#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.Generic; using System.Windows.Forms; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Data; using CodeImp.DoomBuilder.Types; #endregion namespace CodeImp.DoomBuilder.BuilderModes { public abstract class DragGeometryMode : BaseClassicMode { #region ================== Constants #endregion #region ================== Variables // Mouse position on map where dragging started private Vector2D dragstartmappos; // Item used as reference for snapping to the grid protected Vertex dragitem; private Vector2D dragitemposition; // List of old vertex positions private List oldpositions; private List oldthingpositions; //mxd // List of selected items protected ICollection selectedverts; protected ICollection selectedthings; //mxd // List of non-selected items protected ICollection unselectedverts; protected ICollection unselectedthings; //mxd //mxd. List of sectors private List selectedSectors; // List of unstable lines protected ICollection unstablelines; protected List unstableLinesInitialLengths; //mxd // List of unselected lines protected ICollection snaptolines; // Text labels for all unstable lines protected LineLengthLabel[] labels; // Keep track of view changes private float lastoffsetx; private float lastoffsety; private float lastscale; // Options private bool snaptogrid; // SHIFT to toggle private bool snaptonearest; // CTRL to enable #endregion #region ================== Properties // Just keep the base mode button checked public override string EditModeButtonName { get { return General.Editing.PreviousStableMode.Name; } } #endregion #region ================== Constructor / Disposer // Disposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up if(labels != null) foreach(LineLengthLabel l in labels) l.Dispose(); // Done base.Dispose(); } } #endregion #region ================== Methods // Constructor to start dragging immediately protected void StartDrag(Vector2D dragstartmappos) { // Initialize this.dragstartmappos = dragstartmappos; Cursor.Current = Cursors.AppStarting; // We don't want to record this for undoing while we move the geometry around. // This will be set back to normal when we're done. General.Map.UndoRedo.IgnorePropChanges = true; // Make list of selected vertices and things selectedverts = General.Map.Map.GetMarkedVertices(true); selectedthings = General.Map.Map.GetSelectedThings(true); //mxd // Make list of non-selected vertices and things // Non-selected vertices will be used for snapping to nearest items unselectedverts = General.Map.Map.GetMarkedVertices(false); unselectedthings = new List(); //mxd foreach(Thing t in General.Map.ThingsFilter.VisibleThings) if(!t.Selected) unselectedthings.Add(t); // Get the nearest vertex for snapping dragitem = MapSet.NearestVertex(selectedverts, dragstartmappos); // Lines to snap to snaptolines = General.Map.Map.LinedefsFromMarkedVertices(true, false, false); // Make old positions list // We will use this as reference to move the vertices, or to move them back on cancel oldpositions = new List(selectedverts.Count); foreach(Vertex v in selectedverts) oldpositions.Add(v.Position); //mxd oldthingpositions = new List(selectedthings.Count); foreach(Thing t in selectedthings) oldthingpositions.Add(t.Position); // Also keep old position of the dragged item dragitemposition = dragitem.Position; // Keep view information lastoffsetx = renderer.OffsetX; lastoffsety = renderer.OffsetY; lastscale = renderer.Scale; // Make list of unstable lines only // These will have their length displayed during the drag unstablelines = MapSet.UnstableLinedefsFromVertices(selectedverts); //mxd. Keep original lenghs for further reference unstableLinesInitialLengths = new List(unstablelines.Count); foreach (Linedef l in unstablelines) unstableLinesInitialLengths.Add(l.Length); //mxd. Collect selected sectors if(General.Map.UDMF) { ICollection selectedLines = General.Map.Map.LinedefsFromMarkedVertices(false, true, false); List affectedSectors = new List(); foreach(Linedef l in selectedLines) { if(l.Front != null && l.Front.Sector != null && !affectedSectors.Contains(l.Front.Sector)) affectedSectors.Add(l.Front.Sector); if(l.Back != null && l.Back.Sector != null && !affectedSectors.Contains(l.Back.Sector)) affectedSectors.Add(l.Back.Sector); } selectedSectors = new List(); foreach(Sector s in affectedSectors) { bool selected = true; foreach(Sidedef side in s.Sidedefs) { if(!selectedLines.Contains(side.Line)) { selected = false; break; } } if(selected) selectedSectors.Add(s); } } // Make text labels labels = new LineLengthLabel[unstablelines.Count]; int index = 0; foreach(Linedef l in unstablelines) labels[index++] = new LineLengthLabel(l.Start.Position, l.End.Position); Cursor.Current = Cursors.Default; } // This moves the selected geometry relatively // Returns true when geometry has actually moved private bool MoveGeometryRelative(Vector2D offset, bool snapgrid, bool snapnearest) { Vector2D oldpos = dragitem.Position; Vector2D anchorpos = dragitemposition + offset; Vector2D tl, br; // don't move if the offset contains invalid data if (!offset.IsFinite()) return false; // Find the outmost vertices tl = br = oldpositions[0]; for (int i = 0; i < oldpositions.Count; i++) { if (oldpositions[i].x < tl.x) tl.x = (int)oldpositions[i].x; if (oldpositions[i].x > br.x) br.x = (int)oldpositions[i].x; if (oldpositions[i].y > tl.y) tl.y = (int)oldpositions[i].y; if (oldpositions[i].y < br.y) br.y = (int)oldpositions[i].y; } // Snap to nearest? if(snapnearest) { // Find nearest unselected vertex within range Vertex nv = MapSet.NearestVertexSquareRange(unselectedverts, anchorpos, BuilderPlug.Me.StitchRange / renderer.Scale); if(nv != null) { // Move the dragged item dragitem.Move(nv.Position); // Adjust the offset offset = nv.Position - dragitemposition; // Do not snap to grid! snapgrid = false; } else { // Find the nearest unselected line within range Linedef nl = MapSet.NearestLinedefRange(snaptolines, anchorpos, BuilderPlug.Me.StitchRange / renderer.Scale); if(nl != null) { // Snap to grid? if(snaptogrid) { // Get grid intersection coordinates List coords = nl.GetGridIntersections(); // Find nearest grid intersection float found_distance = float.MaxValue; Vector2D found_coord = new Vector2D(); foreach(Vector2D v in coords) { Vector2D delta = anchorpos - v; if(delta.GetLengthSq() < found_distance) { found_distance = delta.GetLengthSq(); found_coord = v; } } // Move the dragged item dragitem.Move(found_coord); // Align to line here offset = found_coord - dragitemposition; // Do not snap to grid anymore snapgrid = false; } else { // Move the dragged item dragitem.Move(nl.NearestOnLine(anchorpos)); // Align to line here offset = nl.NearestOnLine(anchorpos) - dragitemposition; } } } } // Snap to grid? if(snapgrid) { // Move the dragged item dragitem.Move(anchorpos); // Snap item to grid dragitem.SnapToGrid(); // Adjust the offset offset += dragitem.Position - anchorpos; } // Make sure the offset is inside the map boundaries if (offset.x + tl.x < General.Map.Config.LeftBoundary) offset.x = General.Map.Config.LeftBoundary - tl.x; if (offset.x + br.x > General.Map.Config.RightBoundary) offset.x = General.Map.Config.RightBoundary - br.x; if (offset.y + tl.y > General.Map.Config.TopBoundary) offset.y = General.Map.Config.TopBoundary - tl.y; if (offset.y + br.y < General.Map.Config.BottomBoundary) offset.y = General.Map.Config.BottomBoundary - br.y; // Drag item moved? if(!snapgrid || (dragitem.Position != oldpos)) { int i = 0; // Move selected geometry foreach(Vertex v in selectedverts) { // Move vertex from old position relative to the // mouse position change since drag start v.Move(oldpositions[i] + offset); // Next i++; } //mxd. Move selected things i = 0; foreach(Thing t in selectedthings) { t.Move(oldthingpositions[i++] + offset); } // Update labels int index = 0; foreach(Linedef l in unstablelines) labels[index++].Move(l.Start.Position, l.End.Position); // Moved return true; } else { // No changes return false; } } // Cancelled public override void OnCancel() { // Move geometry back to original position MoveGeometryRelative(new Vector2D(0f, 0f), false, false); // Resume normal undo/redo recording General.Map.UndoRedo.IgnorePropChanges = false; // If only a single vertex was selected, deselect it now if(selectedverts.Count == 1) General.Map.Map.ClearSelectedVertices(); // Update cached values General.Map.Map.Update(); // Cancel base class base.OnCancel(); // Return to vertices mode General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name); } // Mode engages public override void OnEngage() { base.OnEngage(); EnableAutoPanning(); renderer.SetPresentation(Presentation.Standard); } // Disenagaging public override void OnDisengage() { base.OnDisengage(); DisableAutoPanning(); // When not cancelled if(!cancelled) { Cursor.Current = Cursors.AppStarting; // Move geometry back to original position MoveGeometryRelative(new Vector2D(0f, 0f), false, false); // Resume normal undo/redo recording General.Map.UndoRedo.IgnorePropChanges = false; // Make undo for the dragging General.Map.UndoRedo.CreateUndo("Drag geometry"); // Move selected geometry to final position MoveGeometryRelative(mousemappos - dragstartmappos, snaptogrid, snaptonearest); // Stitch geometry if(snaptonearest) General.Map.Map.StitchGeometry(); // Make corrections for backward linedefs MapSet.FlipBackwardLinedefs(General.Map.Map.Linedefs); // Snap to map format accuracy General.Map.Map.SnapAllToAccuracy(); //mxd. Update floor/ceiling texture offsets if(General.Map.UDMF && BuilderPlug.Me.LockSectorTextureOffsetsWhileDragging && selectedSectors.Count > 0) { Vector2D offset = dragitemposition - dragitem.Position; foreach(Sector s in selectedSectors) { s.Fields.BeforeFieldsChange(); //update ceiling offset if(s.LongCeilTexture != MapSet.EmptyLongName) { ImageData texture = General.Map.Data.GetFlatImage(s.CeilTexture); if(texture != null) { float scaleX = s.Fields.GetValue("xscaleceiling", 1.0f); float scaleY = s.Fields.GetValue("yscaleceiling", 1.0f); if(scaleX != 0 && scaleY != 0) { Vector2D ceilOffset = new Vector2D(offset.x, -offset.y).GetRotated(-Angle2D.DegToRad((int)s.Fields.GetValue("rotationceiling", 0f))); ceilOffset.x += s.Fields.GetValue("xpanningceiling", 0f); ceilOffset.y += s.Fields.GetValue("ypanningceiling", 0f); int textureWidth = (int)Math.Round(texture.Width / scaleX); int textureHeight = (int)Math.Round(texture.Height / scaleY); if(!s.Fields.ContainsKey("xpanningceiling")) s.Fields.Add("xpanningceiling", new UniValue(UniversalType.Float, (float)Math.Round(ceilOffset.x % textureWidth))); else s.Fields["xpanningceiling"].Value = (float)Math.Round(ceilOffset.x % textureWidth); if(!s.Fields.ContainsKey("ypanningceiling")) s.Fields.Add("ypanningceiling", new UniValue(UniversalType.Float, (float)Math.Round(ceilOffset.y % textureHeight))); else s.Fields["ypanningceiling"].Value = (float)Math.Round(ceilOffset.y % textureHeight); } } } //update floor offset if(s.LongFloorTexture != MapSet.EmptyLongName) { ImageData texture = General.Map.Data.GetFlatImage(s.FloorTexture); if(texture != null) { float scaleX = s.Fields.GetValue("xscalefloor", 1.0f); float scaleY = s.Fields.GetValue("yscalefloor", 1.0f); if(scaleX != 0 && scaleY != 0) { Vector2D floorOffset = new Vector2D(offset.x, -offset.y).GetRotated(-Angle2D.DegToRad((int)s.Fields.GetValue("rotationfloor", 0f))); floorOffset.x += s.Fields.GetValue("xpanningfloor", 0f); floorOffset.y += s.Fields.GetValue("ypanningfloor", 0f); int textureWidth = (int)Math.Round(texture.Width / scaleX); int textureHeight = (int)Math.Round(texture.Height / scaleY); if(!s.Fields.ContainsKey("xpanningfloor")) s.Fields.Add("xpanningfloor", new UniValue(UniversalType.Float, (float)Math.Round(floorOffset.x % textureWidth))); else s.Fields["xpanningfloor"].Value = (float)Math.Round(floorOffset.x % textureWidth); if(!s.Fields.ContainsKey("ypanningfloor")) s.Fields.Add("ypanningfloor", new UniValue(UniversalType.Float, (float)Math.Round(floorOffset.y % textureHeight))); else s.Fields["ypanningfloor"].Value = (float)Math.Round(floorOffset.y % textureHeight); } } } } } // Update cached values General.Map.Map.Update(); // Done Cursor.Current = Cursors.Default; General.Map.IsChanged = true; } } // This checks if the view offset/zoom changed and updates the check protected bool CheckViewChanged() { // View changed? bool viewchanged = (renderer.OffsetX != lastoffsetx || renderer.OffsetY != lastoffsety || renderer.Scale != lastscale); // Keep view information lastoffsetx = renderer.OffsetX; lastoffsety = renderer.OffsetY; lastscale = renderer.Scale; // Return result return viewchanged; } // This updates the dragging private void Update() { snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid; snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge; // Move selected geometry if(MoveGeometryRelative(mousemappos - dragstartmappos, snaptogrid, snaptonearest)) { // Update cached values General.Map.Map.Update(true, false); // Redraw UpdateRedraw(); renderer.Present(); } } // This redraws only the required things protected virtual void UpdateRedraw() { } // When edit button is released protected override void OnEditEnd() { // Just return to base mode, Disengage will be called automatically. General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name); base.OnEditEnd(); } // Mouse moving public override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); if(panning) return; //mxd. Skip all this jass while panning Update(); } // When a key is released public override void OnKeyUp(KeyEventArgs e) { base.OnKeyUp(e); if((snaptogrid != (General.Interface.ShiftState ^ General.Interface.SnapToGrid)) || (snaptonearest != (General.Interface.CtrlState ^ General.Interface.AutoMerge))) Update(); } // When a key is pressed public override void OnKeyDown(KeyEventArgs e) { base.OnKeyDown(e); if((snaptogrid != (General.Interface.ShiftState ^ General.Interface.SnapToGrid)) || (snaptonearest != (General.Interface.CtrlState ^ General.Interface.AutoMerge))) Update(); } #endregion } }