#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 System.Drawing; #endregion // This mode if for quickly dragging vertices without a layer. // The geometry is merged and the mode returns to VerticesMode when the mouse is released. namespace CodeImp.DoomBuilder.Editing { public class DragVerticesMode : ClassicMode { #region ================== Constants #endregion #region ================== Variables // Mode to return to private EditMode basemode; // Mouse position on map where dragging started private Vector2D dragstartmappos; // Item used as reference for snapping to the grid private Vertex dragitem; private Vector2D dragitemposition; // List of old vertex positions private List oldpositions; // List of selected items private ICollection selectedverts; // List of non-selected items private ICollection unselectedverts; // List of unstable lines private ICollection unstablelines; // Options private bool snaptogrid; // SHIFT to toggle private bool snaptonearest; // CTRL to enable #endregion #region ================== Properties #endregion #region ================== Constructor / Disposer // Constructor to start dragging immediately public DragVerticesMode(EditMode basemode, Vertex dragitem, Vector2D dragstartmappos) { // Initialize this.dragitem = dragitem; this.dragstartmappos = dragstartmappos; this.basemode = basemode; Cursor.Current = Cursors.AppStarting; // Make list of selected vertices selectedverts = General.Map.Map.GetVerticesSelection(true); // Make list of non-selected vertices // This will be used for snapping to nearest items unselectedverts = General.Map.Map.GetVerticesSelection(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); // Also keep old position of the dragged item dragitemposition = dragitem.Position; // Make list of unstable lines only // These will have their length displayed during the drag unstablelines = General.Map.Map.LinedefsFromSelectedVertices(false, false, true); Cursor.Current = Cursors.Default; // We have no destructor GC.SuppressFinalize(this); } // Diposer public override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up // Done isdisposed = true; } } #endregion #region ================== Methods // 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; Vertex nearest; int i = 0; // Snap to nearest? if(snapnearest) { // Find nearest unselected item within selection range nearest = MapSet.NearestVertexSquareRange(unselectedverts, mousemappos, VerticesMode.VERTEX_HIGHLIGHT_RANGE / renderer.Scale); if(nearest != null) { // Move the dragged item dragitem.Move(nearest.Position); // Adjust the offset offset = nearest.Position - dragitemposition; // Do not snap to grid! snapgrid = false; } } // Snap to grid? if(snapgrid) { // Move the dragged item dragitem.Move(dragitemposition + offset); // Snap item to grid dragitem.SnapToGrid(); // Adjust the offset offset += dragitem.Position - (dragitemposition + offset); } // Drag item moved? if(!snapgrid || (dragitem.Position != oldpos)) { // 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++; } // Moved return true; } else { // No changes return false; } } // Cancelled public override void Cancel() { // Move geometry back to original position MoveGeometryRelative(new Vector2D(0f, 0f), false, 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.Cancel(); // Return to vertices mode General.Map.ChangeMode(basemode); } // Mode engages public override void Engage() { base.Engage(); // Check vertices button on main window General.MainWindow.SetVerticesChecked(true); } // Disenagaging public override void Disengage() { base.Disengage(); Cursor.Current = Cursors.AppStarting; // When not cancelled if(!cancelled) { // Move geometry back to original position MoveGeometryRelative(new Vector2D(0f, 0f), false, false); // Make undo for the dragging General.Map.UndoRedo.CreateUndo("drag vertices", UndoGroup.None, 0, false); // Move selected geometry to final position MoveGeometryRelative(mousemappos - dragstartmappos, snaptogrid, snaptonearest); // Stitch geometry General.Map.Map.StitchGeometry(selectedverts, unselectedverts); // 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(); // Map is changed General.Map.IsChanged = true; } // Hide highlight info General.MainWindow.HideInfo(); // Uncheck vertices button on main window General.MainWindow.SetVerticesChecked(false); Cursor.Current = Cursors.Default; } // This redraws the display public unsafe override void RedrawDisplay() { // Start rendering if(renderer.Start(true, false)) { // Render lines and vertices renderer.RenderLinedefSet(General.Map.Map.Linedefs); renderer.RenderVerticesSet(unselectedverts); renderer.RenderVerticesSet(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.RenderVertex(dragitem, ColorCollection.HIGHLIGHT); // Done renderer.Finish(); } } // This updates the dragging private void Update() { snaptogrid = General.MainWindow.ShiftState ^ General.MainWindow.SnapToGrid; snaptonearest = General.MainWindow.CtrlState; // Move selected geometry if(MoveGeometryRelative(mousemappos - dragstartmappos, snaptogrid, snaptonearest)) { // Update cached values General.Map.Map.Update(); // Redraw General.MainWindow.RedrawDisplay(); } } // Mouse moving public override void MouseMove(MouseEventArgs e) { base.MouseMove(e); Update(); } // Mouse button released public override void MouseUp(MouseEventArgs e) { base.MouseUp(e); // Is the editing button released? if(e.Button == EditMode.EDIT_BUTTON) { // Just return to vertices mode, geometry will be merged on disengage. General.Map.ChangeMode(basemode); } } // When a key is released public override void KeyUp(KeyEventArgs e) { base.KeyUp(e); if(snaptogrid != General.MainWindow.ShiftState ^ General.MainWindow.SnapToGrid) Update(); if(snaptonearest != General.MainWindow.CtrlState) Update(); } // When a key is pressed public override void KeyDown(KeyEventArgs e) { base.KeyDown(e); if(snaptogrid != General.MainWindow.ShiftState ^ General.MainWindow.SnapToGrid) Update(); if(snaptonearest != General.MainWindow.CtrlState) Update(); } #endregion } }