mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-28 06:32:25 +00:00
11151c36cc
- toolbar buttons fixed
249 lines
6.4 KiB
C#
249 lines
6.4 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Interface;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing;
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using CodeImp.DoomBuilder.Editing;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[EditMode(Volatile = true)]
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public sealed class CurveLinedefsMode : ClassicMode
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{
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#region ================== Constants
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private const float LINE_THICKNESS = 0.6f;
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#endregion
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#region ================== Variables
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// Mode to return to
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private EditMode basemode;
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// Collections
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private ICollection<Linedef> selectedlines;
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private ICollection<Linedef> unselectedlines;
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#endregion
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#region ================== Properties
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// Just keep the base mode button checked
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public override string EditModeButtonName { get { return basemode.GetType().Name; } }
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internal EditMode BaseMode { get { return basemode; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public CurveLinedefsMode(EditMode basemode)
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{
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this.basemode = basemode;
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// Make collections by selection
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selectedlines = General.Map.Map.GetSelectedLinedefs(true);
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unselectedlines = General.Map.Map.GetSelectedLinedefs(false);
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}
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// Disposer
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public override void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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// Done
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base.Dispose();
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}
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}
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#endregion
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#region ================== Methods
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// Cancelled
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public override void OnCancel()
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{
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// Cancel base class
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base.OnCancel();
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// Return to base mode
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General.Map.ChangeMode(basemode);
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}
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// Mode engages
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public override void OnEngage()
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{
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base.OnEngage();
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renderer.SetPresentation(Presentation.Standard);
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// Show toolbox window
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BuilderPlug.Me.CurveLinedefsForm.Show((Form)General.Interface);
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}
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// Disenagaging
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public override void OnDisengage()
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{
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base.OnDisengage();
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// Hide toolbox window
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BuilderPlug.Me.CurveLinedefsForm.Hide();
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}
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// This applies the curves and returns to the base mode
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public override void OnAccept()
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{
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// Create undo
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General.Map.UndoRedo.CreateUndo("Curve linedefs", UndoGroup.None, 0);
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// Go for all selected lines
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foreach(Linedef ld in selectedlines)
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{
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// Make curve for line
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List<Vector2D> points = GenerateCurve(ld);
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if(points.Count > 0)
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{
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// TODO: We may want some sector create/join code in here
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// to allow curves that overlap lines and some geometry merging
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// Go for all points to split the line
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Linedef splitline = ld;
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for(int i = 0; i < points.Count; i++)
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{
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// Make vertex
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Vertex v = General.Map.Map.CreateVertex(points[i]);
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// Split the line and move on with this line
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splitline = splitline.Split(v);
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}
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}
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}
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// Snap to map format accuracy
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General.Map.Map.SnapAllToAccuracy();
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// Update caches
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General.Map.Map.Update();
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General.Map.IsChanged = true;
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// Return to base mode
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General.Map.ChangeMode(basemode);
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}
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// This generates the vertices to split the line with, from start to end
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private List<Vector2D> GenerateCurve(Linedef line)
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{
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// Fetch settings from window
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int vertices = BuilderPlug.Me.CurveLinedefsForm.Vertices;
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float distance = BuilderPlug.Me.CurveLinedefsForm.Distance;
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float angle = BuilderPlug.Me.CurveLinedefsForm.Angle;
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bool fixedcurve = BuilderPlug.Me.CurveLinedefsForm.FixedCurve;
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bool backwards = BuilderPlug.Me.CurveLinedefsForm.Backwards;
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// Make list
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List<Vector2D> points = new List<Vector2D>(vertices);
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// Anders Astrand, this is where your code goes.
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// "line" is the original linedef to create a curve from
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// "vertices" is the number of points to generate evenly along
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// the curve (excluding line start and end)
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// "distance" is the curve distance from the line (same as in Doom Builder 1)
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// "angle" is the delta angle (same as in Doom Builder 1)
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// "fixedcurve" is true when the curve must be forced circular (same as in Doom Builder 1)
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// "backwards" is true, then the curve should go towards the back side of the line
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// otherwise the curve goes to the front side of the line (like Doom Builder 1 did)
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// Return value should be a list of Vector2D points
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// TEST:
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points.Add(line.GetCenterPoint());
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// Done
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return points;
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}
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// Redrawing display
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public override void OnRedrawDisplay()
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{
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// Render lines
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if(renderer.StartPlotter(true))
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{
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renderer.PlotLinedefSet(unselectedlines);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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renderer.Finish();
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}
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// Render things
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if(renderer.StartThings(true))
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{
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renderer.RenderThingSet(General.Map.Map.Things);
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renderer.Finish();
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}
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// Render overlay
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if(renderer.StartOverlay(true))
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{
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// Go for all selected lines
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foreach(Linedef ld in selectedlines)
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{
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// Make curve for line
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List<Vector2D> points = GenerateCurve(ld);
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if(points.Count > 0)
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{
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Vector2D p1 = ld.Start.Position;
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Vector2D p2 = points[0];
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for(int i = 1; i <= points.Count; i++)
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{
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// Draw the line
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renderer.RenderLine(p1, p2, LINE_THICKNESS, General.Colors.Highlight, true);
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// Next points
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p1 = p2;
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if(i < points.Count) p2 = points[i];
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}
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// Draw last line
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renderer.RenderLine(p2, ld.End.Position, LINE_THICKNESS, General.Colors.Highlight, true);
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}
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}
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renderer.Finish();
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}
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renderer.Present();
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}
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#endregion
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}
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}
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