mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
dc840605aa
High-DPI: fixed many issues with incorrect controls size (Tag selector width, Comment Editor size, icons size, tabs size etc.). Cosmetic: changed map geometry dragging undo messages to more descriptive ones. Fixed, Textures Browser, cosmetic: "Show textures in subdirectories" checkbox should be repositioned when "Long texture names" one is invisible. Updated ZDoom_DECORATE.cfg (added A_SetFloatSpeed + a couple of fixes).
623 lines
20 KiB
C#
623 lines
20 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.Generic;
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using System.Windows.Forms;
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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 CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Types;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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public abstract class DragGeometryMode : BaseClassicMode
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Mouse position on map where dragging started
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private Vector2D dragstartmappos;
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//mxd. Offset from nearest grid intersection to dragstartmappos
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private Vector2D dragstartoffset;
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// Item used as reference for snapping to the grid
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protected Vertex dragitem;
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private Vector2D dragitemposition;
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// List of old vertex positions
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private List<Vector2D> oldpositions;
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private List<Vector2D> oldthingpositions; //mxd
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// List of selected items
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protected ICollection<Vertex> selectedverts;
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protected ICollection<Thing> selectedthings; //mxd
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// List of non-selected items
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protected ICollection<Vertex> unselectedverts;
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protected ICollection<Thing> unselectedthings; //mxd
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// List of things, which should be moved
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protected ICollection<Thing> thingstodrag; //mxd
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//mxd. List of sectors
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private List<Sector> selectedsectors;
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// List of unstable lines
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protected ICollection<Linedef> unstablelines;
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// List of unselected lines
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protected ICollection<Linedef> snaptolines;
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// Text labels for all unstable lines
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protected LineLengthLabel[] labels;
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//mxd. Undo description
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protected string undodescription = "Drag geometry";
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// Keep track of view changes
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private float lastoffsetx;
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private float lastoffsety;
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private float lastscale;
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// Options
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private bool snaptogrid; // SHIFT to toggle
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private bool snaptonearest; // CTRL to enable
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private bool snaptogridincrement; //mxd. ALT to toggle
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private bool snaptocardinaldirection; //mxd. ALT-SHIFT to enable
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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 General.Editing.PreviousStableMode.Name; } }
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#endregion
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#region ================== Constructor / Disposer
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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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if(labels != null)
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foreach(LineLengthLabel l in labels) l.Dispose();
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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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// Constructor to start dragging immediately
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protected void StartDrag(Vector2D dragstartmappos)
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{
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// Initialize
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this.dragstartmappos = dragstartmappos;
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Cursor.Current = Cursors.AppStarting;
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// We don't want to record this for undoing while we move the geometry around.
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// This will be set back to normal when we're done.
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General.Map.UndoRedo.IgnorePropChanges = true;
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// Make list of selected vertices and things
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selectedverts = General.Map.Map.GetMarkedVertices(true);
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selectedthings = General.Map.Map.GetSelectedThings(true); //mxd
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thingstodrag = GetThingsToDrag(); //mxd
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// Make list of non-selected vertices and things
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// Non-selected vertices will be used for snapping to nearest items
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unselectedverts = General.Map.Map.GetMarkedVertices(false);
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unselectedthings = new List<Thing>(); //mxd
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foreach(Thing t in General.Map.ThingsFilter.VisibleThings) if(!t.Selected) unselectedthings.Add(t);
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// Get the nearest vertex for snapping
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dragitem = MapSet.NearestVertex(selectedverts, dragstartmappos);
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//mxd. Get drag offset
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dragstartoffset = General.Map.Grid.SnappedToGrid(dragitem.Position) - dragitem.Position;
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// Lines to snap to
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snaptolines = General.Map.Map.LinedefsFromMarkedVertices(true, false, false);
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// Make old positions list
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// We will use this as reference to move the vertices, or to move them back on cancel
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oldpositions = new List<Vector2D>(selectedverts.Count);
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foreach(Vertex v in selectedverts) oldpositions.Add(v.Position);
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//mxd
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oldthingpositions = new List<Vector2D>(thingstodrag.Count);
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foreach(Thing t in thingstodrag) oldthingpositions.Add(t.Position);
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// Also keep old position of the dragged item
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dragitemposition = dragitem.Position;
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// Keep view information
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lastoffsetx = renderer.OffsetX;
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lastoffsety = renderer.OffsetY;
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lastscale = renderer.Scale;
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// Make list of unstable lines only
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// These will have their length displayed during the drag
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unstablelines = MapSet.UnstableLinedefsFromVertices(selectedverts);
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//mxd. Collect selected sectors
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if(General.Map.UDMF)
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{
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ICollection<Linedef> selectedLines = General.Map.Map.LinedefsFromMarkedVertices(false, true, false);
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List<Sector> affectedSectors = new List<Sector>();
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foreach(Linedef l in selectedLines)
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{
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if(l.Front != null && l.Front.Sector != null && !affectedSectors.Contains(l.Front.Sector))
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affectedSectors.Add(l.Front.Sector);
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if(l.Back != null && l.Back.Sector != null && !affectedSectors.Contains(l.Back.Sector))
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affectedSectors.Add(l.Back.Sector);
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}
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selectedsectors = new List<Sector>();
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foreach(Sector s in affectedSectors)
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{
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bool selected = true;
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foreach(Sidedef side in s.Sidedefs)
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{
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if(!selectedLines.Contains(side.Line))
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{
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selected = false;
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break;
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}
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}
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if(selected) selectedsectors.Add(s);
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}
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}
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// Make text labels
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labels = new LineLengthLabel[unstablelines.Count];
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int index = 0;
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foreach(Linedef l in unstablelines)
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labels[index++] = new LineLengthLabel(l.Start.Position, l.End.Position);
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Cursor.Current = Cursors.Default;
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}
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//mxd
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protected virtual ICollection<Thing> GetThingsToDrag()
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{
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return selectedthings;
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}
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// This moves the selected geometry relatively
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// Returns true when geometry has actually moved
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private bool MoveGeometryRelative(Vector2D offset, bool snapgrid, bool snapgridincrement, bool snapnearest, bool snapcardinal)
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{
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//mxd. If snap to cardinal directions is enabled, modify the offset
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if(snapcardinal)
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{
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float angle = Angle2D.DegToRad((General.ClampAngle((int)Angle2D.RadToDeg(offset.GetAngle()) + 44)) / 90 * 90);
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offset = new Vector2D(0, -offset.GetLength()).GetRotated(angle);
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snapgridincrement = true; // We don't want to move the geometry away from the cardinal directions
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}
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Vector2D oldpos = dragitem.Position;
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Vector2D anchorpos = dragitemposition + offset;
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Vector2D tl, br;
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// don't move if the offset contains invalid data
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if (!offset.IsFinite()) return false;
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// Find the outmost vertices
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tl = br = oldpositions[0];
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for (int i = 0; i < oldpositions.Count; i++)
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{
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if (oldpositions[i].x < tl.x) tl.x = (int)oldpositions[i].x;
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if (oldpositions[i].x > br.x) br.x = (int)oldpositions[i].x;
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if (oldpositions[i].y > tl.y) tl.y = (int)oldpositions[i].y;
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if (oldpositions[i].y < br.y) br.y = (int)oldpositions[i].y;
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}
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// Snap to nearest?
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if(snapnearest)
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{
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// Find nearest unselected vertex within range
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Vertex nv = MapSet.NearestVertexSquareRange(unselectedverts, anchorpos, BuilderPlug.Me.StitchRange / renderer.Scale);
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if(nv != null)
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{
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// Move the dragged item
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dragitem.Move(nv.Position);
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// Adjust the offset
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offset = nv.Position - dragitemposition;
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// Do not snap to grid!
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snapgrid = false;
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snaptogridincrement = false; //mxd
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}
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else
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{
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// Find the nearest unselected line within range
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Linedef nl = MapSet.NearestLinedefRange(snaptolines, anchorpos, BuilderPlug.Me.StitchRange / renderer.Scale);
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if(nl != null)
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{
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// Snap to grid?
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if(snapgrid || snapgridincrement)
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{
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// Get grid intersection coordinates
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List<Vector2D> coords = nl.GetGridIntersections(snapgridincrement ? dragstartoffset : new Vector2D());
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// mxd. Do the rest only if we actually have some coordinates
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if (coords.Count > 0)
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{
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// Find nearest grid intersection
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float found_distance = float.MaxValue;
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Vector2D found_coord = new Vector2D();
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foreach (Vector2D v in coords)
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{
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Vector2D delta = anchorpos - v;
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if (delta.GetLengthSq() < found_distance)
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{
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found_distance = delta.GetLengthSq();
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found_coord = v;
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}
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}
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// Move the dragged item
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dragitem.Move(found_coord);
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// Align to line here
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offset = found_coord - dragitemposition;
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// Do not snap to grid anymore
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snapgrid = false;
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snapgridincrement = false; //mxd
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}
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}
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else
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{
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// Move the dragged item
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dragitem.Move(nl.NearestOnLine(anchorpos));
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// Align to line here
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offset = nl.NearestOnLine(anchorpos) - dragitemposition;
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}
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}
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}
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}
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// Snap to grid or grid increment?
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if(snapgrid || snapgridincrement)
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{
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// Move the dragged item
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dragitem.Move(anchorpos);
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// Snap item to grid increment
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if(snapgridincrement) //mxd
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{
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dragitem.Move(General.Map.Grid.SnappedToGrid(dragitem.Position) - dragstartoffset);
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}
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else // Or to the grid itself
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{
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dragitem.SnapToGrid();
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}
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// Adjust the offset
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offset += dragitem.Position - anchorpos;
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}
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// Make sure the offset is inside the map boundaries
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if (offset.x + tl.x < General.Map.Config.LeftBoundary) offset.x = General.Map.Config.LeftBoundary - tl.x;
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if (offset.x + br.x > General.Map.Config.RightBoundary) offset.x = General.Map.Config.RightBoundary - br.x;
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if (offset.y + tl.y > General.Map.Config.TopBoundary) offset.y = General.Map.Config.TopBoundary - tl.y;
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if (offset.y + br.y < General.Map.Config.BottomBoundary) offset.y = General.Map.Config.BottomBoundary - br.y;
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// Drag item moved?
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if((!snapgrid && !snapgridincrement) || (dragitem.Position != oldpos))
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{
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int i = 0;
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// Move selected geometry
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foreach(Vertex v in selectedverts)
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{
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// Move vertex from old position relative to the mouse position change since drag start
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v.Move(oldpositions[i++] + offset);
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}
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//mxd. Move selected things
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i = 0;
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foreach(Thing t in thingstodrag)
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{
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t.Move(oldthingpositions[i++] + offset);
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}
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// Update labels
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int index = 0;
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foreach(Linedef l in unstablelines)
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labels[index++].Move(l.Start.Position, l.End.Position);
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// Moved
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return true;
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}
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// No changes
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return false;
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}
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// Cancelled
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public override void OnCancel()
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{
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// Move geometry back to original position
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MoveGeometryRelative(new Vector2D(0f, 0f), false, false, false, false);
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// Resume normal undo/redo recording
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General.Map.UndoRedo.IgnorePropChanges = false;
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// If only a single vertex was selected, deselect it now
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if(selectedverts.Count == 1) General.Map.Map.ClearSelectedVertices();
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// Update cached values
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General.Map.Map.Update();
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// Cancel base class
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base.OnCancel();
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// Return to vertices mode
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General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
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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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EnableAutoPanning();
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renderer.SetPresentation(Presentation.Standard);
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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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DisableAutoPanning();
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// When not cancelled
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if(!cancelled)
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{
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Cursor.Current = Cursors.AppStarting;
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// Move geometry back to original position
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MoveGeometryRelative(new Vector2D(0f, 0f), false, false, false, false);
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// Resume normal undo/redo recording
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General.Map.UndoRedo.IgnorePropChanges = false;
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// Make undo for the dragging
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General.Map.UndoRedo.CreateUndo(undodescription);
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// Move selected geometry to final position
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MoveGeometryRelative(mousemappos - dragstartmappos, snaptogrid, snaptogridincrement, snaptonearest, snaptocardinaldirection);
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// Stitch geometry
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if(snaptonearest) General.Map.Map.StitchGeometry();
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// Make corrections for backward linedefs
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MapSet.FlipBackwardLinedefs(General.Map.Map.Linedefs);
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// Snap to map format accuracy
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General.Map.Map.SnapAllToAccuracy();
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//mxd. Update floor/ceiling texture offsets and slopes?
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if(General.Map.UDMF)
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{
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Vector2D offset = dragitem.Position - dragitemposition;
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// Update floor/ceiling texture offsets?
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if(BuilderPlug.Me.LockSectorTextureOffsetsWhileDragging)
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{
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foreach(Sector s in selectedsectors)
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{
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s.Fields.BeforeFieldsChange();
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// Update ceiling offset
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if(s.LongCeilTexture != MapSet.EmptyLongName)
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{
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ImageData texture = General.Map.Data.GetFlatImage(s.CeilTexture);
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if(texture != null)
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{
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float scalex = s.Fields.GetValue("xscaleceiling", 1.0f);
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float scaley = s.Fields.GetValue("yscaleceiling", 1.0f);
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if(scalex != 0 && scaley != 0)
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{
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Vector2D ceiloffset = new Vector2D(-offset.x, offset.y).GetRotated(-Angle2D.DegToRad((int)s.Fields.GetValue("rotationceiling", 0f)));
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ceiloffset.x += s.Fields.GetValue("xpanningceiling", 0f);
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ceiloffset.y += s.Fields.GetValue("ypanningceiling", 0f);
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int texturewidth = (int)Math.Round(texture.Width / scalex);
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int textureheight = (int)Math.Round(texture.Height / scaley);
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if(!s.Fields.ContainsKey("xpanningceiling")) s.Fields.Add("xpanningceiling", new UniValue(UniversalType.Float, (float)Math.Round(ceiloffset.x % texturewidth)));
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else s.Fields["xpanningceiling"].Value = (float)Math.Round(ceiloffset.x % texturewidth);
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if(!s.Fields.ContainsKey("ypanningceiling")) s.Fields.Add("ypanningceiling", new UniValue(UniversalType.Float, (float)Math.Round(ceiloffset.y % textureheight)));
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else s.Fields["ypanningceiling"].Value = (float)Math.Round(ceiloffset.y % textureheight);
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}
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}
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}
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// Update floor offset
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if(s.LongFloorTexture != MapSet.EmptyLongName)
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{
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ImageData texture = General.Map.Data.GetFlatImage(s.FloorTexture);
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if(texture != null)
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{
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float scalex = s.Fields.GetValue("xscalefloor", 1.0f);
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float scaley = s.Fields.GetValue("yscalefloor", 1.0f);
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if(scalex != 0 && scaley != 0)
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{
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Vector2D flooroffset = new Vector2D(-offset.x, offset.y).GetRotated(-Angle2D.DegToRad((int)s.Fields.GetValue("rotationfloor", 0f)));
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flooroffset.x += s.Fields.GetValue("xpanningfloor", 0f);
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flooroffset.y += s.Fields.GetValue("ypanningfloor", 0f);
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int texturewidth = (int)Math.Round(texture.Width / scalex);
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int textureheight = (int)Math.Round(texture.Height / scaley);
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if(!s.Fields.ContainsKey("xpanningfloor")) s.Fields.Add("xpanningfloor", new UniValue(UniversalType.Float, (float)Math.Round(flooroffset.x % texturewidth)));
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else s.Fields["xpanningfloor"].Value = (float)Math.Round(flooroffset.x % texturewidth);
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if(!s.Fields.ContainsKey("ypanningfloor")) s.Fields.Add("ypanningfloor", new UniValue(UniversalType.Float, (float)Math.Round(flooroffset.y % textureheight)));
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else s.Fields["ypanningfloor"].Value = (float)Math.Round(flooroffset.y % textureheight);
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}
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}
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}
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}
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}
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// Update slopes
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foreach(Sector s in selectedsectors)
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{
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// Update floor slope?
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if(s.FloorSlope.GetLengthSq() > 0 && !float.IsNaN(s.FloorSlopeOffset / s.FloorSlope.z))
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{
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Plane floor = new Plane(s.FloorSlope, s.FloorSlopeOffset);
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Vector2D center = new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2);
|
|
s.FloorSlopeOffset = -Vector3D.DotProduct(s.FloorSlope, new Vector3D(center + offset, floor.GetZ(center)));
|
|
}
|
|
|
|
// Update ceiling slope?
|
|
if(s.CeilSlope.GetLengthSq() > 0 && !float.IsNaN(s.CeilSlopeOffset / s.CeilSlope.z))
|
|
{
|
|
Plane ceiling = new Plane(s.CeilSlope, s.CeilSlopeOffset);
|
|
Vector2D center = new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2);
|
|
s.CeilSlopeOffset = -Vector3D.DotProduct(s.CeilSlope, new Vector3D(center + offset, ceiling.GetZ(center)));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Update cached values
|
|
General.Map.Map.Update();
|
|
|
|
// Done
|
|
Cursor.Current = Cursors.Default;
|
|
General.Map.IsChanged = true;
|
|
}
|
|
}
|
|
|
|
// This checks if the view offset/zoom changed and updates the check
|
|
protected bool CheckViewChanged()
|
|
{
|
|
// View changed?
|
|
bool viewchanged = (renderer.OffsetX != lastoffsetx || renderer.OffsetY != lastoffsety || renderer.Scale != lastscale);
|
|
|
|
// Keep view information
|
|
lastoffsetx = renderer.OffsetX;
|
|
lastoffsety = renderer.OffsetY;
|
|
lastscale = renderer.Scale;
|
|
|
|
// Return result
|
|
return viewchanged;
|
|
}
|
|
|
|
// This updates the dragging
|
|
private void Update()
|
|
{
|
|
snaptocardinaldirection = (General.Interface.ShiftState && General.Interface.AltState); //mxd
|
|
snaptogrid = (snaptocardinaldirection || General.Interface.ShiftState ^ General.Interface.SnapToGrid);
|
|
snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
|
|
snaptogridincrement = (!snaptocardinaldirection && General.Interface.AltState); //mxd
|
|
|
|
// Move selected geometry
|
|
if(MoveGeometryRelative(mousemappos - dragstartmappos, snaptogrid, snaptogridincrement, snaptonearest, snaptocardinaldirection))
|
|
{
|
|
// Update cached values
|
|
General.Map.Map.Update(true, false);
|
|
|
|
// Redraw
|
|
UpdateRedraw();
|
|
renderer.Present();
|
|
}
|
|
}
|
|
|
|
// This redraws only the required things
|
|
protected virtual void UpdateRedraw() { }
|
|
|
|
// When edit button is released
|
|
protected override void OnEditEnd()
|
|
{
|
|
// Just return to base mode, Disengage will be called automatically.
|
|
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
|
|
|
|
base.OnEditEnd();
|
|
}
|
|
|
|
// Mouse moving
|
|
public override void OnMouseMove(MouseEventArgs e)
|
|
{
|
|
base.OnMouseMove(e);
|
|
|
|
//mxd. Skip most of update jazz while panning
|
|
if(panning)
|
|
{
|
|
// Update labels
|
|
int index = 0;
|
|
foreach (Linedef l in unstablelines)
|
|
labels[index++].Move(l.Start.Position, l.End.Position);
|
|
}
|
|
else
|
|
{
|
|
Update();
|
|
}
|
|
}
|
|
// When a key is released
|
|
public override void OnKeyUp(KeyEventArgs e)
|
|
{
|
|
base.OnKeyUp(e);
|
|
if((snaptogrid != (General.Interface.ShiftState ^ General.Interface.SnapToGrid)) ||
|
|
(snaptonearest != (General.Interface.CtrlState ^ General.Interface.AutoMerge)) ||
|
|
(snaptogridincrement != General.Interface.AltState) ||
|
|
(snaptocardinaldirection != (General.Interface.AltState && General.Interface.ShiftState))) Update();
|
|
}
|
|
|
|
// When a key is pressed
|
|
public override void OnKeyDown(KeyEventArgs e)
|
|
{
|
|
base.OnKeyDown(e);
|
|
if((snaptogrid != (General.Interface.ShiftState ^ General.Interface.SnapToGrid)) ||
|
|
(snaptonearest != (General.Interface.CtrlState ^ General.Interface.AutoMerge)) ||
|
|
(snaptogridincrement != General.Interface.AltState) ||
|
|
(snaptocardinaldirection != (General.Interface.AltState && General.Interface.ShiftState))) Update();
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|