UltimateZoneBuilder/Source/BuilderModes/ClassicModes/CurveLinedefsMode.cs
codeimp 11151c36cc - map changed fixes
- toolbar buttons fixed
2008-05-18 11:56:45 +00:00

249 lines
6.4 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.Geometry;
using System.Drawing;
using CodeImp.DoomBuilder.Editing;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(Volatile = true)]
public sealed class CurveLinedefsMode : ClassicMode
{
#region ================== Constants
private const float LINE_THICKNESS = 0.6f;
#endregion
#region ================== Variables
// Mode to return to
private EditMode basemode;
// Collections
private ICollection<Linedef> selectedlines;
private ICollection<Linedef> unselectedlines;
#endregion
#region ================== Properties
// Just keep the base mode button checked
public override string EditModeButtonName { get { return basemode.GetType().Name; } }
internal EditMode BaseMode { get { return basemode; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public CurveLinedefsMode(EditMode basemode)
{
this.basemode = basemode;
// Make collections by selection
selectedlines = General.Map.Map.GetSelectedLinedefs(true);
unselectedlines = General.Map.Map.GetSelectedLinedefs(false);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Done
base.Dispose();
}
}
#endregion
#region ================== Methods
// Cancelled
public override void OnCancel()
{
// Cancel base class
base.OnCancel();
// Return to base mode
General.Map.ChangeMode(basemode);
}
// Mode engages
public override void OnEngage()
{
base.OnEngage();
renderer.SetPresentation(Presentation.Standard);
// Show toolbox window
BuilderPlug.Me.CurveLinedefsForm.Show((Form)General.Interface);
}
// Disenagaging
public override void OnDisengage()
{
base.OnDisengage();
// Hide toolbox window
BuilderPlug.Me.CurveLinedefsForm.Hide();
}
// This applies the curves and returns to the base mode
public override void OnAccept()
{
// Create undo
General.Map.UndoRedo.CreateUndo("Curve linedefs", UndoGroup.None, 0);
// Go for all selected lines
foreach(Linedef ld in selectedlines)
{
// Make curve for line
List<Vector2D> points = GenerateCurve(ld);
if(points.Count > 0)
{
// TODO: We may want some sector create/join code in here
// to allow curves that overlap lines and some geometry merging
// Go for all points to split the line
Linedef splitline = ld;
for(int i = 0; i < points.Count; i++)
{
// Make vertex
Vertex v = General.Map.Map.CreateVertex(points[i]);
// Split the line and move on with this line
splitline = splitline.Split(v);
}
}
}
// Snap to map format accuracy
General.Map.Map.SnapAllToAccuracy();
// Update caches
General.Map.Map.Update();
General.Map.IsChanged = true;
// Return to base mode
General.Map.ChangeMode(basemode);
}
// This generates the vertices to split the line with, from start to end
private List<Vector2D> GenerateCurve(Linedef line)
{
// Fetch settings from window
int vertices = BuilderPlug.Me.CurveLinedefsForm.Vertices;
float distance = BuilderPlug.Me.CurveLinedefsForm.Distance;
float angle = BuilderPlug.Me.CurveLinedefsForm.Angle;
bool fixedcurve = BuilderPlug.Me.CurveLinedefsForm.FixedCurve;
bool backwards = BuilderPlug.Me.CurveLinedefsForm.Backwards;
// Make list
List<Vector2D> points = new List<Vector2D>(vertices);
// Anders Astrand, this is where your code goes.
// "line" is the original linedef to create a curve from
// "vertices" is the number of points to generate evenly along
// the curve (excluding line start and end)
// "distance" is the curve distance from the line (same as in Doom Builder 1)
// "angle" is the delta angle (same as in Doom Builder 1)
// "fixedcurve" is true when the curve must be forced circular (same as in Doom Builder 1)
// "backwards" is true, then the curve should go towards the back side of the line
// otherwise the curve goes to the front side of the line (like Doom Builder 1 did)
// Return value should be a list of Vector2D points
// TEST:
points.Add(line.GetCenterPoint());
// Done
return points;
}
// Redrawing display
public override void OnRedrawDisplay()
{
// Render lines
if(renderer.StartPlotter(true))
{
renderer.PlotLinedefSet(unselectedlines);
renderer.PlotVerticesSet(General.Map.Map.Vertices);
renderer.Finish();
}
// Render things
if(renderer.StartThings(true))
{
renderer.RenderThingSet(General.Map.Map.Things);
renderer.Finish();
}
// Render overlay
if(renderer.StartOverlay(true))
{
// Go for all selected lines
foreach(Linedef ld in selectedlines)
{
// Make curve for line
List<Vector2D> points = GenerateCurve(ld);
if(points.Count > 0)
{
Vector2D p1 = ld.Start.Position;
Vector2D p2 = points[0];
for(int i = 1; i <= points.Count; i++)
{
// Draw the line
renderer.RenderLine(p1, p2, LINE_THICKNESS, General.Colors.Highlight, true);
// Next points
p1 = p2;
if(i < points.Count) p2 = points[i];
}
// Draw last line
renderer.RenderLine(p2, ld.End.Position, LINE_THICKNESS, General.Colors.Highlight, true);
}
}
renderer.Finish();
}
renderer.Present();
}
#endregion
}
}