UltimateZoneBuilder/Source/BuilderModes/ClassicModes/DragThingsMode.cs

387 lines
9.9 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.Windows;
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
{
// No action or button for this mode, it is automatic.
// The EditMode attribute does not have to be specified unless the
// mode must be activated by class name rather than direct instance.
// In that case, just specifying the attribute like this is enough:
// [EditMode]
[EditMode(DisplayName = "Things",
Volatile = true)]
public sealed class DragThingsMode : BaseClassicMode
{
#region ================== Constants
#endregion
#region ================== Variables
// Mode to return to
private EditMode basemode;
// Mouse position on map where dragging started
private Vector2D dragstartmappos;
// Item used as reference for snapping to the grid
private Thing dragitem;
private Vector2D dragitemposition;
// List of old thing positions
private List<Vector2D> oldpositions;
// List of selected items
private ICollection<Thing> selectedthings;
// List of non-selected items
private ICollection<Thing> unselectedthings;
// 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; } }
internal EditMode BaseMode { get { return basemode; } }
#endregion
#region ================== Constructor / Disposer
// Constructor to start dragging immediately
public DragThingsMode(EditMode basemode, Vector2D dragstartmappos)
{
// Initialize
this.dragstartmappos = dragstartmappos;
this.basemode = basemode;
Cursor.Current = Cursors.AppStarting;
// Mark what we are dragging
General.Map.Map.ClearAllMarks(false);
General.Map.Map.MarkSelectedThings(true, true);
// Get selected things
selectedthings = General.Map.Map.GetMarkedThings(true);
unselectedthings = new List<Thing>();
foreach(Thing t in General.Map.ThingsFilter.VisibleThings) if(!t.Marked) unselectedthings.Add(t);
// Get the nearest thing for snapping
dragitem = MapSet.NearestThing(selectedthings, dragstartmappos);
// Make old positions list
// We will use this as reference to move the vertices, or to move them back on cancel
oldpositions = new List<Vector2D>(selectedthings.Count);
foreach(Thing t in selectedthings) oldpositions.Add(t.Position);
// Also keep old position of the dragged item
dragitemposition = dragitem.Position;
// Keep view information
lastoffsetx = renderer.OffsetX;
lastoffsety = renderer.OffsetY;
lastscale = renderer.Scale;
Cursor.Current = Cursors.Default;
// 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
// This moves the selected things relatively
// Returns true when things has actually moved
private bool MoveThingsRelative(Vector2D offset, bool snapgrid, bool snapnearest)
{
Vector2D oldpos = dragitem.Position;
Thing nearest;
int i = 0;
// Snap to nearest?
if(snapnearest)
{
// Find nearest unselected item within selection range
nearest = MapSet.NearestThingSquareRange(unselectedthings, mousemappos, ThingsMode.THING_HIGHLIGHT_RANGE / renderer.Scale);
if(nearest != null)
{
// Move the dragged item
dragitem.Move((Vector2D)nearest.Position);
// Adjust the offset
offset = (Vector2D)nearest.Position - dragitemposition;
// Do not snap to grid!
snapgrid = false;
}
}
// Snap to grid?
if(snapgrid)
{
// Move the dragged item
dragitem.Move(dragitemposition + offset);
// Snap item to grid
dragitem.SnapToGrid();
// Adjust the offset
offset += (Vector2D)dragitem.Position - (dragitemposition + offset);
}
// Drag item moved?
if(!snapgrid || ((Vector2D)dragitem.Position != oldpos))
{
// Move selected geometry
foreach(Thing t in selectedthings)
{
// Move vertex from old position relative to the
// mouse position change since drag start
t.Move(oldpositions[i] + offset);
// Next
i++;
}
// Moved
return true;
}
else
{
// No changes
return false;
}
}
// This redraws the display
public override void OnRedrawDisplay()
{
bool viewchanged = CheckViewChanged();
if(viewchanged)
{
renderer.RedrawSurface();
// Render lines and vertices
if(renderer.StartPlotter(true))
{
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
renderer.PlotVerticesSet(General.Map.Map.Vertices);
renderer.Finish();
}
}
// Render things
if(renderer.StartThings(true))
{
// Render things
renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA);
renderer.RenderThingSet(unselectedthings, 1.0f);
renderer.RenderThingSet(selectedthings, 1.0f);
// Draw the dragged item highlighted
// This is important to know, because this item is used
// for snapping to the grid and snapping to nearest items
renderer.RenderThing(dragitem, General.Colors.Highlight, 1.0f);
// Done
renderer.Finish();
}
renderer.Present();
}
// Cancelled
public override void OnCancel()
{
// Move geometry back to original position
MoveThingsRelative(new Vector2D(0f, 0f), false, false);
// If only a single vertex was selected, deselect it now
if(selectedthings.Count == 1) General.Map.Map.ClearSelectedThings();
// Update cached values
General.Map.Map.Update();
// Cancel base class
base.OnCancel();
// Return to vertices mode
General.Editing.ChangeMode(basemode);
}
// Mode engages
public override void OnEngage()
{
base.OnEngage();
renderer.SetPresentation(Presentation.Things);
}
// Disenagaging
public override void OnDisengage()
{
base.OnDisengage();
Cursor.Current = Cursors.AppStarting;
// When not cancelled
if(!cancelled)
{
// Move geometry back to original position
MoveThingsRelative(new Vector2D(0f, 0f), false, false);
// Make undo for the dragging
General.Map.UndoRedo.CreateUndo("Drag things", UndoGroup.None, 0);
// Move selected geometry to final position
MoveThingsRelative(mousemappos - dragstartmappos, snaptogrid, snaptonearest);
// Snap to map format accuracy
General.Map.Map.SnapAllToAccuracy();
// Update cached values
General.Map.Map.Update(false, false);
// 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
private 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 updates the dragging
private void Update()
{
snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
snaptonearest = General.Interface.CtrlState;
// Move selected geometry
if(MoveThingsRelative(mousemappos - dragstartmappos, snaptogrid, snaptonearest))
{
// Update cached values
//General.Map.Map.Update(true, false);
General.Map.Map.Update();
// Redraw
General.Interface.RedrawDisplay();
}
}
// When edit button is released
protected override void OnEditEnd()
{
// Just return to vertices mode, geometry will be merged on disengage.
General.Editing.ChangeMode(basemode);
base.OnEditEnd();
}
// Mouse moving
public override void OnMouseMove(MouseEventArgs e)
{
base.OnMouseMove(e);
Update();
}
// When a key is released
public override void OnKeyUp(KeyEventArgs e)
{
base.OnKeyUp(e);
if(snaptogrid != General.Interface.ShiftState ^ General.Interface.SnapToGrid) Update();
if(snaptonearest != General.Interface.CtrlState) Update();
}
// When a key is pressed
public override void OnKeyDown(KeyEventArgs e)
{
base.OnKeyDown(e);
if(snaptogrid != General.Interface.ShiftState ^ General.Interface.SnapToGrid) Update();
if(snaptonearest != General.Interface.CtrlState) Update();
}
#endregion
}
}