#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.Actions; using CodeImp.DoomBuilder.Geometry; using System.Drawing; #endregion namespace CodeImp.DoomBuilder.Editing { /// /// Provides specialized functionality for a classic (2D) Doom Builder editing mode. /// public abstract class ClassicMode : EditMode { #region ================== Constants private const float SCALE_MAX = 20f; private const float SCALE_MIN = 0.01f; private const float SELECTION_BORDER_SIZE = 2f; private const int SELECTION_ALPHA = 200; #endregion #region ================== Variables // Cancelled? protected bool cancelled; // Graphics protected IRenderer2D renderer; private Renderer2D renderer2d; // Mouse status protected Vector2D mousepos; protected Vector2D mouselastpos; protected Vector2D mousemappos; protected Vector2D mousedownpos; protected Vector2D mousedownmappos; protected MouseButtons mousebuttons; protected bool mouseinside; protected MouseButtons mousedragging = MouseButtons.None; // Selection protected bool selecting; private Vector2D selectstart; protected RectangleF selectionrect; // View panning protected bool panning; #endregion #region ================== Properties #endregion #region ================== Constructor / Disposer /// /// Provides specialized functionality for a classic (2D) Doom Builder editing mode. /// public ClassicMode() { // Initialize this.renderer = General.Map.Renderer2D; this.renderer2d = (Renderer2D)General.Map.Renderer2D; // If the current mode is a ClassicMode, copy mouse properties if(General.Map.Mode is ClassicMode) { ClassicMode oldmode = General.Map.Mode as ClassicMode; // Copy mouse properties mousepos = oldmode.mousepos; mousemappos = oldmode.mousemappos; mousedownpos = oldmode.mousedownpos; mousedownmappos = oldmode.mousedownmappos; mousebuttons = oldmode.mousebuttons; mouseinside = oldmode.mouseinside; mousedragging = oldmode.mousedragging; } } // Disposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up // Dispose base base.Dispose(); } } #endregion #region ================== Scroll / Zoom // This scrolls the view north [BeginAction("scrollnorth", BaseAction = true)] public virtual void ScrollNorth() { // Scroll ScrollBy(0f, 100f / renderer2d.Scale); } // This scrolls the view south [BeginAction("scrollsouth", BaseAction = true)] public virtual void ScrollSouth() { // Scroll ScrollBy(0f, -100f / renderer2d.Scale); } // This scrolls the view west [BeginAction("scrollwest", BaseAction = true)] public virtual void ScrollWest() { // Scroll ScrollBy(-100f / renderer2d.Scale, 0f); } // This scrolls the view east [BeginAction("scrolleast", BaseAction = true)] public virtual void ScrollEast() { // Scroll ScrollBy(100f / renderer2d.Scale, 0f); } // This zooms in [BeginAction("zoomin", BaseAction = true)] public virtual void ZoomIn() { // Zoom ZoomBy(1.3f); } // This zooms out [BeginAction("zoomout", BaseAction = true)] public virtual void ZoomOut() { // Zoom ZoomBy(0.7f); } // This scrolls anywhere private void ScrollBy(float deltax, float deltay) { // Scroll now renderer2d.PositionView(renderer2d.OffsetX + deltax, renderer2d.OffsetY + deltay); this.OnViewChanged(); // Redraw General.MainWindow.RedrawDisplay(); // Determine new unprojected mouse coordinates mousemappos = renderer2d.GetMapCoordinates(mousepos); General.MainWindow.UpdateCoordinates(mousemappos); } // This sets the view to be centered at x,y private void ScrollTo(float x, float y) { // Scroll now renderer2d.PositionView(x, y); this.OnViewChanged(); // Redraw General.MainWindow.RedrawDisplay(); // Determine new unprojected mouse coordinates mousemappos = renderer2d.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 = renderer2d.Scale * deltaz; // Limit scale if(newscale > SCALE_MAX) newscale = SCALE_MAX; if(newscale < SCALE_MIN) newscale = SCALE_MIN; // 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 / renderer2d.Scale)) * zoompos; // Zoom now renderer2d.PositionView(renderer2d.OffsetX - diff.x, renderer2d.OffsetY + diff.y); renderer2d.ScaleView(newscale); this.OnViewChanged(); // Redraw //General.Map.Map.Update(); General.MainWindow.RedrawDisplay(); // Give a new mousemove event to update coordinates if(mouseinside) OnMouseMove(new MouseEventArgs(mousebuttons, 0, (int)mousepos.x, (int)mousepos.y, 0)); } // This zooms to a specific level public void SetZoom(float newscale) { // Zoom now renderer2d.ScaleView(newscale); this.OnViewChanged(); // Redraw //General.Map.Map.Update(); General.MainWindow.RedrawDisplay(); // Give a new mousemove event to update coordinates if(mouseinside) OnMouseMove(new MouseEventArgs(mousebuttons, 0, (int)mousepos.x, (int)mousepos.y, 0)); } // This zooms and scrolls to fit the map in the window [BeginAction("centerinscreen", BaseAction = true)] 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) { // Vertex used? if(v.Linedefs.Count > 0) { // 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 renderer2d.ScaleView(scale); renderer2d.PositionView(left + (right - left) * 0.5f, top + (bottom - top) * 0.5f); this.OnViewChanged(); // Redraw //General.Map.Map.Update(); General.MainWindow.RedrawDisplay(); // Give a new mousemove event to update coordinates if(mouseinside) OnMouseMove(new MouseEventArgs(mousebuttons, 0, (int)mousepos.x, (int)mousepos.y, 0)); } /// /// This is called when the view changes (scroll/zoom), before the display is redrawn. /// protected virtual void OnViewChanged() { } #endregion #region ================== Input // Mouse leaves the display public override void OnMouseLeave(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.OnMouseLeave(e); } // Mouse moved inside the display public override void OnMouseMove(MouseEventArgs e) { Vector2D delta; // Record last position mouseinside = true; mouselastpos = mousepos; mousepos = new Vector2D(e.X, e.Y); mousemappos = renderer2d.GetMapCoordinates(mousepos); mousebuttons = e.Button; // Update labels in main window General.MainWindow.UpdateCoordinates(mousemappos); // Holding a button? if(e.Button != MouseButtons.None) { // Not dragging? if(mousedragging == MouseButtons.None) { // Check if moved enough pixels for dragging delta = mousedownpos - mousepos; if((Math.Abs(delta.x) > DRAG_START_MOVE_PIXELS) || (Math.Abs(delta.y) > DRAG_START_MOVE_PIXELS)) { // Dragging starts now mousedragging = e.Button; OnDragStart(e); } } } // Selecting? if(selecting) OnUpdateMultiSelection(); // Panning? if (panning) OnUpdateViewPanning(); // Let the base class know base.OnMouseMove(e); } // Mouse button pressed public override void OnMouseDown(MouseEventArgs e) { // Save mouse down position mousedownpos = mousepos; mousedownmappos = mousemappos; // Let the base class know base.OnMouseDown(e); } // Mouse button released public override void OnMouseUp(MouseEventArgs e) { // Releasing drag button? if(e.Button == mousedragging) { // No longer dragging OnDragStop(e); mousedragging = MouseButtons.None; } // Let the base class know base.OnMouseUp(e); } /// /// Automatically called when dragging operation starts. /// protected virtual void OnDragStart(MouseEventArgs e) { } /// /// Automatically called when dragging operation stops. /// protected virtual void OnDragStop(MouseEventArgs e) { } #endregion #region ================== Display // This just refreshes the display public override void OnPresentDisplay() { renderer2d.Present(); } #endregion #region ================== Methods /// /// Automatically called by the core when this editing mode is engaged. /// public override void OnEngage() { // Clear display overlay renderer.StartOverlay(true); renderer.Finish(); base.OnEngage(); } /// /// Called when the user requests to cancel this editing mode. /// public override void OnCancel() { cancelled = true; base.OnCancel(); } /// /// This is called automatically when the Edit button is pressed. /// (in Doom Builder 1, this was always the right mousebutton) /// [BeginAction("classicedit", BaseAction = true)] protected virtual void OnEditBegin() { } /// /// This is called automatically when the Edit button is released. /// (in Doom Builder 1, this was always the right mousebutton) /// [EndAction("classicedit", BaseAction = true)] protected virtual void OnEditEnd() { } /// /// This is called automatically when the Select button is pressed. /// (in Doom Builder 1, this was always the left mousebutton) /// [BeginAction("classicselect", BaseAction = true)] protected virtual void OnSelectBegin() { } /// /// This is called automatically when the Select button is released. /// (in Doom Builder 1, this was always the left mousebutton) /// [EndAction("classicselect", BaseAction = true)] protected virtual void OnSelectEnd() { if(selecting) OnEndMultiSelection(); } /// /// This is called automatically when a rectangular multi-selection ends. /// protected virtual void OnEndMultiSelection() { selecting = false; } /// /// Call this to initiate a rectangular multi-selection. /// protected virtual void StartMultiSelection() { selecting = true; selectstart = mousemappos; selectionrect = new RectangleF(selectstart.x, selectstart.y, 0, 0); } /// /// This is called automatically when a multi-selection is updated. /// protected virtual void OnUpdateMultiSelection() { selectionrect.X = selectstart.x; selectionrect.Y = selectstart.y; selectionrect.Width = mousemappos.x - selectstart.x; selectionrect.Height = mousemappos.y - selectstart.y; if(selectionrect.Width < 0f) { selectionrect.Width = -selectionrect.Width; selectionrect.X -= selectionrect.Width; } if(selectionrect.Height < 0f) { selectionrect.Height = -selectionrect.Height; selectionrect.Y -= selectionrect.Height; } } /// /// Call this to draw the selection on the overlay layer. /// Must call renderer.StartOverlay first! /// protected virtual void RenderMultiSelection() { renderer.RenderRectangle(selectionrect, SELECTION_BORDER_SIZE, General.Colors.Highlight.WithAlpha(SELECTION_ALPHA), true); } /// /// This is called automatically when the mouse is moved while panning /// protected virtual void OnUpdateViewPanning() { // We can only drag the map when the mouse pointer is inside // otherwise we don't have coordinates where to drag the map to if(mouseinside && !float.IsNaN(mouselastpos.x) && !float.IsNaN(mouselastpos.y)) { // Get the map coordinates of the last mouse posision (before it moved) Vector2D lastmappos = renderer2d.GetMapCoordinates(mouselastpos); // Do the scroll ScrollBy(lastmappos.x - mousemappos.x, lastmappos.y - mousemappos.y); } } #endregion #region ================== Actions [BeginAction("pan_view", BaseAction = true)] protected virtual void BeginViewPan() { panning = true; } [EndAction("pan_view", BaseAction = true)] protected virtual void EndViewPan() { panning = false; } #endregion } }