UltimateZoneBuilder/Source/Editing/ViewClassicMode.cs
2007-09-24 19:54:47 +00:00

275 lines
6.7 KiB
C#

#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.Controls;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing;
#endregion
namespace CodeImp.DoomBuilder.Editing
{
internal class ViewClassicMode : EditMode
{
#region ================== Constants
#endregion
#region ================== Variables
// Graphics
protected Renderer2D renderer;
// Mouse status
protected Vector2D mousepos;
protected Vector2D mousemappos;
protected bool mouseinside;
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
// Constructor
public ViewClassicMode()
{
// Initialize
this.renderer = General.Map.Graphics.Renderer2D;
}
// Diposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Scroll / Zoom
// This scrolls the view north
[Action(Action.SCROLLNORTH)]
public virtual void ScrollNorth()
{
// Scroll
ScrollBy(0f, 100f / renderer.Scale);
}
// This scrolls the view south
[Action(Action.SCROLLSOUTH)]
public virtual void ScrollSouth()
{
// Scroll
ScrollBy(0f, -100f / renderer.Scale);
}
// This scrolls the view west
[Action(Action.SCROLLWEST)]
public virtual void ScrollWest()
{
// Scroll
ScrollBy(-100f / renderer.Scale, 0f);
}
// This scrolls the view east
[Action(Action.SCROLLEAST)]
public virtual void ScrollEast()
{
// Scroll
ScrollBy(100f / renderer.Scale, 0f);
}
// This zooms in
[Action(Action.ZOOMIN)]
public virtual void ZoomIn()
{
// Zoom
ZoomBy(1.2f);
}
// This zooms out
[Action(Action.ZOOMOUT)]
public virtual void ZoomOut()
{
// Zoom
ZoomBy(0.8f);
}
// This scrolls anywhere
private void ScrollBy(float deltax, float deltay)
{
// Scroll now
renderer.PositionView(renderer.OffsetX + deltax, renderer.OffsetY + deltay);
RedrawDisplay();
// Determine new unprojected mouse coordinates
mousemappos = renderer.GetMapCoordinates(mousepos);
General.MainWindow.UpdateCoordinates(mousemappos);
}
// This zooms
private void ZoomBy(float deltaz)
{
Vector2D zoompos, clientsize, diff;
float newscale;
// This will be the new zoom scale
newscale = renderer.Scale * deltaz;
// Get the dimensions of the display
clientsize = new Vector2D(General.Map.Graphics.RenderTarget.ClientSize.Width,
General.Map.Graphics.RenderTarget.ClientSize.Height);
// When mouse is inside display
if(mouseinside)
{
// Zoom into or from mouse position
zoompos = (mousepos / clientsize) - new Vector2D(0.5f, 0.5f);
}
else
{
// Zoom into or from center
zoompos = new Vector2D(0f, 0f);
}
// Calculate view position difference
diff = ((clientsize / newscale) - (clientsize / renderer.Scale)) * zoompos;
// Zoom now
renderer.PositionView(renderer.OffsetX - diff.x, renderer.OffsetY + diff.y);
renderer.ScaleView(newscale);
General.Map.Data.Update();
RedrawDisplay();
// Determine new unprojected mouse coordinates
mousemappos = renderer.GetMapCoordinates(mousepos);
General.MainWindow.UpdateCoordinates(mousemappos);
}
// This zooms to a specific level
public void SetZoom(float newscale)
{
// Zoom now
renderer.ScaleView(newscale);
General.Map.Data.Update();
RedrawDisplay();
// Determine new unprojected mouse coordinates
mousemappos = renderer.GetMapCoordinates(mousepos);
General.MainWindow.UpdateCoordinates(mousemappos);
}
// This zooms and scrolls to fit the map in the window
public void CenterInScreen()
{
float left = float.MaxValue;
float top = float.MaxValue;
float right = float.MinValue;
float bottom = float.MinValue;
float scalew, scaleh, scale;
float width, height;
// Go for all vertices
foreach(Vertex v in General.Map.Data.Vertices)
{
// Adjust boundaries by vertices
if(v.Position.x < left) left = v.Position.x;
if(v.Position.x > right) right = v.Position.x;
if(v.Position.y < top) top = v.Position.y;
if(v.Position.y > bottom) bottom = v.Position.y;
}
// Calculate width/height
width = (right - left);
height = (bottom - top);
// Calculate scale to view map at
scalew = (float)General.Map.Graphics.RenderTarget.ClientSize.Width / (width * 1.1f);
scaleh = (float)General.Map.Graphics.RenderTarget.ClientSize.Height / (height * 1.1f);
if(scalew < scaleh) scale = scalew; else scale = scaleh;
// Change the view to see the whole map
renderer.ScaleView(scale);
renderer.PositionView(left + (right - left) * 0.5f, top + (bottom - top) * 0.5f);
General.Map.Data.Update();
RedrawDisplay();
// Determine new unprojected mouse coordinates
mousemappos = renderer.GetMapCoordinates(mousepos);
General.MainWindow.UpdateCoordinates(mousemappos);
}
#endregion
#region ================== Mouse input
// Mouse leaves the display
public override void MouseLeave(EventArgs e)
{
// Mouse is outside the display
mouseinside = false;
mousepos = new Vector2D(float.NaN, float.NaN);
mousemappos = mousepos;
// Determine new unprojected mouse coordinates
General.MainWindow.UpdateCoordinates(mousemappos);
// Let the base class know
base.MouseLeave(e);
}
// Mouse moved inside the display
public override void MouseMove(MouseEventArgs e)
{
// Record last position
mouseinside = true;
mousepos = new Vector2D(e.X, e.Y);
mousemappos = renderer.GetMapCoordinates(mousepos);
// Update labels in main window
General.MainWindow.UpdateCoordinates(mousemappos);
// Let the base class know
base.MouseMove(e);
}
#endregion
}
}