#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; #endregion namespace CodeImp.DoomBuilder.BuilderModes.Editing { [EditMode(SwitchAction = "verticesmode", // Action name used to switch to this mode ButtonDesc = "Vertices Mode", // Description on the button in toolbar/menu ButtonImage = "VerticesMode.png", // Image resource name for the button ButtonOrder = int.MinValue + 0)] // Position of the button (lower is more to the left) public class VerticesMode : ClassicMode { #region ================== Constants public const float VERTEX_HIGHLIGHT_RANGE = 20f; #endregion #region ================== Variables // Highlighted item protected Vertex highlighted; #endregion #region ================== Properties #endregion #region ================== Constructor / Disposer // Constructor public VerticesMode() { } // 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 VerticesMode()); } // 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 LinedefsMode) { // Convert selection to linedefs // Clear selected vertices General.Map.Map.ClearSelectedVertices(); } else if(General.Map.NewMode is SectorsMode) { // Convert selection to sectors // Clear selected vertices General.Map.Map.ClearSelectedVertices(); } // Hide highlight info General.Interface.HideInfo(); } // This redraws the display public 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.PlotVertex(highlighted, ColorCollection.HIGHLIGHT); renderer.Finish(); } // Render things if(renderer.StartThings(true)) { renderer.SetThingsRenderOrder(false); renderer.RenderThingSet(General.Map.Map.Things); renderer.Finish(); } // Selecting? if(selecting) { // Render selection if(renderer.StartOverlay(true)) { RenderMultiSelection(); renderer.Finish(); } } renderer.Present(); } // This highlights a new item protected void Highlight(Vertex v) { // Update display if(renderer.StartPlotter(false)) { // Undraw previous highlight if((highlighted != null) && !highlighted.IsDisposed) renderer.PlotVertex(highlighted, renderer.DetermineVertexColor(highlighted)); // Set new highlight highlighted = v; // Render highlighted item if((highlighted != null) && !highlighted.IsDisposed) renderer.PlotVertex(highlighted, ColorCollection.HIGHLIGHT); // Done renderer.Finish(); renderer.Present(); } // Show highlight info if((highlighted != null) && !highlighted.IsDisposed) General.Interface.ShowVertexInfo(highlighted); else General.Interface.HideInfo(); } // Selection protected override void Select() { // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Flip selection highlighted.Selected = !highlighted.Selected; // Redraw highlight to show selection if(renderer.StartPlotter(false)) { renderer.PlotVertex(highlighted, renderer.DetermineVertexColor(highlighted)); renderer.Finish(); renderer.Present(); } } else { // Start making a selection StartMultiSelection(); } base.Select(); } // End selection protected override void EndSelect() { // Not stopping from multiselection? if(!selecting) { // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Render highlighted item if(renderer.StartPlotter(false)) { renderer.PlotVertex(highlighted, ColorCollection.HIGHLIGHT); renderer.Finish(); renderer.Present(); } } } base.EndSelect(); } // Start editing protected override void Edit() { base.Edit(); } // Done editing protected override void EndEdit() { base.EndEdit(); } // Mouse moves public override void MouseMove(MouseEventArgs e) { base.MouseMove(e); // Not holding any buttons? if(e.Button == MouseButtons.None) { // Find the nearest vertex within highlight range Vertex v = General.Map.Map.NearestVertexSquareRange(mousemappos, VERTEX_HIGHLIGHT_RANGE / renderer.Scale); // Highlight if not the same if(v != highlighted) Highlight(v); } } // Mouse leaves public override void MouseLeave(EventArgs e) { base.MouseLeave(e); // Highlight nothing Highlight(null); } // Mouse wants to drag protected override void DragStart(MouseEventArgs e) { base.DragStart(e); // Edit button used? if(General.Interface.CheckActionActive(null, "classicedit")) { // Anything highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Highlighted item not selected? if(!highlighted.Selected) { // Select only this vertex for dragging General.Map.Map.ClearSelectedVertices(); highlighted.Selected = true; } // Start dragging the selection General.Map.ChangeMode(new DragVerticesMode(new VerticesMode(), highlighted, mousedownmappos)); } } } // This is called wheh selection ends protected override void EndMultiSelection() { // Go for all vertices foreach(Vertex v in General.Map.Map.Vertices) { v.Selected = ((v.Position.x >= selectionrect.Left) && (v.Position.y >= selectionrect.Top) && (v.Position.x <= selectionrect.Right) && (v.Position.y <= selectionrect.Bottom)); } base.EndMultiSelection(); // Clear overlay if(renderer.StartOverlay(true)) renderer.Finish(); // Redraw General.Interface.RedrawDisplay(); } // This is called when the selection is updated protected override void UpdateMultiSelection() { base.UpdateMultiSelection(); // Render selection if(renderer.StartOverlay(true)) { RenderMultiSelection(); renderer.Finish(); renderer.Present(); } } #endregion } }