UltimateZoneBuilder/Source/Plugins/BuilderModes/ClassicModes/DrawGridMode.cs
MaxED 0369c969d1 According to dotnetperls.com, "new Dictionary<string, [anything]>(StringComparer.Ordinal)" works 17% faster than "new Dictionary<string, [anything]>()", so let's stick that everywhere and see what happens :)
Draw Curve Mode: added settings panel.
Sectors mode: added "Make Door" button to the toolbar.
Swapped Side panel and Info panel z-order. 
Interface: split toolbar into 3 separate toolbars. All toolbar buttons are now viewable at 1024x768.
Interface: grouped stuff in "Modes" menu a bit better.
Interface: added "Draw [stuff]" buttons to modes toolbar.
Interface: reorganized main menu. Hope it makes more sense now.
API: added General.Interface.AddModesButton() and General.Interface.AddModesMenu(), which can be used to add buttons to specific group in "Modes" toolbar and menu items to specific group in "Modes" menu, so actions, which behave like an editing mode, but are not part of one can be added there.
2014-02-26 14:11:06 +00:00

414 lines
12 KiB
C#

#region ================== Namespaces
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Controls;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Windows;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(DisplayName = "Draw Grid Mode",
SwitchAction = "drawgridmode",
ButtonImage = "DrawGridMode.png", //mxd
ButtonOrder = int.MinValue + 5, //mxd
ButtonGroup = "000_drawing", //mxd
AllowCopyPaste = false,
Volatile = true,
Optional = false)]
public class DrawGridMode : DrawGeometryMode
{
#region ================== Variables
private static int horizontalSlices = 3;
private static int verticalSlices = 3;
private static bool triangulate;
private static bool gridlock;
private List<DrawnVertex[]> gridpoints;
private HintLabel hintLabel;
private int width;
private int height;
private int slicesH;
private int slicesV;
private int initialGridSize;
private Vector2D start;
private Vector2D end;
//interface
private Docker settingsdocker;
private DrawGridOptionsPanel panel;
#endregion
#region ================== Constructor
public DrawGridMode() {
snaptogrid = true;
//Options docker
panel = new DrawGridOptionsPanel();
panel.OnValueChanged += OptionsPanelOnValueChanged;
panel.OnGridLockChanged += OptionsPanelOnOnGridLockChanged;
settingsdocker = new Docker("drawgrid", "Draw Grid Settings", panel);
}
#endregion
#region ================== Events
public override void OnEngage() {
base.OnEngage();
General.Interface.AddDocker(settingsdocker);
General.Interface.SelectDocker(settingsdocker);
initialGridSize = General.Map.Grid.GridSize;
//setup settings panel
panel.Triangulate = triangulate;
panel.LockToGrid = gridlock;
panel.HorizontalSlices = horizontalSlices - 1;
panel.VerticalSlices = verticalSlices - 1;
}
public override void OnDisengage() {
General.Interface.RemoveDocker(settingsdocker);
base.OnDisengage();
}
override public void OnAccept() {
Cursor.Current = Cursors.AppStarting;
General.Settings.FindDefaultDrawSettings();
// When we have a shape...
if(gridpoints.Count > 0) {
// Make undo for the draw
General.Map.UndoRedo.CreateUndo("Grid draw");
// Make an analysis and show info
string[] adjectives = new[] { "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 + " grid.");
List<Sector> newsectors = new List<Sector>();
foreach (DrawnVertex[] shape in gridpoints) {
if(!Tools.DrawLines(shape, true, BuilderPlug.Me.AutoAlignTextureOffsetsOnCreate)) {
// 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();
return;
}
// Update cached values after each step...
General.Map.Map.Update();
newsectors.AddRange(General.Map.Map.GetMarkedSectors(true));
}
// Snap to map format accuracy
General.Map.Map.SnapAllToAccuracy();
// Clear selection
General.Map.Map.ClearAllSelected();
// Edit new sectors?
if(BuilderPlug.Me.EditNewSector && (newsectors.Count > 0))
General.Interface.ShowEditSectors(newsectors);
// Update the used textures
General.Map.Data.UpdateUsedTextures();
// Map is changed
General.Map.IsChanged = true;
}
// Done
Cursor.Current = Cursors.Default;
// Return to original mode
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
}
public override void OnHelp() {
General.ShowHelp("/gzdb/features/classic_modes/mode_drawgrid.html");
}
private void OptionsPanelOnValueChanged(object sender, EventArgs eventArgs) {
triangulate = panel.Triangulate;
horizontalSlices = panel.HorizontalSlices + 1;
verticalSlices = panel.VerticalSlices + 1;
Update();
}
private void OptionsPanelOnOnGridLockChanged(object sender, EventArgs eventArgs) {
gridlock = panel.LockToGrid;
Update();
}
#endregion
#region ================== Methods
override protected void Update() {
PixelColor stitchcolor = General.Colors.Highlight;
PixelColor losecolor = General.Colors.Selection;
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);
List<Vector2D[]> shapes = getShapes(start, end);
//render shape
foreach (Vector2D[] shape in shapes) {
for(int i = 1; i < shape.Length; i++)
renderer.RenderLine(shape[i - 1], shape[i], LINE_THICKNESS, color, true);
}
//vertices
foreach (Vector2D[] shape in shapes) {
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
Vector2D[] labelCoords = new[] { 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].Start = labelCoords[i - 1];
labels[i - 1].End = labelCoords[i];
renderer.RenderText(labels[i - 1].TextLabel);
}
//render hint
if (horizontalSlices > 1 || verticalSlices > 1) {
hintLabel.Text = "H: " + (slicesH - 1) + "; V: " + (slicesV - 1);
if(width > hintLabel.Text.Length * vsize && height > 16 * vsize) {
float vPos = start.y + height / 2.0f;
hintLabel.Start = new Vector2D(start.x, vPos);
hintLabel.End = new Vector2D(end.x, vPos);
renderer.RenderText(hintLabel.TextLabel);
}
}
} 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();
}
// 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;
newpoint.stitchline = stitchline;
points.Add(newpoint);
if(points.Count == 1) { //add point and labels
labels.AddRange(new[] { new LineLengthLabel(false), new LineLengthLabel(false), new LineLengthLabel(false), new LineLengthLabel(false) });
hintLabel = new HintLabel();
Update();
} else if(points[0].pos == points[1].pos) { //nothing is drawn
points = new List<DrawnVertex>();
FinishDraw();
} else {
//create vertices for final shape.
updateReferencePoints(points[0], newpoint);
gridpoints = new List<DrawnVertex[]>();
List<Vector2D[]> shapes = getShapes(start, end);
foreach (Vector2D[] shape in shapes) {
DrawnVertex[] verts = new DrawnVertex[shape.Length];
for(int i = 0; i < shape.Length; i++) {
newpoint = new DrawnVertex();
newpoint.pos = shape[i];
newpoint.stitch = true;
newpoint.stitchline = stitchline;
verts[i] = newpoint;
}
gridpoints.Add(verts);
}
FinishDraw();
}
return true;
}
protected List<Vector2D[]> getShapes(Vector2D s, Vector2D e) {
//no shape
if(s == e) return new List<Vector2D[]>();
//line
if (e.x == s.x || e.y == s.y) return new List<Vector2D[]>{ new[] {s, e} };
//rectangles
if(gridlock) {
//rendering will be screwed if start point is not aligned to current grid size
if (General.Map.Grid.GridSize > initialGridSize && General.Map.Grid.SnappedToGrid(start) == start) {
initialGridSize = General.Map.Grid.GridSize;
}
int gs = (General.Map.Grid.GridSize > initialGridSize && General.Map.Grid.SnappedToGrid(start) != start ? initialGridSize : General.Map.Grid.GridSize);
slicesH = width / gs;
slicesV = height / gs;
} else {
slicesH = horizontalSlices;
slicesV = verticalSlices;
}
float rectWidth = Math.Max(1, (slicesH > 0 ? (float)width / slicesH : width));
float rectHeight = Math.Max(1, (slicesV > 0 ? (float)height / slicesV : height));
//create shape
List<Vector2D> rect = new List<Vector2D> { s, new Vector2D((int)e.x, (int)s.y), e, new Vector2D((int)s.x, (int)e.y), s };
if(!gridlock && slicesH == 1 && slicesV == 1) {
if(triangulate) rect.AddRange(new[] { s, e });
return new List<Vector2D[]>{ rect.ToArray() };
}
//create blocks
List<Vector2D[]> shapes = new List<Vector2D[]> { rect.ToArray() };
RectangleF[,] blocks = new RectangleF[slicesH, slicesV];
for(int w = 0; w < slicesH; w++) {
for(int h = 0; h < slicesV; h++) {
blocks[w, h] = RectangleF.FromLTRB((int)Math.Round(s.x + rectWidth * w), (int)Math.Round(s.y + rectHeight * h), (int)Math.Round(s.x + rectWidth * (w + 1)), (int)Math.Round(s.y + rectHeight * (h + 1)));
}
}
//add subdivisions
if(slicesH > 1) {
for(int w = 1; w < slicesH; w++) {
int px = (int) Math.Round(blocks[w, 0].X);
shapes.Add(new[] {new Vector2D(px, s.y), new Vector2D(px, e.y)});
}
}
if(slicesV > 1) {
for(int h = 1; h < slicesV; h++) {
int py = (int) Math.Round(blocks[0, h].Y);
shapes.Add(new[] { new Vector2D(s.x, py), new Vector2D(e.x, py) });
}
}
//triangulate?
if (triangulate) {
bool startflip = false;
bool flip = false;
for(int w = 0; w < slicesH; w++) {
for(int h = 0; h < slicesV; h++) {
if (flip) {
shapes.Add(new[] { new Vector2D(blocks[w, h].X, blocks[w, h].Y), new Vector2D(blocks[w, h].Right, blocks[w, h].Bottom) });
} else {
shapes.Add(new[] { new Vector2D(blocks[w, h].Right, blocks[w, h].Y), new Vector2D(blocks[w, h].X, blocks[w, h].Bottom) });
}
flip = !flip;
}
startflip = !startflip;
flip = startflip;
}
}
return shapes;
}
//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;
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;
}
width = (int)(end.x - start.x);
height = (int)(end.y - start.y);
}
#endregion
#region ================== Actions
[BeginAction("increasebevel")]
protected void increaseBevel() {
if(!gridlock && (points.Count < 2 || horizontalSlices < width - 2)) {
horizontalSlices++;
panel.HorizontalSlices = horizontalSlices - 1;
Update();
}
}
[BeginAction("decreasebevel")]
protected void decreaseBevel() {
if(!gridlock && horizontalSlices > 1) {
horizontalSlices--;
panel.HorizontalSlices = horizontalSlices - 1;
Update();
}
}
[BeginAction("increasesubdivlevel")]
protected void increaseSubdivLevel() {
if(!gridlock && (points.Count < 2 || verticalSlices < height - 2)) {
verticalSlices++;
panel.VerticalSlices = verticalSlices - 1;
Update();
}
}
[BeginAction("decreasesubdivlevel")]
protected void decreaseSubdivLevel() {
if(!gridlock && verticalSlices > 1) {
verticalSlices--;
panel.VerticalSlices = verticalSlices - 1;
Update();
}
}
#endregion
}
}