#region ================== Copyright (c) 2007 Pascal vd Heiden /* * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com * Copyright (c) 2014 Boris Iwanski * 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.Drawing; using System.Collections.Generic; using System.Globalization; using System.Text; using System.Windows.Forms; using System.IO; using System.Reflection; using System.Linq; using System.Diagnostics; using CodeImp.DoomBuilder.Windows; using CodeImp.DoomBuilder.Data; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Editing; using CodeImp.DoomBuilder.Actions; using CodeImp.DoomBuilder.Config; using CodeImp.DoomBuilder.Types; using CodeImp.DoomBuilder.BuilderModes; // using CodeImp.DoomBuilder.GZBuilder.Geometry; #endregion namespace CodeImp.DoomBuilder.ThreeDFloorMode { public class SlopeObject { private ThreeDFloor threedfloor; private Vector2D position; private int v; public ThreeDFloor ThreeDFloor { get { return threedfloor; } set { threedfloor = value; } } public Vector2D Position { get { return position; } set { position = value; } } public int V { get { return v; } set { v = value; } } } [EditMode(DisplayName = "Slope Mode", SwitchAction = "threedslopemode", // Action name used to switch to this mode ButtonImage = "SlopeModeIcon.png", // Image resource name for the button ButtonOrder = int.MinValue + 501, // Position of the button (lower is more to the left) ButtonGroup = "000_editing", SupportedMapFormats = new[] { "UniversalMapSetIO" }, RequiredMapFeatures = new[] { "PlaneEquationSupport" }, UseByDefault = true, IsDeprecated = true, DeprecationMessage = "Please use the visual sloping functionality instead.")] public class SlopeMode : ClassicMode { #region ================== Constants #endregion #region ================== Variables // Highlighted item private SlopeVertex highlightedslope; private Sector highlightedsector; private Association[] association = new Association[Thing.NUM_ARGS]; private List copyslopevertexgroups; private List threedfloors; bool dragging = false; private List labels; private FlatVertex[] overlaygeometry; private FlatVertex[] overlaytaggedgeometry; private FlatVertex[] selectedsectorgeometry; private Vector2D dragstartmappos; private List oldpositions; private bool contextmenuclosing = false; #endregion #region ================== Properties public Sector HighlightedSector { get { return highlightedsector; } } public bool ContextMenuClosing { get { return contextmenuclosing; } set { contextmenuclosing = value; } } #endregion #region ================== Constructor / Disposer #endregion #region ================== Methods public override void OnHelp() { General.ShowHelp("gzdb/features/classic_modes/mode_slopes.html"); } // Cancel mode public override void OnCancel() { base.OnCancel(); // Return to previous stable mode General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name); } // Mode engages public override void OnEngage() { base.OnEngage(); if (BuilderPlug.Me.SlopeDataSector == null || BuilderPlug.Me.SlopeDataSector.IsDisposed) { General.Map.UndoRedo.CreateUndo("Set up slope data sector"); SlopeDataSectorDialog sdsd = new SlopeDataSectorDialog(); DialogResult dr = sdsd.ShowDialog(); if (dr == DialogResult.Cancel) { General.Map.UndoRedo.WithdrawUndo(); General.Editing.CancelMode(); return; } if (dr == DialogResult.OK) { BuilderPlug.Me.SlopeDataSector = General.Map.Map.GetMarkedSectors(true)[0]; BuilderPlug.Me.StoreSlopeVertexGroupsInSector(); } } else { BuilderPlug.Me.LoadSlopeVertexGroupsFromSector(); } renderer.SetPresentation(Presentation.Things); General.Interface.AddButton(BuilderPlug.Me.MenusForm.UpdateSlopes); // Convert geometry selection to sectors General.Map.Map.ConvertSelection(SelectionType.Sectors); // Get all 3D floors in the map threedfloors = BuilderPlug.GetThreeDFloors(General.Map.Map.Sectors.ToList()); SetupLabels(); foreach (SlopeVertexGroup svg in BuilderPlug.Me.SlopeVertexGroups) { svg.FindSectors(); } // Update overlay surfaces, so that selected sectors are drawn correctly updateOverlaySurfaces(); } // Mode disengages public override void OnDisengage() { base.OnDisengage(); General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.UpdateSlopes); // Hide highlight info General.Interface.HideInfo(); } // This redraws the display public override void OnRedrawDisplay() { renderer.RedrawSurface(); // Render lines and vertices if(renderer.StartPlotter(true)) { renderer.PlotLinedefSet(General.Map.Map.Linedefs); renderer.PlotVerticesSet(General.Map.Map.Vertices); foreach (Sector s in General.Map.Map.GetSelectedSectors(true).ToList()) renderer.PlotSector(s, General.Colors.Selection); if ((highlightedsector != null) && !highlightedsector.IsDisposed) renderer.PlotSector(highlightedsector, General.Colors.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.RenderSRB2Extras(); renderer.Finish(); } UpdateOverlay(); renderer.Present(); } private void SetupLabels() { Dictionary sectorlabels = new Dictionary(); PixelColor white = new PixelColor(255, 255, 255, 255); if (labels != null) { // Dispose old labels foreach (TextLabel l in labels) l.Dispose(); labels.Clear(); } else { labels = new List(); } // Go through all sectors that belong to a SVG and set which SVG their floor and // ceiling belongs to foreach (SlopeVertexGroup svg in BuilderPlug.Me.SlopeVertexGroups) { // Process all directly affected sectors foreach (Sector s in svg.Sectors) { if(!sectorlabels.ContainsKey(s)) sectorlabels.Add(s, new SectorLabelInfo()); if ((svg.SectorPlanes[s] & PlaneType.Floor) == PlaneType.Floor) sectorlabels[s].AddSlopeVertexGroup(PlaneType.Floor, svg); if ((svg.SectorPlanes[s] & PlaneType.Ceiling) == PlaneType.Ceiling) sectorlabels[s].AddSlopeVertexGroup(PlaneType.Ceiling, svg); } // Process all tagged sectors foreach(Sector s in svg.TaggedSectors) { if (!sectorlabels.ContainsKey(s)) sectorlabels.Add(s, new SectorLabelInfo()); // Bottom and Top are just virtual, the control sector has Floor and Ceiling if ((svg.SectorPlanes[s] & PlaneType.Floor) == PlaneType.Floor) sectorlabels[s].AddSlopeVertexGroup(PlaneType.Bottom, svg); if ((svg.SectorPlanes[s] & PlaneType.Ceiling) == PlaneType.Ceiling) sectorlabels[s].AddSlopeVertexGroup(PlaneType.Top, svg); } } // Create the labels for each sector and add them to the label list if (BuilderPlug.Me.SectorLabelDisplayOption != LabelDisplayOption.Never || General.Interface.AltState == true) { foreach (Sector s in sectorlabels.Keys) { bool showlabel = true; if (BuilderPlug.Me.SectorLabelDisplayOption == LabelDisplayOption.WhenHighlighted && General.Interface.AltState == false) { showlabel = false; foreach (SlopeVertexGroup svg in BuilderPlug.Me.SlopeVertexGroups) if ((svg.Sectors.Contains(s) || svg.TaggedSectors.Contains(s)) && svg.Vertices.Contains(highlightedslope)) showlabel = true; } if(showlabel) labels.AddRange(sectorlabels[s].CreateLabels(s, highlightedslope, renderer.Scale)); } } // Z position labels for slope vertices if (BuilderPlug.Me.SlopeVertexLabelDisplayOption != LabelDisplayOption.Never || General.Interface.AltState == true) { foreach (SlopeVertexGroup svg in BuilderPlug.Me.SlopeVertexGroups) { for (int i = 0; i < svg.Vertices.Count; i++) { if (BuilderPlug.Me.SlopeVertexLabelDisplayOption == LabelDisplayOption.Always || General.Interface.AltState == true || svg.Vertices.Contains(highlightedslope)) { SlopeVertex sv = svg.Vertices[i]; float scale = 1 / renderer.Scale; double x = sv.Pos.x; double y = sv.Pos.y - 14 * scale; string value = String.Format("Z: {0}", sv.Z); bool showlabel = true; // Rearrange labels if they'd be (exactly) on each other // TODO: do something like that also for overlapping labels foreach (TextLabel l in labels) { if (l.Location.x == x && l.Location.y == y) { // Reduce visual clutter by de-duping stacked labels, when "show all labels" is enabled if (l.Text == value) { showlabel = false; //dedupe // If any of the shared label lines are highlighted/selected, then override the color if (svg.Vertices.Contains(highlightedslope)) l.Color = General.Colors.Highlight.WithAlpha(255); else if (sv.Selected) l.Color = General.Colors.Selection.WithAlpha(255); } else { // Adjust the label position down one line y -= l.TextSize.Height * scale; } } } // Only proceed if the label was not deduped if (showlabel) { TextLabel label = new TextLabel(); label.TransformCoords = true; label.Location = new Vector2D(x, y); label.AlignX = TextAlignmentX.Center; label.AlignY = TextAlignmentY.Middle; label.BackColor = General.Colors.Background.WithAlpha(128); label.Text = value; if (svg.Vertices.Contains(highlightedslope)) label.Color = General.Colors.Highlight.WithAlpha(255); else if (sv.Selected) label.Color = General.Colors.Selection.WithAlpha(255); else label.Color = white; labels.Add(label); } } } } } } // This updates the overlay private void UpdateOverlay() { float size = 9 / renderer.Scale; SetupLabels(); if (renderer.StartOverlay(true)) { if(overlaygeometry != null) renderer.RenderHighlight(overlaygeometry, General.Colors.ModelWireframe.WithAlpha(64).ToInt()); if (overlaytaggedgeometry != null) renderer.RenderHighlight(overlaytaggedgeometry, General.Colors.Vertices.WithAlpha(64).ToInt()); if (selectedsectorgeometry != null) renderer.RenderHighlight(selectedsectorgeometry, General.Colors.Selection.WithAlpha(64).ToInt()); if (BuilderPlug.Me.UseHighlight && highlightedsector != null) { renderer.RenderHighlight(highlightedsector.FlatVertices, General.Colors.Highlight.WithAlpha(64).ToInt()); } List vertices = new List(); List highlightlines = new List(); // TMP foreach(Line3D l in BuilderPlug.Me.drawlines) { renderer.RenderLine( new Vector2D(l.Start.x, l.Start.z), new Vector2D(l.End.x, l.End.z), 1, new PixelColor(255, 255, 255, 255), true ); } foreach(Vector3D v in BuilderPlug.Me.drawpoints) { renderer.RenderLine( new Vector2D(v.x, v.z+2), new Vector2D(v.x, v.z-2), 1, new PixelColor(255, 255, 0, 0), true); } // Store all slope vertices and draw the lines between them. If the lines connect highlighted slope vertices // draw them later, so they are on top foreach (SlopeVertexGroup svg in BuilderPlug.Me.SlopeVertexGroups) { bool highlighted = svg.Vertices.Where(o => o == highlightedslope).Count() > 0; for (int i = 0; i < svg.Vertices.Count; i++) { vertices.Add(svg.Vertices[i]); if (i < svg.Vertices.Count - 1) { if (highlighted) highlightlines.Add(new Line2D(svg.Vertices[0].Pos, svg.Vertices[i + 1].Pos)); else renderer.RenderLine(svg.Vertices[0].Pos, svg.Vertices[i + 1].Pos, 1, new PixelColor(255, 255, 255, 255), true); } } } // Draw highlighted lines foreach (Line2D line in highlightlines) renderer.RenderLine(line.v1, line.v2, 1, General.Colors.Highlight, true); // Sort the slope vertex list and draw them. The sorting ensures that selected vertices are always drawn on top foreach(SlopeVertex sv in vertices.OrderBy(o=>o.Selected)) { PixelColor c = General.Colors.Indication; Vector3D v = sv.Pos; if (sv.Selected) c = General.Colors.Selection; renderer.RenderRectangleFilled(new RectangleF((float)(v.x - size / 2), (float)(v.y - size / 2), size, size), General.Colors.Background, true); renderer.RenderRectangle(new RectangleF((float)(v.x - size / 2), (float)(v.y - size / 2), size, size), 2, c, true); } // Draw highlighted slope vertex if (highlightedslope != null) { renderer.RenderRectangleFilled(new RectangleF((float)(highlightedslope.Pos.x - size / 2), (float)(highlightedslope.Pos.y - size / 2), size, size), General.Colors.Background, true); renderer.RenderRectangle(new RectangleF((float)(highlightedslope.Pos.x - size / 2), (float)(highlightedslope.Pos.y - size / 2), size, size), 2, General.Colors.Highlight, true); } foreach (TextLabel l in labels) renderer.RenderText(l); if (selecting) RenderMultiSelection(); renderer.Finish(); } } private void updateOverlaySurfaces() { string[] fieldnames = new string[] { "user_floorplane_id", "user_ceilingplane_id" }; ICollection orderedselection = General.Map.Map.GetSelectedSectors(true); List vertslist = new List(); List highlightedsectors = new List(); List highlightedtaggedsectors = new List(); // Highlighted slope if (highlightedslope != null) { SlopeVertexGroup svg = BuilderPlug.Me.GetSlopeVertexGroup(highlightedslope); // All sectors the slope applies to foreach (Sector s in svg.Sectors) { if (s != null && !s.IsDisposed) { vertslist.AddRange(s.FlatVertices); highlightedsectors.Add(s); } } overlaygeometry = vertslist.ToArray(); // All sectors that are tagged because of 3D floors vertslist = new List(); foreach (Sector s in svg.TaggedSectors) { if (s != null && !s.IsDisposed) { vertslist.AddRange(s.FlatVertices); highlightedtaggedsectors.Add(s); } } overlaytaggedgeometry = vertslist.ToArray(); } else { overlaygeometry = new FlatVertex[0]; overlaytaggedgeometry = new FlatVertex[0]; } // Selected sectors vertslist = new List(); foreach (Sector s in orderedselection) if(!highlightedsectors.Contains(s)) vertslist.AddRange(s.FlatVertices); selectedsectorgeometry = vertslist.ToArray(); } // This highlights a new item protected void HighlightSector(Sector s) { // Update display highlightedsector = s; /* if (renderer.StartPlotter(false)) { // Undraw previous highlight if ((highlightedsector != null) && !highlightedsector.IsDisposed) renderer.PlotSector(highlightedsector); // Set new highlight highlightedsector = s; // Render highlighted item if ((highlightedsector != null) && !highlightedsector.IsDisposed) renderer.PlotSector(highlightedsector, General.Colors.Highlight); // Done renderer.Finish(); } UpdateOverlay(); renderer.Present(); */ General.Interface.RedrawDisplay(); // Show highlight info if ((highlightedsector != null) && !highlightedsector.IsDisposed) General.Interface.ShowSectorInfo(highlightedsector); else General.Interface.HideInfo(); } // This selectes or deselects a sector protected void SelectSector(Sector s, bool selectstate) { bool selectionchanged = false; if (!s.IsDisposed) { // Select the sector? if (selectstate && !s.Selected) { s.Selected = true; selectionchanged = true; } // Deselect the sector? else if (!selectstate && s.Selected) { s.Selected = false; selectionchanged = true; } // Selection changed? if (selectionchanged) { // Make update lines selection foreach (Sidedef sd in s.Sidedefs) { bool front, back; 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; } //mxd. Also (de)select things? if (General.Interface.AltState) { foreach (Thing t in General.Map.ThingsFilter.VisibleThings) { t.DetermineSector(); if (t.Sector != s) continue; t.Selected = s.Selected; } } } } } public void ResetHighlightedSector() { HighlightSector(null); } // Selection protected override void OnSelectBegin() { // Item highlighted? if(highlightedslope != null) { // Flip selection highlightedslope.Selected = !highlightedslope.Selected; updateOverlaySurfaces(); UpdateOverlay(); } base.OnSelectBegin(); } // End selection protected override void OnSelectEnd() { // Not ending from a multi-selection? if(!selecting) { // Item highlighted? if (highlightedslope != null) { updateOverlaySurfaces(); UpdateOverlay(); } if (highlightedsector != null) { if (!contextmenuclosing) { SelectSector(highlightedsector, !highlightedsector.Selected); updateOverlaySurfaces(); General.Interface.RedrawDisplay(); } } contextmenuclosing = false; } base.OnSelectEnd(); } // Done editing protected override void OnEditEnd() { base.OnEditEnd(); if (dragging) return; if (highlightedslope != null) { SlopeVertex sv = highlightedslope; List vertices = GetSelectedSlopeVertices(); if (!vertices.Contains(highlightedslope)) vertices.Add(highlightedslope); SlopeVertexEditForm svef = new SlopeVertexEditForm(); svef.Setup(vertices); DialogResult result = svef.ShowDialog((Form)General.Interface); if (result == DialogResult.OK) { General.Map.IsChanged = true; BuilderPlug.Me.UpdateSlopes(); } highlightedslope = null; } else if(highlightedsector != null) { if (General.Map.Map.SelectedSectorsCount == 0) { BuilderPlug.Me.MenusForm.AddSectorsContextMenu.Tag = new List() { highlightedsector }; } else { BuilderPlug.Me.MenusForm.AddSectorsContextMenu.Tag = General.Map.Map.GetSelectedSectors(true).ToList(); } BuilderPlug.Me.MenusForm.AddSectorsContextMenu.Show(Cursor.Position); } updateOverlaySurfaces(); UpdateOverlay(); General.Interface.RedrawDisplay(); } //Build a list of the closest svs, that share the same distance away from the mouse cursor private List GetVertexStack() { List stack = new List(); double d, last = double.MaxValue; foreach(SlopeVertexGroup svg in BuilderPlug.Me.SlopeVertexGroups) { foreach(SlopeVertex sv in svg.Vertices) { d = Vector2D.Distance(sv.Pos, mousemappos); if (d <= BuilderModes.BuilderPlug.Me.HighlightRange / renderer.Scale) { if (d > last) continue; //discard else if (d < last) stack.Clear(); stack.Add(sv); last = d; } } } return stack; } // Mouse moves public override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); if (selectpressed && !editpressed && !selecting) { // Check if moved enough pixels for multiselect Vector2D delta = mousedownpos - mousepos; if ((Math.Abs(delta.x) > 2) || (Math.Abs(delta.y) > 2)) { // Start multiselecting StartMultiSelection(); } } else if(e.Button == MouseButtons.None) { SlopeVertex oldhighlight = highlightedslope; Sector oldhighlightedsector = highlightedsector; //select the closest handle within grabbing distance List stack = GetVertexStack(); if (stack.Count > 0) { SlopeVertex sv = stack[0]; if (sv != highlightedslope) { //if the "closest" handle is the same distance away as the already highlighted handle, then do nothing if (highlightedslope == null || (Vector2D.Distance(sv.Pos, mousemappos) != Vector2D.Distance(highlightedslope.Pos, mousemappos))) { highlightedslope = sv; } } } else { //nothing within distance, so reset the highlight highlightedslope = null; } // If no slope vertex is highlighted, check if a sector should be if (highlightedslope == null) { // Find the nearest linedef within highlight range Linedef l = General.Map.Map.NearestLinedef(mousemappos); if (l != null) { // Check on which side of the linedef the mouse is double 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 != highlightedsector) HighlightSector(l.Back.Sector); } else { // Highlight nothing if (highlightedsector != null) HighlightSector(null); } } else { // Is there a sidedef here? if (l.Front != null) { // Highlight if not the same if (l.Front.Sector != highlightedsector) HighlightSector(l.Front.Sector); } else { // Highlight nothing if (highlightedsector != null) HighlightSector(null); } } } } else { HighlightSector(null); } if (highlightedslope != oldhighlight) { updateOverlaySurfaces(); UpdateOverlay(); General.Interface.RedrawDisplay(); } } else if (dragging && highlightedslope != null) { Vector2D newpos = SnapToNearest(mousemappos); Vector2D offset = highlightedslope.Pos - newpos; foreach (SlopeVertex sl in GetSelectedSlopeVertices()) sl.Pos -= offset; highlightedslope.Pos = newpos; General.Map.IsChanged = true; updateOverlaySurfaces(); UpdateOverlay(); General.Interface.RedrawDisplay(); } else if (selecting) { UpdateOverlay(); General.Interface.RedrawDisplay(); } } // Mouse leaves public override void OnMouseLeave(EventArgs e) { base.OnMouseLeave(e); // Highlight nothing highlightedslope = null; } public override void OnKeyDown(KeyEventArgs e) { base.OnKeyDown(e); if (e.Alt) { General.Interface.RedrawDisplay(); } } public override void OnKeyUp(KeyEventArgs e) { base.OnKeyUp(e); if (!e.Alt) { General.Interface.RedrawDisplay(); } } // Mouse wants to drag protected override void OnDragStart(MouseEventArgs e) { base.OnDragStart(e); if (e.Button == MouseButtons.Right) { dragging = true; dragstartmappos = mousemappos; oldpositions = new List(); foreach(SlopeVertex sl in GetSelectedSlopeVertices()) if(sl.Selected) oldpositions.Add(sl.Pos); if(highlightedslope != null) oldpositions.Add(highlightedslope.Pos); } } //retrieves the current mouse position on the grid, snapped as necessary private Vector2D SnapToNearest(Vector2D vm) { double vrange = 20f / renderer.Scale; bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid; //allow temporary disable of snap by holding shift if (General.Interface.AutoMerge) //only snap to geometry if the option is enabled { // Try the nearest slope vertex SlopeVertex nh = NearestSlopeVertexSquareRange(vm, vrange); if (nh != null) return nh.Pos; // Try the nearest map vertex Vertex nv = General.Map.Map.NearestVertexSquareRange(vm, vrange); if (nv != null) return nv.Position; // Try the nearest linedef Linedef nl = General.Map.Map.NearestLinedefRange(vm, vrange); if (nl != null) { // Snap to grid? if (snaptogrid) { // Get grid intersection coordinates List coords = nl.GetGridIntersections(); // Find nearest grid intersection bool found = false; double found_distance = float.MaxValue; Vector2D found_coord = new Vector2D(); foreach (Vector2D v in coords) { Vector2D delta = vm - v; if (delta.GetLengthSq() < found_distance) { found_distance = delta.GetLengthSq(); found_coord = v; found = true; } } if (found) return found_coord; } else { return nl.NearestOnLine(vm); } } } //Just get the current mouse location instead if (snaptogrid) return General.Map.Grid.SnappedToGrid(vm); return vm; } /// This finds the thing closest to the specified position. public SlopeVertex NearestSlopeVertexSquareRange(Vector2D pos, double maxrange) { List verts = GetUnSelectedSlopeVertices(); if (highlightedslope != null) verts.Remove(highlightedslope); return NearestSlopeVertexSquareRange(verts, pos, maxrange); } /// This finds the slope vertex closest to the specified position. public SlopeVertex NearestSlopeVertexSquareRange(ICollection selection, Vector2D pos, double maxrange) { RectangleF range = RectangleF.FromLTRB((float)(pos.x - maxrange), (float)(pos.y - maxrange), (float)(pos.x + maxrange), (float)(pos.y + maxrange)); SlopeVertex closest = null; double distance = double.MaxValue; // Go for all vertices in selection foreach (SlopeVertex v in selection) { double px = v.Pos.x; double py = v.Pos.y; //mxd. Within range? if ((v.Pos.x < range.Left) || (v.Pos.x > range.Right) || (v.Pos.y < range.Top) || (v.Pos.y > range.Bottom)) continue; // Close than previous find? double d = Math.Abs(px - pos.x) + Math.Abs(py - pos.y); if (d < distance) { // This one is closer closest = v; distance = d; } } // Return result return closest; } // Mouse wants to drag protected override void OnDragStop(MouseEventArgs e) { base.OnDragStop(e); General.Map.UndoRedo.CreateUndo("Drag slope vertex"); BuilderPlug.Me.StoreSlopeVertexGroupsInSector(); General.Map.Map.Update(); BuilderPlug.Me.UpdateSlopes(); dragging = false; } // This is called wheh selection ends protected override void OnEndMultiSelection() { bool selectionvolume = ((Math.Abs(base.selectionrect.Width) > 0.1f) && (Math.Abs(base.selectionrect.Height) > 0.1f)); if(BuilderPlug.Me.AutoClearSelection && !selectionvolume) General.Map.Map.ClearSelectedThings(); if(selectionvolume) { if(General.Interface.ShiftState ^ BuilderPlug.Me.AdditiveSelect) { // Go for all slope vertices foreach (SlopeVertex sl in GetAllSlopeVertices()) { sl.Selected |= ((sl.Pos.x >= selectionrect.Left) && (sl.Pos.y >= selectionrect.Top) && (sl.Pos.x <= selectionrect.Right) && (sl.Pos.y <= selectionrect.Bottom)); } } else { // Go for all slope vertices foreach (SlopeVertex sl in GetAllSlopeVertices()) { sl.Selected |= ((sl.Pos.x >= selectionrect.Left) && (sl.Pos.y >= selectionrect.Top) && (sl.Pos.x <= selectionrect.Right) && (sl.Pos.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(); UpdateOverlay(); } public override bool OnCopyBegin() { copyslopevertexgroups = new List(); foreach (SlopeVertexGroup svg in BuilderPlug.Me.SlopeVertexGroups) { bool copy = false; // Check if the current SVG has to be copied foreach (SlopeVertex sv in svg.Vertices) { if (sv.Selected) { copy = true; break; } } if (copy) { List newsv = new List(); foreach (SlopeVertex sv in svg.Vertices) newsv.Add(new SlopeVertex(sv.Pos, sv.Z)); // Use -1 for id, since a real id will be assigned when pasting copyslopevertexgroups.Add(new SlopeVertexGroup(-1, newsv)); } } return true; } public override bool OnPasteBegin(PasteOptions options) { if (copyslopevertexgroups == null || copyslopevertexgroups.Count == 0) return false; // Unselect all slope vertices, so the pasted vertices can be selected foreach (SlopeVertexGroup svg in BuilderPlug.Me.SlopeVertexGroups) svg.SelectVertices(false); double l = copyslopevertexgroups[0].Vertices[0].Pos.x; double r = copyslopevertexgroups[0].Vertices[0].Pos.x; double t = copyslopevertexgroups[0].Vertices[0].Pos.y; double b = copyslopevertexgroups[0].Vertices[0].Pos.y; // Find the outer dimensions of all SVGs to paste foreach (SlopeVertexGroup svg in copyslopevertexgroups) { foreach (SlopeVertex sv in svg.Vertices) { if (sv.Pos.x < l) l = sv.Pos.x; if (sv.Pos.x > r) r = sv.Pos.x; if (sv.Pos.y > t) t = sv.Pos.y; if (sv.Pos.y < b) b = sv.Pos.y; } } Vector2D center = new Vector2D(l + ((r - l) / 2), b + ((t - b) / 2)); Vector2D diff = center - General.Map.Grid.SnappedToGrid(mousemappos); foreach (SlopeVertexGroup svg in copyslopevertexgroups) { int id; List newsv = new List(); foreach (SlopeVertex sv in svg.Vertices) { newsv.Add(new SlopeVertex(new Vector2D(sv.Pos.x - diff.x, sv.Pos.y - diff.y), sv.Z)); } SlopeVertexGroup newsvg = BuilderPlug.Me.AddSlopeVertexGroup(newsv, out id); newsvg.SelectVertices(true); } // Redraw the display, so that pasted SVGs are shown immediately General.Interface.RedrawDisplay(); // Don't go into the standard process for pasting, so tell the core that // pasting should not proceed return false; } public List GetSelectedSlopeVertices() { List selected = new List(); foreach (SlopeVertexGroup svg in BuilderPlug.Me.SlopeVertexGroups) { foreach (SlopeVertex sv in svg.Vertices) { if (sv.Selected) selected.Add(sv); } } return selected; } public List GetUnSelectedSlopeVertices() { List notselected = new List(); foreach (SlopeVertexGroup svg in BuilderPlug.Me.SlopeVertexGroups) { foreach (SlopeVertex sv in svg.Vertices) { if (!sv.Selected) notselected.Add(sv); } } return notselected; } public List GetAllSlopeVertices() { List selected = new List(); foreach (SlopeVertexGroup svg in BuilderPlug.Me.SlopeVertexGroups) { foreach (SlopeVertex sv in svg.Vertices) { selected.Add(sv); } } return selected; } public List GetSelectedSlopeVertexGroups() { List svgs = new List(); foreach (SlopeVertex sv in GetSelectedSlopeVertices()) { SlopeVertexGroup svg = BuilderPlug.Me.GetSlopeVertexGroup(sv); if (!svgs.Contains(svg)) svgs.Add(svg); } return svgs; } #endregion #region ================== Actions [BeginAction("drawfloorslope")] public void DrawFloorSlope() { BuilderPlug.Me.MenusForm.CeilingSlope.Checked = false; BuilderPlug.Me.MenusForm.FloorSlope.Checked = true; BuilderPlug.Me.MenusForm.FloorAndCeilingSlope.Checked = false; General.Interface.DisplayStatus(StatusType.Info, "Applying drawn slope to floor"); } [BeginAction("drawceilingslope")] public void DrawCeilingSlope() { BuilderPlug.Me.MenusForm.CeilingSlope.Checked = true; BuilderPlug.Me.MenusForm.FloorSlope.Checked = false; BuilderPlug.Me.MenusForm.FloorAndCeilingSlope.Checked = false; General.Interface.DisplayStatus(StatusType.Info, "Applying drawn slope to ceiling"); } [BeginAction("drawfloorandceilingslope")] public void DrawFloorAndCeilingSlope() { BuilderPlug.Me.MenusForm.CeilingSlope.Checked = false; BuilderPlug.Me.MenusForm.FloorSlope.Checked = false; BuilderPlug.Me.MenusForm.FloorAndCeilingSlope.Checked = true; General.Interface.DisplayStatus(StatusType.Info, "Applying drawn slope to floor and ceiling"); } [BeginAction("threedflipslope")] public void FlipSlope() { if (highlightedslope == null) return; MessageBox.Show("Flipping temporarily removed"); /* if (highlightedslope.IsOrigin) { origin = highlightedslope.ThreeDFloor.Slope.Origin + highlightedslope.ThreeDFloor.Slope.Direction; direction = highlightedslope.ThreeDFloor.Slope.Direction * (-1); } else { origin = highlightedslope.ThreeDFloor.Slope.Origin + highlightedslope.ThreeDFloor.Slope.Direction; direction = highlightedslope.ThreeDFloor.Slope.Direction * (-1); } highlightedslope.ThreeDFloor.Slope.Origin = origin; highlightedslope.ThreeDFloor.Slope.Direction = direction; highlightedslope.ThreeDFloor.Rebuild = true; BuilderPlug.ProcessThreeDFloors(new List { highlightedslope.ThreeDFloor }, highlightedslope.ThreeDFloor.TaggedSectors); UpdateSlopeObjects(); // Redraw General.Interface.RedrawDisplay(); */ } // This clears the selection [BeginAction("clearselection", BaseAction = true)] public void ClearSelection() { int numselected = 0; // Clear selection foreach (SlopeVertexGroup svg in BuilderPlug.Me.SlopeVertexGroups) { foreach (SlopeVertex sv in svg.Vertices) { if (sv.Selected) { sv.Selected = false; numselected++; } } } // Clear selected sectors when no SVGs are selected if (numselected == 0) General.Map.Map.ClearAllSelected(); // Redraw updateOverlaySurfaces(); UpdateOverlay(); General.Interface.RedrawDisplay(); } [BeginAction("deleteitem", BaseAction = true)] public void DeleteItem() { // Make list of selected things List selected = new List(GetSelectedSlopeVertices()); if(highlightedslope != null) { selected.Add(highlightedslope); } // Anything to do? if(selected.Count > 0) { List groups = new List(); General.Map.UndoRedo.CreateUndo("Delete slope"); foreach (SlopeVertex sv in selected) { SlopeVertexGroup svg = BuilderPlug.Me.GetSlopeVertexGroup(sv); if (!groups.Contains(svg)) groups.Add(svg); } foreach (SlopeVertexGroup svg in groups) { svg.RemovePlanes(); svg.RemoveUndoRedoUDMFFields(BuilderPlug.Me.SlopeDataSector); BuilderPlug.Me.SlopeVertexGroups.Remove(svg); } General.Map.IsChanged = true; // 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(); } } [BeginAction("cyclehighlighted3dfloorup")] public void CycleHighlighted3DFloorUp() { if (highlightedslope == null) return; List stack = GetVertexStack(); if (stack.Count == 0) return; int idx = stack.IndexOf(highlightedslope) + 1; if (idx >= stack.Count) idx = 0; highlightedslope = stack[idx]; updateOverlaySurfaces(); UpdateOverlay(); General.Interface.RedrawDisplay(); } [BeginAction("cyclehighlighted3dfloordown")] public void CycleHighlighted3DFloorDown() { if (highlightedslope == null) return; List stack = GetVertexStack(); if (stack.Count == 0) return; int idx = stack.IndexOf(highlightedslope) - 1; if (idx < 0) idx = stack.Count - 1; highlightedslope = stack[idx]; updateOverlaySurfaces(); UpdateOverlay(); General.Interface.RedrawDisplay(); } #endregion } }