#region ================== Namespaces using System; using System.Collections.Generic; using System.Drawing; using System.Windows.Forms; using CodeImp.DoomBuilder.Config; using CodeImp.DoomBuilder.Editing; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Actions; using CodeImp.DoomBuilder.Windows; using CodeImp.DoomBuilder.Map; #endregion namespace CodeImp.DoomBuilder.BuilderModes { [EditMode(DisplayName = "Draw Rectangle Mode", SwitchAction = "drawrectanglemode", ButtonImage = "DrawRectangleMode.png", //mxd ButtonOrder = int.MinValue + 3, //mxd ButtonGroup = "000_drawing", //mxd AllowCopyPaste = false, Volatile = true, Optional = false)] public class DrawRectangleMode : DrawGeometryMode { #region ================== Variables protected HintLabel hintlabel; protected int bevelwidth; protected int currentbevelwidth; protected int subdivisions; protected int maxsubdivisions; protected int minsubdivisions; protected string undoname = "Rectangle draw"; protected string shapename = "rectangle"; protected Vector2D start; protected Vector2D end; protected int width; protected int height; protected int minpointscount; protected bool alwaysrendershapehints; private bool blockupdate; // Interface private DrawRectangleOptionsPanel panel; #endregion #region ================== Constructor/Disposer public DrawRectangleMode() { snaptogrid = true; usefourcardinaldirections = true; autoclosedrawing = false; } public override void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up if(hintlabel != null) hintlabel.Dispose(); // Done base.Dispose(); } } #endregion #region ================== Settings panel protected override void SetupInterface() { minsubdivisions = 0; maxsubdivisions = 16; minpointscount = 4; // Load stored settings subdivisions = General.Clamp(General.Settings.ReadPluginSetting("drawrectanglemode.subdivisions", 0), minsubdivisions, maxsubdivisions); bevelwidth = General.Settings.ReadPluginSetting("drawrectanglemode.bevelwidth", 0); currentbevelwidth = bevelwidth; //Add options docker panel = new DrawRectangleOptionsPanel(); panel.MaxSubdivisions = maxsubdivisions; panel.MinSubdivisions = minsubdivisions; panel.MaxBevelWidth = (int)General.Map.FormatInterface.MaxCoordinate; panel.MinBevelWidth = (int)General.Map.FormatInterface.MinCoordinate; panel.BevelWidth = bevelwidth; panel.Subdivisions = subdivisions; panel.OnValueChanged += OptionsPanelOnValueChanged; panel.OnContinuousDrawingChanged += OnContinuousDrawingChanged; panel.OnShowGuidelinesChanged += OnShowGuidelinesChanged; // Needs to be set after adding the OnContinuousDrawingChanged event... panel.ContinuousDrawing = General.Settings.ReadPluginSetting("drawrectanglemode.continuousdrawing", false); panel.ShowGuidelines = General.Settings.ReadPluginSetting("drawrectanglemode.showguidelines", false); } protected override void AddInterface() { panel.Register(); } protected override void RemoveInterface() { // Store settings General.Settings.WritePluginSetting("drawrectanglemode.subdivisions", subdivisions); General.Settings.WritePluginSetting("drawrectanglemode.bevelwidth", bevelwidth); General.Settings.WritePluginSetting("drawrectanglemode.continuousdrawing", panel.ContinuousDrawing); General.Settings.WritePluginSetting("drawrectanglemode.showguidelines", panel.ShowGuidelines); // Remove the buttons panel.Unregister(); } #endregion #region ================== Methods override protected void Update() { if(blockupdate) return; PixelColor stitchcolor = General.Colors.Highlight; PixelColor losecolor = General.Colors.Selection; snaptocardinaldirection = General.Interface.ShiftState && General.Interface.AltState; //mxd snaptogrid = (snaptocardinaldirection || General.Interface.ShiftState ^ General.Interface.SnapToGrid); snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge; DrawnVertex curp = GetCurrentPosition(); float vsize = (renderer.VertexSize + 1.0f) / renderer.Scale; // Render drawing lines if(renderer.StartOverlay(true)) { PixelColor color = snaptonearest ? stitchcolor : losecolor; if(points.Count == 1) { UpdateReferencePoints(points[0], curp); Vector2D[] shape = GetShape(start, end); // Render guidelines if(showguidelines) RenderGuidelines(start, end, General.Colors.Guideline.WithAlpha(80)); //render shape for(int i = 1; i < shape.Length; i++) renderer.RenderLine(shape[i - 1], shape[i], LINE_THICKNESS, color, true); //vertices for(int i = 0; i < shape.Length; i++) renderer.RenderRectangleFilled(new RectangleF(shape[i].x - vsize, shape[i].y - vsize, vsize * 2.0f, vsize * 2.0f), color, true); //and labels if(shape.Length == 2) { // Render label for line labels[0].Move(start, end); renderer.RenderText(labels[0].TextLabel); } else if(shape.Length > 3) { // Render labels for rectangle Vector2D[] labelCoords = { start, new Vector2D(end.x, start.y), end, new Vector2D(start.x, end.y), start }; for(int i = 1; i < 5; i++) { labels[i - 1].Move(labelCoords[i], labelCoords[i - 1]); renderer.RenderText(labels[i - 1].TextLabel); } //got beveled corners? if(alwaysrendershapehints || shape.Length > minpointscount + 1) { //render hint if(width > 64 * vsize && height > 16 * vsize) { hintlabel.Move(start, end); hintlabel.Text = GetHintText(); renderer.RenderText(hintlabel.TextLabel); } //and shape corners for(int i = 0; i < 4; i++) renderer.RenderRectangleFilled(new RectangleF(labelCoords[i].x - vsize, labelCoords[i].y - vsize, vsize * 2.0f, vsize * 2.0f), General.Colors.InfoLine, true); } } else { // Render vertex at points[0] renderer.RenderRectangleFilled(new RectangleF(start.x - vsize, start.y - vsize, vsize * 2.0f, vsize * 2.0f), General.Colors.InfoLine, true); } } else { // Render vertex at cursor renderer.RenderRectangleFilled(new RectangleF(curp.pos.x - vsize, curp.pos.y - vsize, vsize * 2.0f, vsize * 2.0f), color, true); } // Done renderer.Finish(); } // Done renderer.Present(); } protected virtual Vector2D[] GetShape(Vector2D pStart, Vector2D pEnd) { //no shape if(pStart == pEnd) { currentbevelwidth = 0; return new Vector2D[0]; } //line if(pEnd.x == pStart.x || pEnd.y == pStart.y) { currentbevelwidth = 0; return new[] { pStart, pEnd }; } //no corners if(bevelwidth == 0) { currentbevelwidth = 0; return new[] { pStart, new Vector2D(pStart.x, pEnd.y), pEnd, new Vector2D(pEnd.x, pStart.y), pStart }; } //got corners. TODO: check point order bool reverse = false; currentbevelwidth = Math.Min(Math.Abs(bevelwidth), Math.Min(width, height) / 2); if(bevelwidth < 0) { currentbevelwidth *= -1; reverse = true; } List shape = new List(); //top-left corner shape.AddRange(GetCornerPoints(pStart, currentbevelwidth, currentbevelwidth, !reverse)); //top-right corner shape.AddRange(GetCornerPoints(new Vector2D(pEnd.x, pStart.y), -currentbevelwidth, currentbevelwidth, reverse)); //bottom-right corner shape.AddRange(GetCornerPoints(pEnd, -currentbevelwidth, -currentbevelwidth, !reverse)); //bottom-left corner shape.AddRange(GetCornerPoints(new Vector2D(pStart.x, pEnd.y), currentbevelwidth, -currentbevelwidth, reverse)); //closing point shape.Add(shape[0]); return shape.ToArray(); } private Vector2D[] GetCornerPoints(Vector2D startPoint, int bevel_width, int bevel_height, bool reverse) { Vector2D[] points; Vector2D center = (bevelwidth > 0 ? new Vector2D(startPoint.x + bevel_width, startPoint.y + bevel_height) : startPoint); float curAngle = Angle2D.PI; int steps = subdivisions + 2; points = new Vector2D[steps]; float stepAngle = Angle2D.PIHALF / (subdivisions + 1); for(int i = 0; i < steps; i++) { points[i] = new Vector2D(center.x + (float)Math.Sin(curAngle) * bevel_width, center.y + (float)Math.Cos(curAngle) * bevel_height); curAngle += stepAngle; } if(reverse) Array.Reverse(points); return points; } protected virtual string GetHintText() { List result = new List(); if(bevelwidth != 0) result.Add("BVL: " + bevelwidth); if(subdivisions != 0) result.Add("SUB: " + subdivisions); return string.Join("; ", result.ToArray()); } // Update top-left and bottom-right points, which define drawing shape private void UpdateReferencePoints(DrawnVertex p1, DrawnVertex p2) { if(!p1.pos.IsFinite() || !p2.pos.IsFinite()) return; // Make sure start always stays at left and up from the end if(p1.pos.x < p2.pos.x) { start.x = p1.pos.x; end.x = p2.pos.x; } else { start.x = p2.pos.x; end.x = p1.pos.x; } if(p1.pos.y < p2.pos.y) { start.y = p1.pos.y; end.y = p2.pos.y; } else { start.y = p2.pos.y; end.y = p1.pos.y; } // Update size width = (int)(end.x - start.x); height = (int)(end.y - start.y); } // This draws a point at a specific location override public bool DrawPointAt(Vector2D pos, bool stitch, bool stitchline) { if(pos.x < General.Map.Config.LeftBoundary || pos.x > General.Map.Config.RightBoundary || pos.y > General.Map.Config.TopBoundary || pos.y < General.Map.Config.BottomBoundary) return false; DrawnVertex newpoint = new DrawnVertex(); newpoint.pos = pos; newpoint.stitch = true; //stitch newpoint.stitchline = stitchline; points.Add(newpoint); if(points.Count == 1) //add point and labels { labels.AddRange(new[] { new LineLengthLabel(false, true), new LineLengthLabel(false, true), new LineLengthLabel(false, true), new LineLengthLabel(false, true) }); hintlabel = new HintLabel(General.Colors.InfoLine); Update(); } else if(points[0].pos == points[1].pos) //nothing is drawn { points = new List(); FinishDraw(); } else { //create vertices for final shape. UpdateReferencePoints(points[0], newpoint); points = new List(); //clear points Vector2D[] shape = GetShape(start, end); // We don't want base.DrawPointAt to call Update() here, because it will mess labels[] // and trigger shape.Count number of display redraws... blockupdate = true; foreach(Vector2D t in shape) base.DrawPointAt(t, true, true); blockupdate = false; FinishDraw(); } return true; } override public void RemovePoint() { if(points.Count > 0) points.RemoveAt(points.Count - 1); if(labels.Count > 0) labels = new List(); Update(); } public override void RemoveFirstPoint() { RemovePoint(); } #endregion #region ================== Events override public void OnAccept() { Cursor.Current = Cursors.AppStarting; General.Settings.FindDefaultDrawSettings(); // When we have a rectangle or a line if(points.Count > minpointscount || points.Count == 2) { // Make undo for the draw General.Map.UndoRedo.CreateUndo(undoname); // Make an analysis and show info string[] adjectives = { "gloomy", "sad", "unhappy", "lonely", "troubled", "depressed", "heartsick", "glum", "pessimistic", "bitter", "downcast" }; // aaand my english vocabulary ends here :) string word = adjectives[new Random().Next(adjectives.Length - 1)]; string a = (word[0] == 'u' ? "an " : "a "); General.Interface.DisplayStatus(StatusType.Action, "Created " + a + word + " " + shapename + "."); // Make the drawing if(Tools.DrawLines(points, true, BuilderPlug.Me.AutoAlignTextureOffsetsOnCreate)) { // Snap to map format accuracy General.Map.Map.SnapAllToAccuracy(); // Clear selection General.Map.Map.ClearAllSelected(); // Update cached values General.Map.Map.Update(); //mxd. Outer sectors may require some splittin... if(General.Settings.SplitJoinedSectors) Tools.SplitOuterSectors(General.Map.Map.GetMarkedLinedefs(true)); // Edit new sectors? List newsectors = General.Map.Map.GetMarkedSectors(true); if(BuilderPlug.Me.EditNewSector && (newsectors.Count > 0)) General.Interface.ShowEditSectors(newsectors); // Update the used textures General.Map.Data.UpdateUsedTextures(); //mxd General.Map.Renderer2D.UpdateExtraFloorFlag(); // Map is changed General.Map.IsChanged = true; } else { // Drawing failed // NOTE: I have to call this twice, because the first time only cancels this volatile mode General.Map.UndoRedo.WithdrawUndo(); General.Map.UndoRedo.WithdrawUndo(); } } // Done Cursor.Current = Cursors.Default; if(continuousdrawing) { // Reset settings points.Clear(); labels.Clear(); drawingautoclosed = false; // Redraw display General.Interface.RedrawDisplay(); } else { // Return to original mode General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name); } } public override void OnDisengage() { if(hintlabel != null) hintlabel.Dispose(); base.OnDisengage(); } public override void OnHelp() { General.ShowHelp("/gzdb/features/classic_modes/mode_drawrect.html"); } private void OptionsPanelOnValueChanged(object sender, EventArgs eventArgs) { bevelwidth = panel.BevelWidth; subdivisions = panel.Subdivisions; Update(); } #endregion #region ================== Actions [BeginAction("increasesubdivlevel")] protected virtual void IncreaseSubdivLevel() { if(subdivisions < maxsubdivisions) { subdivisions++; panel.Subdivisions = subdivisions; Update(); } } [BeginAction("decreasesubdivlevel")] protected virtual void DecreaseSubdivLevel() { if(subdivisions > minsubdivisions) { subdivisions--; panel.Subdivisions = subdivisions; Update(); } } [BeginAction("increasebevel")] protected virtual void IncreaseBevel() { if(points.Count < 2 || currentbevelwidth == bevelwidth || bevelwidth < 0) { bevelwidth = Math.Min(bevelwidth + General.Map.Grid.GridSize, panel.MaxBevelWidth); panel.BevelWidth = bevelwidth; Update(); } } [BeginAction("decreasebevel")] protected virtual void DecreaseBevel() { if(currentbevelwidth == bevelwidth || bevelwidth > 0) { bevelwidth = Math.Max(bevelwidth - General.Map.Grid.GridSize, panel.MinBevelWidth); panel.BevelWidth = bevelwidth; Update(); } } #endregion } }