#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 System.Drawing; 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 = "Drag Things", AllowCopyPaste = false, Volatile = true)] public sealed class DragThingsMode : BaseClassicMode { #region ================== Constants #endregion #region ================== Variables // Mode to return to private readonly EditMode basemode; // Mouse position on map where dragging started private readonly Vector2D dragstartmappos; //mxd. Offset from nearest grid intersection to dragstartmappos private readonly Vector2D dragstartoffset; // Item used as reference for snapping to the grid private readonly Thing dragitem; private readonly Vector2D dragitemposition; // List of old thing positions private readonly List oldpositions; //mxd private bool makeundo; //mxd private class AlignData { public readonly int InitialAngle; public int CurrentAngle; public readonly float InitialHeight; public float CurrentHeight; public PointF Position = PointF.Empty; public bool Active; public AlignData(Thing t) { InitialAngle = t.AngleDoom; InitialHeight = t.Position.z; } } private AlignData aligndata; // List of selected items private readonly ICollection selectedthings; // List of non-selected items private readonly ICollection unselectedthings; // 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 private bool snaptogridincrement; //mxd. ALT to toggle private bool snaptocardinaldirection; //mxd. ALT-SHIFT to enable #endregion #region ================== Properties // Just keep the base mode button checked public override string EditModeButtonName { get { return basemode.GetType().Name; } } #endregion #region ================== Constructor / Disposer // Constructor to start dragging immediately public DragThingsMode(EditMode basemode, Vector2D dragstartmappos, bool makeundo) { // Initialize this.dragstartmappos = dragstartmappos; this.basemode = basemode; this.makeundo = makeundo; //mxd Cursor.Current = Cursors.AppStarting; // Mark what we are dragging General.Map.Map.ClearAllMarks(false); General.Map.Map.MarkSelectedThings(true, true); // Get selected things selectedthings = General.Map.Map.GetMarkedThings(true); unselectedthings = new List(); foreach(Thing t in General.Map.ThingsFilter.VisibleThings) if(!t.Marked) unselectedthings.Add(t); // Get the nearest thing for snapping dragitem = MapSet.NearestThing(selectedthings, dragstartmappos); // Make old positions list // We will use this as reference to move the vertices, or to move them back on cancel oldpositions = new List(selectedthings.Count); foreach(Thing t in selectedthings) oldpositions.Add(t.Position); // Also keep old position of the dragged item dragitemposition = dragitem.Position; //mxd. Get drag offset dragstartoffset = General.Map.Grid.SnappedToGrid(dragitem.Position) - dragitemposition; // Keep view information lastoffsetx = renderer.OffsetX; lastoffsety = renderer.OffsetY; lastscale = renderer.Scale; Cursor.Current = Cursors.Default; // 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 moves the selected things relatively // Returns true when things has actually moved private bool MoveThingsRelative(Vector2D offset, bool snapgrid, bool snapgridincrement, bool snapnearest, bool snapcardinal) { //mxd. If snap to cardinal directions is enabled, modify the offset if(snapcardinal) { float angle = Angle2D.DegToRad((General.ClampAngle((int)Angle2D.RadToDeg(offset.GetAngle()) + 44)) / 90 * 90); offset = new Vector2D(0, -offset.GetLength()).GetRotated(angle); snapgridincrement = true; // We don't want to move Things away from the cardinal directions } Vector2D oldpos = dragitem.Position; Vector2D tl, br; // don't move if the offset contains invalid data if(!offset.IsFinite()) return false; // Find the outmost things 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 item within selection range Thing nearest = MapSet.NearestThingSquareRange(unselectedthings, mousemappos, BuilderPlug.Me.StitchRange / renderer.Scale); if(nearest != null) { // Move the dragged item dragitem.Move((Vector2D)nearest.Position); // Adjust the offset offset = (Vector2D)nearest.Position - dragitemposition; // Do not snap to grid! snapgrid = false; snapgridincrement = false; //mxd } } // Snap to grid? if(snapgrid || snapgridincrement) { // Move the dragged item dragitem.Move(dragitemposition + offset); // Snap item to grid increment (mxd) if(snapgridincrement) { dragitem.Move(General.Map.Grid.SnappedToGrid(dragitemposition + offset) - dragstartoffset); } else // Or to the grid itself { dragitem.SnapToGrid(); } // Adjust the offset offset += (Vector2D)dragitem.Position - (dragitemposition + offset); } // 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 && !snapgridincrement) || ((Vector2D)dragitem.Position != oldpos)) { int i = 0; // Move selected geometry foreach(Thing t in selectedthings) { // Move vertex from old position relative to the // mouse position change since drag start t.Move(oldpositions[i] + offset); // Next i++; } // Moved return true; } else { // No changes return false; } } // This redraws the display public override void OnRedrawDisplay() { if(CheckViewChanged()) { renderer.RedrawSurface(); // Render lines and vertices if(renderer.StartPlotter(true)) { renderer.PlotLinedefSet(General.Map.Map.Linedefs); renderer.PlotVerticesSet(General.Map.Map.Vertices); renderer.Finish(); } } // Render things UpdateRedraw(); renderer.Present(); } // This redraws only changed things private void UpdateRedraw() { //mxd. Added, so grid can be rendered properly if the user changes grid size while dragging (very useful and important, I know) if(renderer.StartPlotter(true)) { // Render lines and vertices renderer.PlotLinedefSet(General.Map.Map.Linedefs); renderer.PlotVerticesSet(General.Map.Map.Vertices); // Done renderer.Finish(); } // Render things if(renderer.StartThings(true)) { // Render things renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, General.Settings.HiddenThingsAlpha); renderer.RenderThingSet(unselectedthings, Presentation.THINGS_ALPHA); renderer.RenderThingSet(selectedthings, Presentation.THINGS_ALPHA); // 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.RenderThing(dragitem, General.Colors.Highlight, Presentation.THINGS_ALPHA); // Done renderer.Finish(); } } // Cancelled public override void OnCancel() { // Move geometry back to original position MoveThingsRelative(new Vector2D(0f, 0f), false, false, false, false); // If only a single vertex was selected, deselect it now if(selectedthings.Count == 1) General.Map.Map.ClearSelectedThings(); // Update cached values General.Map.Map.Update(); // Cancel base class base.OnCancel(); // Return to vertices mode General.Editing.ChangeMode(basemode); } // Mode engages public override void OnEngage() { base.OnEngage(); renderer.SetPresentation(Presentation.Things); } // Disenagaging public override void OnDisengage() { base.OnDisengage(); Cursor.Current = Cursors.AppStarting; // When not cancelled if(!cancelled) { // Move geometry back to original position MoveThingsRelative(new Vector2D(0f, 0f), false, false, false, false); //mxd. Revert aligning if(aligndata != null && aligndata.Active) { aligndata.CurrentAngle = dragitem.AngleDoom; //mxd dragitem.Rotate(aligndata.InitialAngle); aligndata.CurrentHeight = dragitem.Position.z; //mxd dragitem.Move(dragitem.Position.x, dragitem.Position.y, aligndata.InitialHeight); } // Make undo for the dragging if(makeundo) //mxd General.Map.UndoRedo.CreateUndo((selectedthings.Count == 1 ? "Drag thing" : "Drag " + selectedthings.Count + " things")); // Move selected geometry to final position if(aligndata != null && aligndata.Active) //mxd. Apply aligning { if(!aligndata.Position.IsEmpty) dragitem.Move(aligndata.Position.X, aligndata.Position.Y, aligndata.CurrentHeight); else dragitem.Move(dragitem.Position.x, dragitem.Position.y, aligndata.CurrentHeight); dragitem.Rotate(aligndata.CurrentAngle); } else { MoveThingsRelative(mousemappos - dragstartmappos, snaptogrid, snaptogridincrement, snaptonearest, snaptocardinaldirection); } //mxd. Snap selected things to map format accuracy foreach(Thing thing in selectedthings) thing.SnapToAccuracy(false); // Map is changed General.Map.IsChanged = true; } // Hide highlight info General.Interface.HideInfo(); // Done Cursor.Current = Cursors.Default; } // This checks if the view offset/zoom changed and updates the check private 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() { snaptocardinaldirection = (General.Interface.ShiftState && General.Interface.AltState); //mxd snaptogrid = (snaptocardinaldirection || General.Interface.ShiftState ^ General.Interface.SnapToGrid); snaptonearest = General.Interface.CtrlState; snaptogridincrement = (!snaptocardinaldirection && General.Interface.AltState); //mxd //mxd. Snap to nearest linedef if(selectedthings.Count == 1 && dragitem.IsModel && snaptonearest && !snaptocardinaldirection && MoveThingsRelative(mousemappos - dragstartmappos, snaptogrid, snaptogridincrement, false, false)) { Linedef l = General.Map.Map.NearestLinedefRange(oldpositions[0] + mousemappos - dragstartmappos, BuilderPlug.Me.StitchRange / renderer.Scale); bool restoresettings = false; if(aligndata == null) aligndata = new AlignData(dragitem); if(l != null) { if(Tools.TryAlignThingToLine(dragitem, l)) { aligndata.Position = new PointF(dragitem.Position.x, dragitem.Position.y); aligndata.Active = true; } else if(dragitem.AngleDoom != aligndata.InitialAngle) //restore initial angle? { restoresettings = true; } } else if(dragitem.AngleDoom != aligndata.InitialAngle) //restore initial angle? { restoresettings = true; } if(restoresettings) { aligndata.Position = PointF.Empty; aligndata.Active = false; dragitem.Rotate(aligndata.InitialAngle); } UpdateRedraw();// Redraw renderer.Present(); return; } // Move selected geometry if(MoveThingsRelative(mousemappos - dragstartmappos, snaptogrid, snaptogridincrement, snaptonearest, snaptocardinaldirection)) { // Redraw UpdateRedraw(); renderer.Present(); } } // When edit button is released protected override void OnEditEnd() { // Just return to vertices mode, geometry will be merged on disengage. General.Editing.ChangeMode(basemode); base.OnEditEnd(); } // Mouse moving public override void OnMouseMove(MouseEventArgs e) { base.OnMouseMove(e); 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 || snaptogridincrement != General.Interface.AltState || snaptocardinaldirection != (General.Interface.AltState && General.Interface.ShiftState)) 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 || snaptogridincrement != General.Interface.AltState || snaptocardinaldirection != (General.Interface.AltState && General.Interface.ShiftState)) Update(); } #endregion } }