#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 CodeImp.DoomBuilder.Actions; #endregion namespace CodeImp.DoomBuilder.BuilderModes { [EditMode(DisplayName = "Vertices Mode", SwitchAction = "verticesmode", // Action name used to switch to this mode ButtonImage = "VerticesMode.png", // Image resource name for the button ButtonOrder = int.MinValue + 0, // Position of the button (lower is more to the left) UseByDefault = true)] public class VerticesMode : BaseClassicMode { #region ================== Constants public const float VERTEX_HIGHLIGHT_RANGE = 20f; public const float LINEDEF_SPLIT_RANGE = 12f; #endregion #region ================== Variables // Highlighted item protected Vertex highlighted; // Interface private bool editpressed; #endregion #region ================== Properties #endregion #region ================== Constructor / Disposer #endregion #region ================== Methods // Cancel mode public override void OnCancel() { base.OnCancel(); // Return to this mode General.Editing.ChangeMode(new VerticesMode()); } // Mode engages public override void OnEngage() { ICollection verts; base.OnEngage(); renderer.SetPresentation(Presentation.Standard); // Convert geometry selection to vertices only General.Map.Map.ClearAllMarks(false); General.Map.Map.MarkSelectedLinedefs(true, true); General.Map.Map.MarkSelectedSectors(true, true); verts = General.Map.Map.GetVerticesFromLinesMarks(true); foreach(Vertex v in verts) v.Selected = true; verts = General.Map.Map.GetVerticesFromSectorsMarks(true); foreach(Vertex v in verts) v.Selected = true; General.Map.Map.ClearSelectedSectors(); General.Map.Map.ClearSelectedLinedefs(); } // Mode disengages public override void OnDisengage() { base.OnDisengage(); // Going to EditSelectionMode? if(General.Editing.NewMode is EditSelectionMode) { // No selection made? But we have a highlight! if((General.Map.Map.GetSelectedVertices(true).Count == 0) && (highlighted != null)) { // Make the highlight the selection highlighted.Selected = true; } } // 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.PlotVertex(highlighted, ColorCollection.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(); } // 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 OnSelectBegin() { // 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.OnSelectBegin(); } // End selection protected override void OnSelectEnd() { // 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.OnSelectEnd(); } // Start editing protected override void OnEditBegin() { bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid; bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge; // Vertex highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Edit pressed in this mode editpressed = true; } else { // Find the nearest linedef within highlight range Linedef l = General.Map.Map.NearestLinedefRange(mousemappos, LINEDEF_SPLIT_RANGE / renderer.Scale); if(l != null) { // Create undo General.Map.UndoRedo.CreateUndo("Split linedef"); Vector2D insertpos; // Snip to grid also? if(snaptogrid) { // Find all points where the grid intersects the line List points = l.GetGridIntersections(); insertpos = mousemappos; float distance = float.MaxValue; foreach(Vector2D p in points) { float pdist = Vector2D.DistanceSq(p, mousemappos); if(pdist < distance) { insertpos = p; distance = pdist; } } } else { // Just use the nearest point on line insertpos = l.NearestOnLine(mousemappos); } // Make the vertex Vertex v = General.Map.Map.CreateVertex(insertpos); // Snap to map format accuracy v.SnapToAccuracy(); // Split the line with this vertex l.Split(v); // Update General.Map.Map.Update(); // Highlight it Highlight(v); // Redraw display General.Interface.RedrawDisplay(); } else { // Start drawing mode DrawGeometryMode drawmode = new DrawGeometryMode(); DrawnVertex v = DrawGeometryMode.GetCurrentPosition(mousemappos, snaptonearest, snaptogrid, renderer, new List()); drawmode.DrawPointAt(v); General.Editing.ChangeMode(drawmode); } } base.OnEditBegin(); } // Done editing protected override void OnEditEnd() { editpressed = false; base.OnEditEnd(); } // Mouse moves public override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(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 OnMouseLeave(EventArgs e) { base.OnMouseLeave(e); // Highlight nothing Highlight(null); } // Mouse wants to drag protected override void OnDragStart(MouseEventArgs e) { base.OnDragStart(e); // Edit button used? if(General.Actions.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.Editing.ChangeMode(new DragVerticesMode(highlighted, mousedownmappos)); } } } // This is called wheh selection ends protected override void OnEndMultiSelection() { // 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.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(); // Render selection if(renderer.StartOverlay(true)) { RenderMultiSelection(); renderer.Finish(); renderer.Present(); } } // When copying public override bool OnCopyBegin() { // No selection made? But we have a highlight! if((General.Map.Map.GetSelectedVertices(true).Count == 0) && (highlighted != null)) { // Make the highlight the selection highlighted.Selected = true; } return base.OnCopyBegin(); } // When pasting public override bool OnPasteBegin() { // No selection made? But we have a highlight! if((General.Map.Map.GetSelectedVertices(true).Count == 0) && (highlighted != null)) { // Make the highlight the selection highlighted.Selected = true; } return base.OnPasteBegin(); } #endregion #region ================== Actions // This clears the selection [BeginAction("clearselection", BaseAction = true)] public void ClearSelection() { // Clear selection General.Map.Map.ClearAllSelected(); // Redraw General.Interface.RedrawDisplay(); } // This creates a new vertex at the mouse position [BeginAction("insertitem", BaseAction = true)] public virtual void InsertVertex() { bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid; bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge; // Mouse in window? if(mouseinside) { Vector2D insertpos; Linedef l = null; // Create undo General.Map.UndoRedo.CreateUndo("Insert vertex"); // Snap to geometry? l = General.Map.Map.NearestLinedefRange(mousemappos, LINEDEF_SPLIT_RANGE / renderer.Scale); if(snaptonearest && (l != null)) { // Snip to grid also? if(snaptogrid) { // Find all points where the grid intersects the line List points = l.GetGridIntersections(); insertpos = mousemappos; float distance = float.MaxValue; foreach(Vector2D p in points) { float pdist = Vector2D.DistanceSq(p, mousemappos); if(pdist < distance) { insertpos = p; distance = pdist; } } } else { // Just use the nearest point on line insertpos = l.NearestOnLine(mousemappos); } } // Snap to grid? else if(snaptogrid) { // Snap to grid insertpos = General.Map.Grid.SnappedToGrid(mousemappos); } else { // Just insert here, don't snap to anything insertpos = mousemappos; } // Make the vertex Vertex v = General.Map.Map.CreateVertex(insertpos); // Snap to map format accuracy v.SnapToAccuracy(); // Split the line with this vertex if(snaptonearest && (l != null)) l.Split(v); // Update General.Map.Map.Update(); // Redraw screen General.Interface.RedrawDisplay(); } } [BeginAction("deleteitem", BaseAction = true)] public void DeleteItem() { // Make list of selected vertices ICollection selected = General.Map.Map.GetSelectedVertices(true); if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed) selected.Add(highlighted); // Anything to do? if(selected.Count > 0) { // Make undo if(selected.Count > 1) General.Map.UndoRedo.CreateUndo("Delete " + selected.Count + " vertices"); else General.Map.UndoRedo.CreateUndo("Delete vertex"); // Go for all vertices that need to be removed foreach(Vertex v in selected) { // Not already removed automatically? if(!v.IsDisposed) { // If the vertex only has 2 linedefs attached, then merge the linedefs if(v.Linedefs.Count == 2) { Linedef ld1 = General.GetByIndex(v.Linedefs, 0); Linedef ld2 = General.GetByIndex(v.Linedefs, 1); Vertex v1 = (ld1.Start == v) ? ld1.End : ld1.Start; Vertex v2 = (ld2.Start == v) ? ld2.End : ld2.Start; if(ld1.Start == v) ld1.SetStartVertex(v2); else ld1.SetEndVertex(v2); //if(ld2.Start == v) ld2.SetStartVertex(v1); else ld2.SetEndVertex(v1); //ld1.Join(ld2); ld2.Dispose(); } // Trash vertex v.Dispose(); } } // Update cache values General.Map.IsChanged = true; General.Map.Map.Update(); // 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(); } } #endregion } }