#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 CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Editing; #endregion namespace CodeImp.DoomBuilder.BuilderModes { // No action or button for this mode, it is automatic. // The EditMode attribute does not have to be specified unless the // mode must be activated by class name rather than direct instance. // In that case, just specifying the attribute like this is enough: // [EditMode] [EditMode(DisplayName = "Vertices", AllowCopyPaste = false, Volatile = true)] public sealed class DragVerticesMode : DragGeometryMode { #region ================== Constants #endregion #region ================== Variables #endregion #region ================== Properties public override bool AlwaysShowVertices { get { return true; } } #endregion #region ================== Constructor / Disposer // Constructor to start dragging immediately public DragVerticesMode(Vector2D dragstartmappos, List vertices) { // Mark what we are dragging General.Map.Map.ClearAllMarks(false); foreach (Vertex v in vertices) v.Marked = true; // Initialize base.StartDrag(dragstartmappos); undodescription = (selectedverts.Count == 1 ? "Drag vertex" : "Drag " + selectedverts.Count + " vertices"); //mxd // We have no destructor GC.SuppressFinalize(this); } // Disposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up // Done base.Dispose(); } } #endregion #region ================== Methods // This redraws the display public override void OnRedrawDisplay() { bool viewchanged = CheckViewChanged(); renderer.RedrawSurface(); UpdateRedraw(); // Redraw things when view changed if(viewchanged) { if(renderer.StartThings(true)) { renderer.RenderThingSet(General.Map.Map.Things, General.Settings.ActiveThingsAlpha); renderer.Finish(); } } renderer.Present(); } // This redraws only the required things protected override void UpdateRedraw() { // Start rendering if(renderer.StartPlotter(true)) { // Render lines and vertices renderer.PlotLinedefSet(General.Map.Map.Linedefs); renderer.PlotVerticesSet(unselectedverts); renderer.PlotVerticesSet(selectedverts); // Draw the dragged item highlighted // This is important to know, because this item is used // for snapping to the grid and snapping to nearest items renderer.PlotVertex(dragitem, ColorCollection.HIGHLIGHT); // Done renderer.Finish(); } //mxd. Render things if(renderer.StartThings(true)) { renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, General.Settings.HiddenThingsAlpha); renderer.RenderThingSet(unselectedthings, General.Settings.ActiveThingsAlpha); renderer.RenderThingSet(selectedthings, General.Settings.ActiveThingsAlpha); renderer.Finish(); } // Redraw overlay if(renderer.StartOverlay(true)) { renderer.RenderText(labels); renderer.Finish(); } } #endregion } }