UltimateZoneBuilder/Source/Plugins/BuilderModes/ClassicModes/DrawCurveMode.cs
MaxED ead2521451 Sectors mode, UDMF: Create Brightness Gradient action can now work in "Light" and "Fade" modes.
Visual mode: added support for "fogdensity" and "outsidefogdensity" MAPINFO properties.
Sector Info panel now shows the number of sector's sidedefs as well as light and fade colors (UDMF only).
UDMF: Sector and sidedef flags are now copied/pasted when using "Copy Properties" and "Paste Properties" actions.
Fixed: in some cases default texture overrides were used even when corresponding option was disabled.
Sector Edit form: light and fade values were not saved when a value was pasted/entered into text box.
Sector Edit form: "reset value" button was not shown for light and fade values when selected sectors had different light/fade colors.
Reverted Open Map form changes from previous commit (my assumption that map marker is always empty was not correct...)
Updated documentation.
2013-09-11 08:49:45 +00:00

245 lines
7.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Windows;
namespace CodeImp.DoomBuilder.BuilderModes.ClassicModes
{
[EditMode(DisplayName = "Draw Curve Mode",
SwitchAction = "drawcurvemode",
AllowCopyPaste = false,
Volatile = true,
Optional = false)]
public class DrawCurveMode : DrawGeometryMode
{
private HintLabel hintLabel;
private Curve curve;
private static int segmentLength = 32;
private int minSegmentLength = 16;
private int maxSegmentLength = 4096; //just some arbitrary number
public DrawCurveMode() : base() {
hintLabel = new HintLabel();
}
public override void Dispose() {
if(!isdisposed && hintLabel != null)
hintLabel.Dispose();
base.Dispose();
}
protected override void Update() {
PixelColor stitchcolor = General.Colors.Highlight;
PixelColor losecolor = General.Colors.Selection;
PixelColor color;
snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
DrawnVertex curp = GetCurrentPosition();
float vsize = ((float)renderer.VertexSize + 1.0f) / renderer.Scale;
float vsizeborder = ((float)renderer.VertexSize + 3.0f) / renderer.Scale;
// The last label's end must go to the mouse cursor
if(labels.Count > 0)
labels[labels.Count - 1].End = curp.pos;
// Render drawing lines
if(renderer.StartOverlay(true)) {
// Go for all points to draw lines
if(points.Count > 0) {
//update curve
List<Vector2D> verts = new List<Vector2D>();
for(int i = 0; i < points.Count; i++)
verts.Add(points[i].pos);
if(curp.pos != verts[verts.Count-1])
verts.Add(curp.pos);
curve = CurveTools.CurveThroughPoints(verts, 0.5f, 0.75f, segmentLength);
// Render lines
for(int i = 1; i < curve.Shape.Count; i++) {
// Determine line color
color = snaptonearest ? stitchcolor : losecolor;
// Render line
renderer.RenderLine(curve.Shape[i - 1], curve.Shape[i], LINE_THICKNESS, color, true);
}
//render "inactive" vertices
for(int i = 1; i < curve.Shape.Count - 1; i++) {
// Determine vertex color
color = !snaptonearest ? stitchcolor : losecolor;
// Render vertex
renderer.RenderRectangleFilled(new RectangleF(curve.Shape[i].x - vsize, curve.Shape[i].y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
}
}
if(points.Count > 0) {
// Render vertices
for(int i = 0; i < points.Count; i++) {
// Determine vertex color
color = points[i].stitch ? stitchcolor : losecolor;
// Render vertex
renderer.RenderRectangleFilled(new RectangleF(points[i].pos.x - vsize, points[i].pos.y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
}
}
// Determine point color
color = snaptonearest ? stitchcolor : losecolor;
// Render vertex at cursor
renderer.RenderRectangleFilled(new RectangleF(curp.pos.x - vsize, curp.pos.y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
// Go for all labels
foreach(LineLengthLabel l in labels)
renderer.RenderText(l.TextLabel);
//Render info label
hintLabel.Start = new Vector2D(mousemappos.x + (32 / renderer.Scale), mousemappos.y - (16 / renderer.Scale));
hintLabel.End = new Vector2D(mousemappos.x + (96 / renderer.Scale), mousemappos.y);
hintLabel.Text = "SEG LEN: " + segmentLength;
renderer.RenderText(hintLabel.TextLabel);
// Done
renderer.Finish();
}
// Done
renderer.Present();
}
public override void OnAccept() {
Cursor.Current = Cursors.AppStarting;
General.Settings.FindDefaultDrawSettings();
// When points have been drawn
if(points.Count > 0) {
// Make undo for the draw
General.Map.UndoRedo.CreateUndo("Curve draw");
// Make an analysis and show info
string[] adjectives = new string[]
{ "beautiful", "lovely", "romantic", "stylish", "cheerful", "comical",
"awesome", "accurate", "adorable", "adventurous", "attractive", "cute",
"elegant", "glamorous", "gorgeous", "handsome", "magnificent", "unusual",
"outstanding", "mysterious", "amusing", "charming", "fantastic", "jolly" };
string word = adjectives[points.Count % adjectives.Length];
word = (points.Count > adjectives.Length) ? "very " + word : word;
string a = ((word[0] == 'a') || (word[0] == 'e') || (word[0] == 'o') || (word[0] == 'u')) ? "an " : "a ";
General.Interface.DisplayStatus(StatusType.Action, "Created " + a + word + " curve.");
List<DrawnVertex> verts = new List<DrawnVertex>();
//if we have a curve...
if(points.Count > 2){
//is it a closed curve?
int lastPoint = 0;
if(points[0].pos == points[points.Count - 1].pos) {
lastPoint = curve.Segments.Count;
} else {
lastPoint = curve.Segments.Count - 1;
}
for(int i = 0; i < lastPoint; i++) {
int next = (i == curve.Segments.Count - 1 ? 0 : i + 1);
bool stitch = points[i].stitch && points[next].stitch;
bool stitchline = points[i].stitchline && points[next].stitchline;
//add segment points except the last one
for(int c = 0; c < curve.Segments[i].Points.Length - 1; c++) {
DrawnVertex dv = new DrawnVertex();
dv.pos = curve.Segments[i].Points[c];
dv.stitch = stitch;
dv.stitchline = stitchline;
verts.Add(dv);
}
}
//add last point
DrawnVertex end = new DrawnVertex();
end.pos = curve.Segments[lastPoint - 1].End;
end.stitch = verts[verts.Count - 1].stitch;
end.stitchline = verts[verts.Count - 1].stitchline;
verts.Add(end);
}else{
verts = points;
}
// Make the drawing
if(!Tools.DrawLines(verts, General.Settings.GZForceDefaultTextures, BuilderPlug.Me.AutoAlignTextureOffsetsOnCreate)) //mxd
{
// 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;
}
// Snap to map format accuracy
General.Map.Map.SnapAllToAccuracy();
// Clear selection
General.Map.Map.ClearAllSelected();
// Update cached values
General.Map.Map.Update();
// Edit new sectors?
List<Sector> 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();
// Map is changed
General.Map.IsChanged = true;
}
// Done
Cursor.Current = Cursors.Default;
// Return to original mode
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
}
//ACTIONS
[BeginAction("increasesubdivlevel")]
protected virtual void increaseSubdivLevel() {
if(segmentLength < maxSegmentLength) {
int increment = Math.Max(minSegmentLength, segmentLength / 32 * 16);
segmentLength += increment;
if(segmentLength > maxSegmentLength)
segmentLength = maxSegmentLength;
Update();
}
}
[BeginAction("decreasesubdivlevel")]
protected virtual void decreaseSubdivLevel() {
if(segmentLength > minSegmentLength) {
int increment = Math.Max(minSegmentLength, segmentLength / 32 * 16);
segmentLength -= increment;
if(segmentLength < minSegmentLength)
segmentLength = minSegmentLength;
Update();
}
}
}
}