInfo(); } // Mouse moves public override void MouseMove(MouseEventArgs e) { base.MouseMove(e); // Find the nearest linedef within highlight range Linedef l = General.Map.Map.NearestLinedef(mousemappos); // Check on which side of the linedef the mouse is float side = l.SideOfLine(mousemappos); if(side > 0) { // Is there a sidedef here? if(l.Back != null) { // Highlight if not the same if(l.Back.Sector != highlighted) Highlight(l.Back.Sector); } else { // Highlight nothing if(highlighted != null) Highlight(null); } } else { // Is there a sidedef here? if(l.Front != null) { // Highlight if not the same if(l.Front.Sector != highlighted) Highlight(l.Front.Sector); } else { // Highlight nothing if(highlighted != null) Highlight(null); } } } // Mouse leaves public override void MouseLeave(EventArgs e) { base.MouseLeave(e); // Highlight nothing Highlight(null); } // Mouse button pressed public override void MouseDown(MouseEventArgs e) { base.MouseDown(e); bool front, back; // Edit button is used? if(General.Interface.CheckActionActive(null, "classicedit")) { // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Flip selection highlighted.Selected = !highlighted.Selected; // Make update lines selection foreach(Sidedef sd in highlighted.Sidedefs) { if(sd.Line.Front != null) front = sd.Line.Front.Sector.Selected; else front = false; if(sd.Line.Back != null) back = sd.Line.Back.Sector.Selected; else back = false; sd.Line.Selected = front | back; } // Update display if(renderer.StartPlotter(false)) { // Redraw highlight to show selection renderer.PlotSector(highlighted); renderer.Finish(); renderer.Present(); } } } } // Mouse released public override void MouseUp(MouseEventArgs e) { ICollection selected; TriangleList triangles; base.MouseUp(e); // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Edit button is used? if(General.Interface.CheckActionActive(null, "classicedit")) { // Anything selected? selected = General.Map.Map.GetSectorsSelection(true); if(selected.Count > 0) { // Remove highlight Highlight(null); // Clear selection General.Map.Map.ClearSelectedSectors(); General.Map.Map.ClearSelectedLinedefs(); General.Interface.RedrawDisplay(); // Get a triangulator and bind events Triangulator t = new Triangulator(); t.OnShowLine = new Triangulator.ShowLine(ShowLine); t.OnShowPolygon = new Triangulator.ShowPolygon(ShowPolygon); t.OnShowPoint = new Triangulator.ShowPoint(ShowPoint); t.OnShowEarClip = new Triangulator.ShowEarClip(ShowEarClip); // Triangulate this now! triangles = t.PerformTriangulation(General.GetByIndex(selected, 0)); // Start with a clear display if(renderer.StartPlotter(true)) { // Render lines and vertices renderer.PlotLinedefSet(General.Map.Map.Linedefs); renderer.PlotVerticesSet(General.Map.Map.Vertices); // Go for all triangle vertices for(int i = 0; i < triangles.Count; i += 3) { renderer.PlotLine(triangles[i + 0], triangles[i + 1], General.Colors.Selection); renderer.PlotLine(triangles[i + 1], triangles[i + 2], General.Colors.Selection); renderer.PlotLine(triangles[i + 2], triangles[i + 0], General.Colors.Selection); } // Done renderer.Finish(); renderer.Present(); Thread.Sleep(200); } } } else { // Get a triangulator and bind events Triangulator t = new Triangulator(); // Triangulate the whole map! triangles = new TriangleList(); foreach(Sector s in General.Map.Map.Sectors) triangles.AddRange(t.PerformTriangulation(s)); // Start with a clear display if(renderer.StartPlotter(true)) { // Render lines and vertices renderer.PlotLinedefSet(General.Map.Map.Linedefs); renderer.PlotVerticesSet(General.Map.Map.Vertices); // Go for all triangle vertices for(int i = 0; i < triangles.Count; i += 3) { renderer.PlotLine(triangles[i + 0], triangles[i + 1], General.Colors.Selection); renderer.PlotLine(triangles[i + 1], triangles[i + 2], General.Colors.Selection); renderer.PlotLine(triangles[i + 2], triangles[i + 0], General.Colors.Selection); } // Done renderer.Finish(); renderer.Present(); Thread.Sleep(200); } } } } // This shows a point private void ShowPoint(Vector2D v, int c) { for(int a = 0; a < 6; a++) { RedrawDisplay(); Thread.Sleep(20); // Start with a clear display if(renderer.StartPlotter(true)) { // Render lines and vertices renderer.PlotLinedefSet(General.Map.Map.Linedefs); renderer.PlotVerticesSet(General.Map.Map.Vertices); // Show the point renderer.PlotVertexAt(v, c); // Done renderer.Finish(); renderer.Present(); } // Wait a bit Thread.Sleep(60); } } // This shows a line private void ShowLine(Vector2D v1, Vector2D v2, PixelColor c) { for(int a = 0; a < 6; a++) { RedrawDisplay(); Thread.Sleep(20); Application.DoEvents(); // Start with a clear display if(renderer.StartPlotter(true)) { // Render lines and vertices renderer.PlotLinedefSet(General.Map.Map.Linedefs); renderer.PlotVerticesSet(General.Map.Map.Vertices); // Show the line renderer.PlotLine(v1, v2, c); // Done renderer.Finish(); renderer.Present(); } // Wait a bit Thread.Sleep(60); Application.DoEvents(); } } // This shows a polygon private void ShowPolygon(Polygon p, PixelColor c) { LinkedListNode v; for(int a = 0; a < 5; a++) { RedrawDisplay(); Thread.Sleep(10); // Start with a clear display if(renderer.StartPlotter(true)) { // Render lines and vertices renderer.PlotLinedefSet(General.Map.Map.Linedefs); renderer.PlotVerticesSet(General.Map.Map.Vertices); // Go for all vertices in the polygon v = p.First; while(v != null) { // Show the line if(v.Next != null) renderer.PlotLine(v.Value.Position, v.Next.Value.Position, c); v = v.Next; } // Show last line as well renderer.PlotLine(p.Last.Value.Position, p.First.Value.Position, c); // Done renderer.Finish(); renderer.Present(); } // Wait a bit Thread.Sleep(50); } } // This shows a polygon private void ShowEarClip(EarClipVertex[] found, LinkedList remains) { EarClipVertex prev, first; for(int a = 0; a < 5; a++) { // Start with a clear display if(renderer.StartPlotter(true)) { // Render lines and vertices renderer.PlotLinedefSet(General.Map.Map.Linedefs); renderer.PlotVerticesSet(General.Map.Map.Vertices); // Go for all remaining vertices prev = null; first = null; foreach(EarClipVertex v in remains) { // Show the line if(prev != null) renderer.PlotLine(v.Position, prev.Position, PixelColor.FromColor(Color.OrangeRed)); if(prev == null) first = v; prev = v; if(v.IsReflex) renderer.PlotVertexAt(v.Position, ColorCollection.SELECTION); else renderer.PlotVertexAt(v.Position, ColorCollection.VERTICES); } if(first != null) renderer.PlotLine(first.Position, prev.Position, PixelColor.FromColor(Color.OrangeRed)); if(found != null) { renderer.PlotLine(found[0].Position, found[1].Position, PixelColor.FromColor(Color.SkyBlue)); renderer.PlotLine(found[1].Position, found[2].Position, PixelColor.FromColor(Color.SkyBlue)); renderer.PlotLine(found[2].Position, found[0].Position, PixelColor.FromColor(Color.SkyBlue)); renderer.PlotVertexAt(found[1].Position, ColorCollection.ASSOCIATION); } // Done renderer.Finish(); renderer.Present(); } Thread.Sleep(10); // Start with a clear display if(renderer.StartPlotter(true)) { // Render lines and vertices renderer.PlotLinedefSet(General.Map.Map.Linedefs); renderer.PlotVerticesSet(General.Map.Map.Vertices); // Go for all remaining vertices prev = null; first = null; foreach(EarClipVertex v in remains) { // Show the line if(prev != null) renderer.PlotLine(v.Position, prev.Position, PixelColor.FromColor(Color.OrangeRed)); if(prev == null) first = v; prev = v; if(v.IsReflex) renderer.PlotVertexAt(v.Position, ColorCollection.SELECTION); else renderer.PlotVertexAt(v.Position, ColorCollection.VERTICES); } if(first != null) renderer.PlotLine(first.Position, prev.Position, PixelColor.FromColor(Color.OrangeRed)); // Done renderer.Finish(); renderer.Present(); } Thread.Sleep(20); } } #endregion } #endif }