#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; using CodeImp.DoomBuilder.Config; using CodeImp.DoomBuilder.Types; #endregion namespace CodeImp.DoomBuilder.BuilderModes { [EditMode(DisplayName = "Things Mode", SwitchAction = "thingsmode", // Action name used to switch to this mode ButtonImage = "ThingsMode.png", // Image resource name for the button ButtonOrder = int.MinValue + 300, // Position of the button (lower is more to the left) UseByDefault = true)] public class ThingsMode : BaseClassicMode { #region ================== Constants public const float THING_HIGHLIGHT_RANGE = 10f; #endregion #region ================== Variables // Highlighted item private Thing highlighted; private Association[] association = new Association[Thing.NUM_ARGS]; private Association highlightasso = new Association(); // 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 ThingsMode()); } // Mode engages public override void OnEngage() { base.OnEngage(); renderer.SetPresentation(Presentation.Things); // Convert geometry selection to linedefs selection General.Map.Map.ClearAllMarks(false); General.Map.Map.MarkSelectedVertices(true, true); ICollection lines = General.Map.Map.LinedefsFromMarkedVertices(false, true, false); foreach(Linedef l in lines) l.Selected = true; General.Map.Map.ClearSelectedSectors(); General.Map.Map.ClearSelectedVertices(); } // 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.GetSelectedThings(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); for(int i = 0; i < Thing.NUM_ARGS; i++) BuilderPlug.Me.PlotAssociations(renderer, association[i]); if((highlighted != null) && !highlighted.IsDisposed) BuilderPlug.Me.PlotReverseAssociations(renderer, highlightasso); 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); for(int i = 0; i < Thing.NUM_ARGS; i++) BuilderPlug.Me.RenderAssociations(renderer, association[i]); if((highlighted != null) && !highlighted.IsDisposed) { BuilderPlug.Me.RenderReverseAssociations(renderer, highlightasso); renderer.RenderThing(highlighted, General.Colors.Highlight, 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(Thing t) { bool completeredraw = false; LinedefActionInfo action = null; // Often we can get away by simply undrawing the previous // highlight and drawing the new highlight. But if associations // are or were drawn we need to redraw the entire display. // Previous association highlights something? if((highlighted != null) && (highlighted.Tag > 0)) completeredraw = true; // Set highlight association if(t != null) highlightasso.Set(t.Tag, UniversalType.ThingTag); else highlightasso.Set(0, 0); // New association highlights something? if((t != null) && (t.Tag > 0)) completeredraw = true; if(t != null) { // Check if we can find the linedefs action if((t.Action > 0) && General.Map.Config.LinedefActions.ContainsKey(t.Action)) action = General.Map.Config.LinedefActions[t.Action]; } // Determine linedef associations for(int i = 0; i < Thing.NUM_ARGS; i++) { // Previous association highlights something? if((association[i].type == UniversalType.SectorTag) || (association[i].type == UniversalType.LinedefTag) || (association[i].type == UniversalType.ThingTag)) completeredraw = true; // Make new association if(action != null) association[i].Set(t.Args[i], action.Args[i].Type); else association[i].Set(0, 0); // New association highlights something? if((association[i].type == UniversalType.SectorTag) || (association[i].type == UniversalType.LinedefTag) || (association[i].type == UniversalType.ThingTag)) completeredraw = true; } // If we're changing associations, then we // need to redraw the entire display if(completeredraw) { // Set new highlight and redraw completely highlighted = t; General.Interface.RedrawDisplay(); } else { // Update display if(renderer.StartThings(false)) { // Undraw previous highlight if((highlighted != null) && !highlighted.IsDisposed) renderer.RenderThing(highlighted, renderer.DetermineThingColor(highlighted), 1.0f); // Set new highlight highlighted = t; // Render highlighted item if((highlighted != null) && !highlighted.IsDisposed) renderer.RenderThing(highlighted, General.Colors.Highlight, 1.0f); // Done renderer.Finish(); renderer.Present(); } } // Show highlight info if((highlighted != null) && !highlighted.IsDisposed) General.Interface.ShowThingInfo(highlighted); else General.Interface.HideInfo(); } // Selection protected override void OnSelectBegin() { // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Flip selection highlighted.Selected = !highlighted.Selected; // Update display if(renderer.StartThings(false)) { // Redraw highlight to show selection renderer.RenderThing(highlighted, renderer.DetermineThingColor(highlighted), 1.0f); renderer.Finish(); renderer.Present(); } } else { // Start making a selection StartMultiSelection(); } base.OnSelectBegin(); } // End selection protected override void OnSelectEnd() { // Not ending from a multi-selection? if(!selecting) { // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Update display if(renderer.StartThings(false)) { // Render highlighted item renderer.RenderThing(highlighted, General.Colors.Highlight, 1.0f); renderer.Finish(); renderer.Present(); } } } base.OnSelectEnd(); } // Start editing protected override void OnEditBegin() { // Item highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Edit pressed in this mode editpressed = true; // Highlighted item not selected? if(!highlighted.Selected) { // Make this the only selection General.Map.Map.ClearSelectedThings(); highlighted.Selected = true; General.Interface.RedrawDisplay(); } // Update display if(renderer.StartThings(false)) { // Redraw highlight to show selection renderer.RenderThing(highlighted, renderer.DetermineThingColor(highlighted), 1.0f); renderer.Finish(); renderer.Present(); } } else { // Mouse in window? if(mouseinside) { // Edit pressed in this mode editpressed = true; // Insert a new item and select it for dragging Thing t = InsertThing(mousemappos); General.Map.Map.ClearSelectedThings(); t.Selected = true; Highlight(t); General.Interface.RedrawDisplay(); } } base.OnEditBegin(); } // Done editing protected override void OnEditEnd() { // Edit pressed in this mode? if(editpressed) { // Anything selected? ICollection selected = General.Map.Map.GetSelectedThings(true); if(selected.Count > 0) { // Show thing edit dialog General.Interface.ShowEditThings(selected); // When a single thing was selected, deselect it now if(selected.Count == 1) General.Map.Map.ClearSelectedThings(); // Update things filter General.Map.ThingsFilter.Update(); // Update entire display General.Interface.RedrawDisplay(); } } 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 thing within highlight range Thing t = MapSet.NearestThingSquareRange(General.Map.ThingsFilter.VisibleThings, mousemappos, THING_HIGHLIGHT_RANGE / renderer.Scale); // Highlight if not the same if(t != highlighted) Highlight(t); } } // 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.Interface.CheckActionActive(null, "classicedit")) { // Anything highlighted? if((highlighted != null) && !highlighted.IsDisposed) { // Highlighted item not selected? if(!highlighted.Selected) { // Select only this sector for dragging General.Map.Map.ClearSelectedThings(); highlighted.Selected = true; } // Start dragging the selection General.Editing.ChangeMode(new DragThingsMode(new ThingsMode(), mousedownmappos)); } } } // This is called wheh selection ends protected override void OnEndMultiSelection() { // Go for all things foreach(Thing t in General.Map.ThingsFilter.VisibleThings) { t.Selected = ((t.Position.x >= selectionrect.Left) && (t.Position.y >= selectionrect.Top) && (t.Position.x <= selectionrect.Right) && (t.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.GetSelectedThings(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.GetSelectedThings(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 thing at the mouse position [BeginAction("insertitem", BaseAction = true)] public virtual void InsertThing() { // Mouse in window? if(mouseinside) { // Insert new thing InsertThing(mousemappos); // Redraw screen General.Interface.RedrawDisplay(); } } // This creates a new thing private Thing InsertThing(Vector2D pos) { // Create things at mouse position Thing t = General.Map.Map.CreateThing(); General.Settings.ApplyDefaultThingSettings(t); t.Move(pos); t.UpdateConfiguration(); // Update things filter so that it includes this thing General.Map.ThingsFilter.Update(); // Snap to grid enabled? if(General.Interface.SnapToGrid) { // Snap to grid t.SnapToGrid(); } else { // Snap to map format accuracy t.SnapToAccuracy(); } return t; } [BeginAction("deleteitem", BaseAction = true)] public void DeleteItem() { // Make list of selected things ICollection selected = General.Map.Map.GetSelectedThings(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 + " things"); else General.Map.UndoRedo.CreateUndo("Delete thing"); // Dispose selected things foreach(Thing t in selected) t.Dispose(); // Update cache values General.Map.IsChanged = true; General.Map.ThingsFilter.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 } }