#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 System.Drawing; using CodeImp.DoomBuilder.Actions; using CodeImp.DoomBuilder.Data; #endregion namespace CodeImp.DoomBuilder.BuilderModes { [EditMode(DisplayName = "Brightness Mode", SwitchAction = "brightnessmode", ButtonImage = "BrightnessMode.png", ButtonOrder = int.MinValue + 201, ButtonGroup = "000_editing", AllowCopyPaste = false, UseByDefault = true)] public sealed class BrightnessMode : BaseClassicMode { #region ================== Enums private enum ModifyMode : int { None, Adjusting } #endregion #region ================== Constants #endregion #region ================== Variables // Highlighted item private Sector highlighted; // Interface private bool editpressed; // The methods GetSelected* and MarkSelected* on the MapSet do not // retain the order in which items were selected. // This list keeps in order while sectors are selected/deselected. protected List orderedselection; // Labels private Dictionary labels; // Modifying private ModifyMode mode; private Point editstartpos; private List sectorbrightness; private int undoticket; #endregion #region ================== Properties #endregion #region ================== Constructor / Disposer // Constructor public BrightnessMode() { // Make ordered selection list orderedselection = new List(); } // Disposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Dispose old labels foreach(KeyValuePair lbl in labels) foreach(TextLabel l in lbl.Value) l.Dispose(); // Dispose base base.Dispose(); } } #endregion #region ================== Methods // This sets up new labels private void SetupLabels() { if(labels != null) { // Dispose old labels foreach(KeyValuePair lbl in labels) foreach(TextLabel l in lbl.Value) l.Dispose(); } // Make text labels for sectors labels = new Dictionary(General.Map.Map.Sectors.Count); foreach(Sector s in General.Map.Map.Sectors) { // Setup labels TextLabel[] labelarray = new TextLabel[s.Triangles.IslandVertices.Count]; for(int i = 0; i < s.Triangles.IslandVertices.Count; i++) { Vector2D v = s.Labels[i].position; labelarray[i] = new TextLabel(20); labelarray[i].TransformCoords = true; labelarray[i].Rectangle = new RectangleF(v.x, v.y, 0.0f, 0.0f); labelarray[i].AlignX = TextAlignmentX.Center; labelarray[i].AlignY = TextAlignmentY.Middle; labelarray[i].Scale = 14f; labelarray[i].Color = General.Colors.Highlight.WithAlpha(255); labelarray[i].Backcolor = General.Colors.Background.WithAlpha(255); } labels.Add(s, labelarray); } } // This updates the overlay private void UpdateOverlay() { if(renderer.StartOverlay(true)) { // Editing a selection? if(mode == ModifyMode.Adjusting) { // Go for all sectors that are being edited foreach(Sector s in orderedselection) { // We use the overlay to dim the brightness of the sectors PixelColor brightnesscolor = new PixelColor((byte)(255 - s.Brightness), 0, 0, 0); int brightnessint = brightnesscolor.ToInt(); // Render the geometry FlatVertex[] verts = new FlatVertex[s.FlatVertices.Length]; s.FlatVertices.CopyTo(verts, 0); for(int i = 0; i < verts.Length; i++) verts[i].c = brightnessint; renderer.RenderGeometry(verts, null, true); } } // Go for all sectors foreach(Sector s in General.Map.Map.Sectors) { // Render labels TextLabel[] labelarray = labels[s]; for(int i = 0; i < s.Labels.Count; i++) { TextLabel l = labelarray[i]; // Render only when enough space for the label to see float requiredsize = (l.TextSize.Height / 2) / renderer.Scale; if(requiredsize < s.Labels[i].radius) renderer.RenderText(l); } } renderer.Finish(); } } // This highlights a new item protected void Highlight(Sector s) { // Highlight actually changes? if(s != highlighted) { // Update display if(renderer.StartPlotter(false)) { if((highlighted != null) && !highlighted.IsDisposed) { // Undraw previous highlight renderer.PlotSector(highlighted); // Change label color TextLabel[] labelarray = labels[highlighted]; foreach(TextLabel l in labelarray) l.Color = General.Colors.Selection; } // Set new highlight highlighted = s; if((highlighted != null) && !highlighted.IsDisposed) { // Render highlighted item renderer.PlotSector(highlighted, General.Colors.Highlight); // Change label color TextLabel[] labelarray = labels[highlighted]; foreach(TextLabel l in labelarray) l.Color = General.Colors.Highlight; } renderer.Finish(); } UpdateOverlay(); renderer.Present(); } // Show highlight info if((highlighted != null) && !highlighted.IsDisposed) General.Interface.ShowSectorInfo(highlighted); else General.Interface.HideInfo(); } // This selectes or deselects a sector protected void SelectSector(Sector s, bool selectstate, bool update) { bool selectionchanged = false; if(!s.IsDisposed) { // Select the sector? if(selectstate && !s.Selected) { orderedselection.Add(s); s.Selected = true; selectionchanged = true; // Setup labels TextLabel[] labelarray = labels[s]; foreach(TextLabel l in labelarray) { l.Text = orderedselection.Count.ToString(); l.Color = General.Colors.Selection; } } // Deselect the sector? else if(!selectstate && s.Selected) { orderedselection.Remove(s); s.Selected = false; selectionchanged = true; // Clear labels TextLabel[] labelarray = labels[s]; foreach(TextLabel l in labelarray) l.Text = ""; // Update all other labels UpdateSelectedLabels(); } // 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; } } if(update) { UpdateOverlay(); renderer.Present(); } } else { // Remove from list orderedselection.Remove(s); } } // This updates labels from the selected sectors private void UpdateSelectedLabels() { // Update labels for editing mode? if(mode == ModifyMode.Adjusting) { // Go for all labels in all selected sectors for(int i = 0; i < orderedselection.Count; i++) { Sector s = orderedselection[i]; TextLabel[] labelarray = labels[s]; foreach(TextLabel l in labelarray) { // Make sure the text and color are right int labelnum = s.Brightness; l.Text = labelnum.ToString(); l.Color = General.Colors.Indication; } } } // Updating for normal mode else { // Go for all labels in all selected sectors for(int i = 0; i < orderedselection.Count; i++) { Sector s = orderedselection[i]; TextLabel[] labelarray = labels[s]; foreach(TextLabel l in labelarray) { // Make sure the text and color are right int labelnum = i + 1; l.Text = labelnum.ToString(); l.Color = General.Colors.Selection; } } } } #endregion #region ================== Events // Mode engages public override void OnEngage() { base.OnEngage(); // Add toolbar button General.Interface.AddButton(BuilderPlug.Me.MenusForm.MakeGradientBrightness); // Make custom presentation CustomPresentation p = new CustomPresentation(); p.AddLayer(new PresentLayer(RendererLayer.Background, BlendingMode.Mask, General.Settings.BackgroundAlpha)); p.AddLayer(new PresentLayer(RendererLayer.Grid, BlendingMode.Mask)); p.AddLayer(new PresentLayer(RendererLayer.Surface, BlendingMode.Mask)); p.AddLayer(new PresentLayer(RendererLayer.Overlay, BlendingMode.Alpha, 1f, true)); //p.AddLayer(new PresentLayer(RendererLayer.Things, BlendingMode.Alpha, Presentation.THINGS_BACK_ALPHA, false)); p.AddLayer(new PresentLayer(RendererLayer.Geometry, BlendingMode.Alpha, 1f, true)); renderer.SetPresentation(p); // Make text labels for sectors SetupLabels(); // Convert geometry selection to sectors only General.Map.Map.ClearAllMarks(false); General.Map.Map.MarkSelectedVertices(true, true); ICollection lines = General.Map.Map.LinedefsFromMarkedVertices(false, true, false); foreach(Linedef l in lines) l.Selected = true; General.Map.Map.ClearMarkedSectors(true); foreach(Linedef l in General.Map.Map.Linedefs) { if(!l.Selected) { if(l.Front != null) l.Front.Sector.Marked = false; if(l.Back != null) l.Back.Sector.Marked = false; } } General.Map.Map.ClearAllSelected(); foreach(Sector s in General.Map.Map.Sectors) { if(s.Marked) { s.Selected = true; foreach(Sidedef sd in s.Sidedefs) sd.Line.Selected = true; } } // Fill the list with selected sectors (these are not in order, but we have no other choice) ICollection selectedsectors = General.Map.Map.GetSelectedSectors(true); General.Map.Map.ClearSelectedSectors(); foreach(Sector s in selectedsectors) SelectSector(s, true, false); // Update UpdateOverlay(); } // When disengaged public override void OnDisengage() { base.OnDisengage(); // Remove toolbar button General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.MakeGradientBrightness); // Going to EditSelectionMode? if(General.Editing.NewMode is EditSelectionMode) { // No selection made? But we have a highlight! if((General.Map.Map.GetSelectedSectors(true).Count == 0) && (highlighted != null)) { // Make the highlight the selection SelectSector(highlighted, true, false); } } // 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); if((highlighted != null) && !highlighted.IsDisposed) renderer.PlotSector(highlighted, 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.Finish(); } // Render overlay UpdateOverlay(); renderer.Present(); } // Mouse moves public override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); // Not in any editing mode? if((mode == ModifyMode.None) && (e.Button == MouseButtons.None)) { // 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 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); } } } else { // Highlight nothing if(highlighted != null) Highlight(null); } } // Adjusting mode? else if(mode == ModifyMode.Adjusting) { // Calculate change in position Point delta = Cursor.Position - new Size(editstartpos); if(General.Interface.ShiftState) { // Adjust selected sectors for(int i = 0; i < orderedselection.Count; i++) { Sector s = orderedselection[i]; int basebrightness = sectorbrightness[i]; // Adjust brightness s.Brightness = basebrightness - delta.Y; if(s.Brightness > 255) s.Brightness = 255; if(s.Brightness < 0) s.Brightness = 0; } } else { // Adjust selected sectors for(int i = 0; i < orderedselection.Count; i++) { Sector s = orderedselection[i]; int basebrightness = sectorbrightness[i]; // Adjust brightness s.Brightness = General.Map.Config.BrightnessLevels.GetNearest(basebrightness - delta.Y); } } // Update UpdateSelectedLabels(); UpdateOverlay(); renderer.Present(); } } // Selecting with mouse protected override void OnSelectBegin() { // Not modifying? if(mode == ModifyMode.None) { // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Flip selection SelectSector(highlighted, !highlighted.Selected, true); // Update display if(renderer.StartPlotter(false)) { // Redraw highlight to show selection renderer.PlotSector(highlighted); renderer.Finish(); renderer.Present(); } } else { // Start making a selection StartMultiSelection(); } } base.OnSelectBegin(); } // End selection protected override void OnSelectEnd() { // Not stopping from multiselection or modifying if(!selecting && (mode == ModifyMode.None)) { // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Update display if(renderer.StartPlotter(false)) { // Render highlighted item renderer.PlotSector(highlighted, General.Colors.Highlight); renderer.Finish(); } // Update overlay TextLabel[] labelarray = labels[highlighted]; foreach(TextLabel l in labelarray) l.Color = General.Colors.Highlight; UpdateOverlay(); renderer.Present(); } } base.OnSelectEnd(); } // This is called wheh selection ends protected override void OnEndMultiSelection() { if(General.Interface.ShiftState ^ BuilderPlug.Me.AdditiveSelect) { // Go for all lines foreach(Linedef l in General.Map.Map.Linedefs) { l.Selected |= ((l.Start.Position.x >= selectionrect.Left) && (l.Start.Position.y >= selectionrect.Top) && (l.Start.Position.x <= selectionrect.Right) && (l.Start.Position.y <= selectionrect.Bottom) && (l.End.Position.x >= selectionrect.Left) && (l.End.Position.y >= selectionrect.Top) && (l.End.Position.x <= selectionrect.Right) && (l.End.Position.y <= selectionrect.Bottom)); } } else { // Go for all lines foreach(Linedef l in General.Map.Map.Linedefs) { l.Selected = ((l.Start.Position.x >= selectionrect.Left) && (l.Start.Position.y >= selectionrect.Top) && (l.Start.Position.x <= selectionrect.Right) && (l.Start.Position.y <= selectionrect.Bottom) && (l.End.Position.x >= selectionrect.Left) && (l.End.Position.y >= selectionrect.Top) && (l.End.Position.x <= selectionrect.Right) && (l.End.Position.y <= selectionrect.Bottom)); } } // Go for all sectors foreach(Sector s in General.Map.Map.Sectors) { // Go for all sidedefs bool allselected = true; foreach(Sidedef sd in s.Sidedefs) { if(!sd.Line.Selected) { allselected = false; break; } } // Sector completely selected? SelectSector(s, allselected, false); } // Make sure all linedefs reflect selected sectors foreach(Sidedef sd in General.Map.Map.Sidedefs) if(!sd.Sector.Selected && ((sd.Other == null) || !sd.Other.Sector.Selected)) sd.Line.Selected = false; base.OnEndMultiSelection(); UpdateOverlay(); General.Interface.RedrawDisplay(); } // This is called when the selection is updated protected override void OnUpdateMultiSelection() { base.OnUpdateMultiSelection(); // Render selection UpdateOverlay(); if(renderer.StartOverlay(false)) { RenderMultiSelection(); renderer.Finish(); renderer.Present(); } } // Editing protected override void OnEditBegin() { base.OnEditBegin(); // No selection? if(orderedselection.Count == 0) { // Make the highlight a selection if we have a highlight if((highlighted != null) && !highlighted.IsDisposed) SelectSector(highlighted, true, false); } // Anything selected? if(orderedselection.Count > 0) { // Create undo undoticket = General.Map.UndoRedo.CreateUndo("Adjust brightness"); // Start editing mode = ModifyMode.Adjusting; editstartpos = Cursor.Position; // Keep sector brightness offsets and make the sector full brightness so we can use // the overlay to adjust the brightness. The surface is only updated here and again // with correct brightness when editing is done. sectorbrightness = new List(orderedselection.Count); foreach(Sector s in orderedselection) { int realbrightness = s.Brightness; sectorbrightness.Add(realbrightness); s.Brightness = 255; s.UpdateCache(); s.Brightness = realbrightness; } // Update surface to render full bright sectors renderer.RedrawSurface(); // Update UpdateSelectedLabels(); UpdateOverlay(); renderer.Present(); } } // Done editing protected override void OnEditEnd() { base.OnEditEnd(); // Stop editing mode = ModifyMode.None; sectorbrightness = null; // Nothing changed? Then writhdraw the undo if(editstartpos.Y == Cursor.Position.Y) General.Map.UndoRedo.WithdrawUndo(undoticket); // Update General.Map.Map.Update(); UpdateSelectedLabels(); General.Interface.RedrawDisplay(); renderer.Present(); // If only one sector was selected, deselect it if(orderedselection.Count == 1) SelectSector(orderedselection[0], false, true); } // When undo is used public override bool OnUndoBegin() { // Clear selection General.Map.Map.ClearAllSelected(); orderedselection.Clear(); return base.OnUndoBegin(); } // When undo is performed public override void OnUndoEnd() { // Clear labels SetupLabels(); } // When redo is used public override bool OnRedoBegin() { // Clear selection General.Map.Map.ClearAllSelected(); orderedselection.Clear(); return base.OnRedoBegin(); } // When redo is performed public override void OnRedoEnd() { // Clear labels SetupLabels(); } #endregion #region ================== Actions [BeginAction("gradientbrightness")] public void MakeGradientBrightness() { General.Interface.DisplayStatus(StatusType.Action, "Created gradient brightness over selected sectors."); General.Map.UndoRedo.CreateUndo("Gradient brightness"); // Need at least 3 selected sectors // The first and last are not modified if(orderedselection.Count > 2) { float startbrightness = (float)orderedselection[0].Brightness; float endbrightness = (float)orderedselection[orderedselection.Count - 1].Brightness; float delta = endbrightness - startbrightness; // Go for all sectors in between first and last for(int i = 1; i < (orderedselection.Count - 1); i++) { float u = (float)i / (float)(orderedselection.Count - 1); float b = startbrightness + delta * u; orderedselection[i].Brightness = (int)b; } } // Update General.Map.Map.Update(); UpdateOverlay(); renderer.Present(); General.Interface.RedrawDisplay(); General.Map.IsChanged = true; } // This clears the selection [BeginAction("clearselection", BaseAction = true)] public void ClearSelection() { // Clear selection General.Map.Map.ClearAllSelected(); orderedselection.Clear(); // Clear labels foreach(TextLabel[] labelarray in labels.Values) foreach(TextLabel l in labelarray) l.Text = ""; // Redraw General.Interface.RedrawDisplay(); } #endregion } }