UltimateZoneBuilder/Source/BuilderModes/ClassicModes/DrawGeometryMode.cs
codeimp 1ada9addf3 - added SectorMaker (unfinished)
- changed a lot in data management
- less memory usage by texture browsers
2008-05-05 14:22:36 +00:00

462 lines
11 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;
using CodeImp.DoomBuilder.Controls;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes.Editing
{
[EditMode(SwitchAction = "drawlinesmode")]
public class DrawGeometryMode : ClassicMode
{
#region ================== Structures
private struct DrawnVertex
{
public Vector2D pos;
public bool stitch;
}
#endregion
#region ================== Constants
private const float LINE_THICKNESS = 0.8f;
#endregion
#region ================== Variables
// Mode to return to
private EditMode basemode;
// Drawing points
private List<DrawnVertex> points;
// Keep track of view changes
private float lastoffsetx;
private float lastoffsety;
private float lastscale;
// Options
private bool snaptogrid; // SHIFT to toggle
private bool snaptonearest; // CTRL to enable
#endregion
#region ================== Properties
// Just keep the base mode button checked
public override string EditModeButtonName { get { return basemode.GetType().Name; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public DrawGeometryMode()
{
// Initialize
this.basemode = General.Map.Mode;
points = new List<DrawnVertex>();
// No selection in this mode
General.Map.Map.ClearAllSelected();
General.Map.Map.ClearAllMarks();
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Done
base.Dispose();
}
}
#endregion
#region ================== Methods
// Cancelled
public override void Cancel()
{
// Cancel base class
base.Cancel();
// Return to original mode
Type t = basemode.GetType();
basemode = (EditMode)Activator.CreateInstance(t);
General.Map.ChangeMode(basemode);
}
// Disenagaging
public override void Disengage()
{
List<Vertex> newverts = new List<Vertex>();
List<Linedef> newlines = new List<Linedef>();
List<Vertex> mergeverts = new List<Vertex>();
List<Vertex> nonmergeverts = new List<Vertex>(General.Map.Map.Vertices);
MapSet map = General.Map.Map;
base.Disengage();
Cursor.Current = Cursors.AppStarting;
// When not cancelled and points have been drawn
if(!cancelled && (points.Count > 0))
{
// Make undo for the draw
General.Map.UndoRedo.CreateUndo("line draw", UndoGroup.None, 0);
// STEP 1: Create the new geometry
// Make first vertex
Vertex v1 = map.CreateVertex((int)points[0].pos.x, (int)points[0].pos.y);
// Keep references
newverts.Add(v1);
if(points[0].stitch) mergeverts.Add(v1); else nonmergeverts.Add(v1);
// Go for all other points
for(int i = 1; i < points.Count; i++)
{
// Create vertex for point
Vertex v2 = map.CreateVertex((int)points[i].pos.x, (int)points[i].pos.y);
// Keep references
newverts.Add(v2);
if(points[i].stitch) mergeverts.Add(v2); else nonmergeverts.Add(v2);
// Create line between point and previous
Linedef ld = map.CreateLinedef(v1, v2);
ld.Marked = true;
ld.Selected = true;
newlines.Add(ld);
// Next
v1 = v2;
}
// STEP 2: Merge the new geometry
foreach(Vertex v in mergeverts) v.Marked = true;
MapSet.JoinVertices(mergeverts, mergeverts, true, General.Settings.StitchDistance);
map.StitchGeometry();
// STEP 3: Make sectors where possible
bool[] frontsdone = new bool[newlines.Count];
for(int i = 0; i < newlines.Count; i++)
{
Linedef ld = newlines[i];
// Front not marked as done?
if(!frontsdone[i])
{
// Make sector here
SectorMaker maker = new SectorMaker();
Sector newsector = maker.MakeAt(ld, true);
if(newsector != null)
{
// Go for all sidedefs in this new sector
foreach(Sidedef sd in newsector.Sidedefs)
{
// Side matches with a side of our new lines?
int lineindex = newlines.IndexOf(sd.Line);
if(lineindex > -1)
{
// Mark this side as done
if(sd.IsFront) frontsdone[lineindex] = true;
}
}
}
}
}
// Update cached values
map.Update();
// Map is changed
General.Map.IsChanged = true;
}
// Hide highlight info
General.Interface.HideInfo();
// Done
Cursor.Current = Cursors.Default;
}
// This checks if the view offset/zoom changed and updates the check
protected bool CheckViewChanged()
{
bool viewchanged = false;
// View changed?
if(renderer.OffsetX != lastoffsetx) viewchanged = true;
if(renderer.OffsetY != lastoffsety) viewchanged = true;
if(renderer.Scale != lastscale) viewchanged = true;
// Keep view information
lastoffsetx = renderer.OffsetX;
lastoffsety = renderer.OffsetY;
lastscale = renderer.Scale;
// Return result
return viewchanged;
}
// This redraws the display
public override void RedrawDisplay()
{
// Render lines
if(renderer.StartPlotter(true))
{
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
renderer.PlotVerticesSet(General.Map.Map.Vertices);
renderer.Finish();
}
// Render things
if(renderer.StartThings(true))
{
renderer.SetThingsRenderOrder(false);
renderer.RenderThingSet(General.Map.Map.Things);
renderer.Finish();
}
// Normal update
Update();
}
// This updates the dragging
private void Update()
{
snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
Vector2D lastp = new Vector2D(0, 0);
DrawnVertex curp = GetCurrentPosition();
float vsize = ((float)renderer.VertexSize + 1.0f) / renderer.Scale;
// Render drawing lines
if(renderer.StartOverlay(true))
{
// Go for all points to draw lines
if(points.Count > 0)
{
// Render lines
lastp = points[0].pos;
for(int i = 1; i < points.Count; i++)
{
renderer.RenderLine(lastp, points[i].pos, LINE_THICKNESS, General.Colors.Selection, true);
lastp = points[i].pos;
}
// Render line to cursor
renderer.RenderLine(lastp, curp.pos, LINE_THICKNESS, General.Colors.Highlight, true);
// Render vertices
for(int i = 0; i < points.Count; i++)
{
if(points[i].stitch)
{
renderer.RenderRectangleFilled(new RectangleF(points[i].pos.x - vsize, points[i].pos.y - vsize, vsize * 2.0f, vsize * 2.0f), General.Colors.Highlight, true);
}
else
{
renderer.RenderRectangleFilled(new RectangleF(points[i].pos.x - vsize, points[i].pos.y - vsize, vsize * 2.0f, vsize * 2.0f), General.Colors.Selection, true);
}
}
}
// Render vertex at cursor
renderer.RenderRectangleFilled(new RectangleF(curp.pos.x - vsize, curp.pos.y - vsize, vsize * 2.0f, vsize * 2.0f), General.Colors.Highlight, true);
// Done
renderer.Finish();
}
// Done
renderer.Present();
}
// This gets the aligned and snapped draw position
private DrawnVertex GetCurrentPosition()
{
DrawnVertex p = new DrawnVertex();
// Snap to nearest?
if(snaptonearest)
{
float vrange = VerticesMode.VERTEX_HIGHLIGHT_RANGE / renderer.Scale;
// Go for all drawn points
foreach(DrawnVertex v in points)
{
Vector2D delta = mousemappos - v.pos;
if(delta.GetLengthSq() < (vrange * vrange))
{
p.pos = v.pos;
p.stitch = true;
return p;
}
}
// Try the nearest vertex
Vertex nv = General.Map.Map.NearestVertexSquareRange(mousemappos, vrange);
if(nv != null)
{
p.pos = nv.Position;
p.stitch = true;
return p;
}
// Try the nearest linedef
Linedef nl = General.Map.Map.NearestLinedefRange(mousemappos, LinedefsMode.LINEDEF_HIGHLIGHT_RANGE / renderer.Scale);
if(nl != null)
{
// Snap to grid?
if(snaptogrid)
{
// Get grid intersection coordinates
List<Vector2D> coords = nl.GetGridIntersections();
// Find nearest grid intersection
float found_distance = float.MaxValue;
Vector2D found_coord = new Vector2D();
foreach(Vector2D v in coords)
{
Vector2D delta = mousemappos - v;
if(delta.GetLengthSq() < found_distance)
{
found_distance = delta.GetLengthSq();
found_coord = v;
}
}
// Align to the closest grid intersection
p.pos = found_coord;
p.stitch = true;
return p;
}
else
{
// Aligned to line
p.pos = nl.NearestOnLine(mousemappos);
p.stitch = true;
return p;
}
}
}
// Snap to grid?
if(snaptogrid)
{
// Aligned to grid
p.pos = General.Map.Grid.SnappedToGrid(mousemappos);
p.stitch = snaptonearest;
return p;
}
else
{
// Normal position
p.pos = mousemappos;
p.stitch = snaptonearest;
return p;
}
}
// Mouse moving
public override void MouseMove(MouseEventArgs e)
{
base.MouseMove(e);
Update();
}
// Drawing a point
[BeginAction("drawpoint")]
public void DrawPoint()
{
// Mouse inside window?
if(General.Interface.MouseInDisplay)
{
points.Add(GetCurrentPosition());
Update();
}
}
// Remove a point
[BeginAction("removepoint")]
public void RemovePoint()
{
if(points.Count > 0) points.RemoveAt(points.Count - 1);
Update();
}
// Finish drawing
[BeginAction("finishdraw")]
public void FinishDraw()
{
// Just return to base mode, Disengage will be called automatically.
General.Map.ChangeMode(basemode);
}
// When a key is released
public override void KeyUp(KeyEventArgs e)
{
base.KeyUp(e);
if((snaptogrid != (General.Interface.ShiftState ^ General.Interface.SnapToGrid)) ||
(snaptonearest != (General.Interface.CtrlState ^ General.Interface.AutoMerge))) Update();
}
// When a key is pressed
public override void KeyDown(KeyEventArgs e)
{
base.KeyDown(e);
if((snaptogrid != (General.Interface.ShiftState ^ General.Interface.SnapToGrid)) ||
(snaptonearest != (General.Interface.CtrlState ^ General.Interface.AutoMerge))) Update();
}
#endregion
}
}