UltimateZoneBuilder/Source/Plugins/BuilderModes/ClassicModes/DrawRectangleMode.cs
MaxED 59c4a75b11 Added "Split Joined Sectors" Edit menu item and toolbar button. When enabled, joined sectors adjacent to drawn lines will be split.
Added "doomthingrotationangles" Game Configuration property. When enabled, editor actions related to changing thing angle will snap the resulting angle to 45 degree increments. This property is set to true for vanilla game configurations.
Fixed a crash when changing game configuration from one without Thing actions support to one with them while in Things mode.
Fixed, cosmetic, DB2 bug: current editing mode button was deselected after reloading resources.
Updated documentation ("Game Configuration - Basic Settings" page).
2016-06-15 22:02:51 +00:00

503 lines
14 KiB
C#

#region ================== Namespaces
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.Map;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(DisplayName = "Draw Rectangle Mode",
SwitchAction = "drawrectanglemode",
ButtonImage = "DrawRectangleMode.png", //mxd
ButtonOrder = int.MinValue + 3, //mxd
ButtonGroup = "000_drawing", //mxd
AllowCopyPaste = false,
Volatile = true,
Optional = false)]
public class DrawRectangleMode : DrawGeometryMode
{
#region ================== Variables
protected HintLabel hintlabel;
protected int bevelwidth;
protected int currentbevelwidth;
protected int subdivisions;
protected int maxsubdivisions;
protected int minsubdivisions;
protected string undoname = "Rectangle draw";
protected string shapename = "rectangle";
protected Vector2D start;
protected Vector2D end;
protected int width;
protected int height;
protected int minpointscount;
protected bool alwaysrendershapehints;
// Interface
private DrawRectangleOptionsPanel panel;
#endregion
#region ================== Constructor/Disposer
public DrawRectangleMode()
{
snaptogrid = true;
usefourcardinaldirections = true;
autoclosedrawing = false;
}
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
if(hintlabel != null) hintlabel.Dispose();
// Done
base.Dispose();
}
}
#endregion
#region ================== Settings panel
protected override void SetupInterface()
{
maxsubdivisions = 16;
minpointscount = 4;
// Load stored settings
subdivisions = General.Clamp(General.Settings.ReadPluginSetting("drawrectanglemode.subdivisions", 0), minsubdivisions, maxsubdivisions);
bevelwidth = General.Settings.ReadPluginSetting("drawrectanglemode.bevelwidth", 0);
currentbevelwidth = bevelwidth;
//Add options docker
panel = new DrawRectangleOptionsPanel();
panel.MaxSubdivisions = maxsubdivisions;
panel.MinSubdivisions = minsubdivisions;
panel.MaxBevelWidth = (int)General.Map.FormatInterface.MaxCoordinate;
panel.MinBevelWidth = (int)General.Map.FormatInterface.MinCoordinate;
panel.BevelWidth = bevelwidth;
panel.Subdivisions = subdivisions;
panel.OnValueChanged += OptionsPanelOnValueChanged;
panel.OnContinuousDrawingChanged += OnContinuousDrawingChanged;
// Needs to be set after adding the OnContinuousDrawingChanged event...
panel.ContinuousDrawing = General.Settings.ReadPluginSetting("drawrectanglemode.continuousdrawing", false);
}
protected override void AddInterface()
{
panel.Register();
}
protected override void RemoveInterface()
{
// Store settings
General.Settings.WritePluginSetting("drawrectanglemode.subdivisions", subdivisions);
General.Settings.WritePluginSetting("drawrectanglemode.bevelwidth", bevelwidth);
General.Settings.WritePluginSetting("drawrectanglemode.continuousdrawing", panel.ContinuousDrawing);
// Remove the buttons
panel.Unregister();
}
#endregion
#region ================== Methods
override protected void Update()
{
PixelColor stitchcolor = General.Colors.Highlight;
PixelColor losecolor = General.Colors.Selection;
snaptocardinaldirection = General.Interface.ShiftState && General.Interface.AltState; //mxd
snaptogrid = (snaptocardinaldirection || General.Interface.ShiftState ^ General.Interface.SnapToGrid);
snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
DrawnVertex curp = GetCurrentPosition();
float vsize = (renderer.VertexSize + 1.0f) / renderer.Scale;
// Render drawing lines
if(renderer.StartOverlay(true))
{
PixelColor color = snaptonearest ? stitchcolor : losecolor;
if(points.Count == 1)
{
UpdateReferencePoints(points[0], curp);
Vector2D[] shape = GetShape(start, end);
//render shape
for(int i = 1; i < shape.Length; i++)
renderer.RenderLine(shape[i - 1], shape[i], LINE_THICKNESS, color, true);
//vertices
for(int i = 0; i < shape.Length; i++)
renderer.RenderRectangleFilled(new RectangleF(shape[i].x - vsize, shape[i].y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
//and labels
Vector2D[] labelCoords = new[] { start, new Vector2D(end.x, start.y), end, new Vector2D(start.x, end.y), start };
for(int i = 1; i < 5; i++)
{
labels[i - 1].Move(labelCoords[i], labelCoords[i - 1]);
renderer.RenderText(labels[i - 1].TextLabel);
}
//got beveled corners?
if(alwaysrendershapehints || shape.Length > minpointscount + 1)
{
//render hint
if(width > 64 * vsize && height > 16 * vsize)
{
hintlabel.Move(start, end);
hintlabel.Text = GetHintText();
renderer.RenderText(hintlabel.TextLabel);
}
//and shape corners
for(int i = 0; i < 4; i++)
renderer.RenderRectangleFilled(new RectangleF(labelCoords[i].x - vsize, labelCoords[i].y - vsize, vsize * 2.0f, vsize * 2.0f), General.Colors.InfoLine, true);
}
}
else
{
// Render vertex at cursor
renderer.RenderRectangleFilled(new RectangleF(curp.pos.x - vsize, curp.pos.y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
}
// Done
renderer.Finish();
}
// Done
renderer.Present();
}
protected virtual Vector2D[] GetShape(Vector2D pStart, Vector2D pEnd)
{
//no shape
if(pStart == pEnd)
{
currentbevelwidth = 0;
return new Vector2D[0];
}
//line
if(pEnd.x == pStart.x || pEnd.y == pStart.y)
{
currentbevelwidth = 0;
return new[] { pStart, pEnd };
}
//no corners
if(bevelwidth == 0)
{
currentbevelwidth = 0;
return new[] { pStart, new Vector2D((int)pStart.x, (int)pEnd.y), pEnd, new Vector2D((int)pEnd.x, (int)pStart.y), pStart };
}
//got corners. TODO: check point order
bool reverse = false;
currentbevelwidth = Math.Min(Math.Abs(bevelwidth), Math.Min(width, height) / 2);
if(bevelwidth < 0)
{
currentbevelwidth *= -1;
reverse = true;
}
List<Vector2D> shape = new List<Vector2D>();
//top-left corner
shape.AddRange(GetCornerPoints(pStart, currentbevelwidth, currentbevelwidth, !reverse));
//top-right corner
shape.AddRange(GetCornerPoints(new Vector2D(pEnd.x, pStart.y), -currentbevelwidth, currentbevelwidth, reverse));
//bottom-right corner
shape.AddRange(GetCornerPoints(pEnd, -currentbevelwidth, -currentbevelwidth, !reverse));
//bottom-left corner
shape.AddRange(GetCornerPoints(new Vector2D(pStart.x, pEnd.y), currentbevelwidth, -currentbevelwidth, reverse));
//closing point
shape.Add(shape[0]);
return shape.ToArray();
}
private Vector2D[] GetCornerPoints(Vector2D startPoint, int bevel_width, int bevel_height, bool reverse)
{
Vector2D[] points;
Vector2D center = (bevelwidth > 0 ? new Vector2D(startPoint.x + bevel_width, startPoint.y + bevel_height) : startPoint);
float curAngle = Angle2D.PI;
int steps = subdivisions + 2;
points = new Vector2D[steps];
float stepAngle = Angle2D.PIHALF / (subdivisions + 1);
for(int i = 0; i < steps; i++)
{
points[i] = new Vector2D(center.x + (float)Math.Sin(curAngle) * bevel_width, center.y + (float)Math.Cos(curAngle) * bevel_height);
curAngle += stepAngle;
}
if(reverse) Array.Reverse(points);
return points;
}
protected virtual string GetHintText()
{
List<string> result = new List<string>();
if(bevelwidth != 0) result.Add("BVL: " + bevelwidth);
if(subdivisions != 0) result.Add("SUB: " + subdivisions);
return string.Join("; ", result.ToArray());
}
// Update top-left and bottom-right points, which define drawing shape
private void UpdateReferencePoints(DrawnVertex p1, DrawnVertex p2)
{
if(!p1.pos.IsFinite() || !p2.pos.IsFinite()) return;
// Make sure start always stays at left and up from the end
if(p1.pos.x < p2.pos.x)
{
start.x = p1.pos.x;
end.x = p2.pos.x;
}
else
{
start.x = p2.pos.x;
end.x = p1.pos.x;
}
if(p1.pos.y < p2.pos.y)
{
start.y = p1.pos.y;
end.y = p2.pos.y;
}
else
{
start.y = p2.pos.y;
end.y = p1.pos.y;
}
// Update size
width = (int)(end.x - start.x);
height = (int)(end.y - start.y);
}
// This draws a point at a specific location
override public bool DrawPointAt(Vector2D pos, bool stitch, bool stitchline)
{
if(pos.x < General.Map.Config.LeftBoundary || pos.x > General.Map.Config.RightBoundary ||
pos.y > General.Map.Config.TopBoundary || pos.y < General.Map.Config.BottomBoundary)
return false;
DrawnVertex newpoint = new DrawnVertex();
newpoint.pos = pos;
newpoint.stitch = true; //stitch
newpoint.stitchline = stitchline;
points.Add(newpoint);
if(points.Count == 1) //add point and labels
{
labels.AddRange(new[] { new LineLengthLabel(false, true), new LineLengthLabel(false, true), new LineLengthLabel(false, true), new LineLengthLabel(false, true) });
hintlabel = new HintLabel(General.Colors.InfoLine);
Update();
}
else if(points[0].pos == points[1].pos) //nothing is drawn
{
points = new List<DrawnVertex>();
FinishDraw();
}
else
{
//create vertices for final shape.
UpdateReferencePoints(points[0], newpoint);
points = new List<DrawnVertex>(); //clear points
Vector2D[] shape = GetShape(start, end);
foreach(Vector2D t in shape) base.DrawPointAt(t, true, true);
FinishDraw();
}
return true;
}
override public void RemovePoint()
{
if(points.Count > 0) points.RemoveAt(points.Count - 1);
if(labels.Count > 0) labels = new List<LineLengthLabel>();
Update();
}
#endregion
#region ================== Events
override public void OnAccept()
{
Cursor.Current = Cursors.AppStarting;
General.Settings.FindDefaultDrawSettings();
// When we have a rectangle or a line
if(points.Count > minpointscount || points.Count == 2)
{
// Make undo for the draw
General.Map.UndoRedo.CreateUndo(undoname);
// Make an analysis and show info
string[] adjectives = { "gloomy", "sad", "unhappy", "lonely", "troubled", "depressed", "heartsick", "glum", "pessimistic", "bitter", "downcast" }; // aaand my english vocabulary ends here :)
string word = adjectives[new Random().Next(adjectives.Length - 1)];
string a = (word[0] == 'u' ? "an " : "a ");
General.Interface.DisplayStatus(StatusType.Action, "Created " + a + word + " " + shapename + ".");
// Make the drawing
if(Tools.DrawLines(points, true, BuilderPlug.Me.AutoAlignTextureOffsetsOnCreate))
{
// Snap to map format accuracy
General.Map.Map.SnapAllToAccuracy();
// Clear selection
General.Map.Map.ClearAllSelected();
// Update cached values
General.Map.Map.Update();
//mxd. Outer sectors may require some splittin...
if(General.Settings.SplitJoinedSectors) Tools.SplitOuterSectors(General.Map.Map.GetMarkedLinedefs(true));
// Edit new sectors?
List<Sector> newsectors = General.Map.Map.GetMarkedSectors(true);
if(BuilderPlug.Me.EditNewSector && (newsectors.Count > 0))
General.Interface.ShowEditSectors(newsectors);
// Update the used textures
General.Map.Data.UpdateUsedTextures();
//mxd
General.Map.Renderer2D.UpdateExtraFloorFlag();
// Map is changed
General.Map.IsChanged = true;
}
else
{
// Drawing failed
// NOTE: I have to call this twice, because the first time only cancels this volatile mode
General.Map.UndoRedo.WithdrawUndo();
General.Map.UndoRedo.WithdrawUndo();
}
}
// Done
Cursor.Current = Cursors.Default;
if(continuousdrawing)
{
// Reset settings
points.Clear();
labels.Clear();
drawingautoclosed = false;
// Redraw display
General.Interface.RedrawDisplay();
}
else
{
// Return to original mode
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
}
}
public override void OnDisengage()
{
if(hintlabel != null) hintlabel.Dispose();
base.OnDisengage();
}
public override void OnHelp()
{
General.ShowHelp("/gzdb/features/classic_modes/mode_drawrect.html");
}
private void OptionsPanelOnValueChanged(object sender, EventArgs eventArgs)
{
bevelwidth = panel.BevelWidth;
subdivisions = panel.Subdivisions;
Update();
}
#endregion
#region ================== Actions
[BeginAction("increasesubdivlevel")]
protected virtual void IncreaseSubdivLevel()
{
if(subdivisions < maxsubdivisions)
{
subdivisions++;
panel.Subdivisions = subdivisions;
Update();
}
}
[BeginAction("decreasesubdivlevel")]
protected virtual void DecreaseSubdivLevel()
{
if(subdivisions > minsubdivisions)
{
subdivisions--;
panel.Subdivisions = subdivisions;
Update();
}
}
[BeginAction("increasebevel")]
protected virtual void IncreaseBevel()
{
if(points.Count < 2 || currentbevelwidth == bevelwidth || bevelwidth < 0)
{
bevelwidth = Math.Min(bevelwidth + General.Map.Grid.GridSize, panel.MaxBevelWidth);
panel.BevelWidth = bevelwidth;
Update();
}
}
[BeginAction("decreasebevel")]
protected virtual void DecreaseBevel()
{
if(currentbevelwidth == bevelwidth || bevelwidth > 0)
{
bevelwidth = Math.Max(bevelwidth - General.Map.Grid.GridSize, panel.MinBevelWidth);
panel.BevelWidth = bevelwidth;
Update();
}
}
#endregion
}
}