mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
59c4a75b11
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).
503 lines
14 KiB
C#
503 lines
14 KiB
C#
#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.Map;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[EditMode(DisplayName = "Draw Rectangle Mode",
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SwitchAction = "drawrectanglemode",
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ButtonImage = "DrawRectangleMode.png", //mxd
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ButtonOrder = int.MinValue + 3, //mxd
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ButtonGroup = "000_drawing", //mxd
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AllowCopyPaste = false,
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Volatile = true,
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Optional = false)]
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public class DrawRectangleMode : DrawGeometryMode
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{
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#region ================== Variables
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protected HintLabel hintlabel;
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protected int bevelwidth;
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protected int currentbevelwidth;
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protected int subdivisions;
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protected int maxsubdivisions;
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protected int minsubdivisions;
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protected string undoname = "Rectangle draw";
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protected string shapename = "rectangle";
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protected Vector2D start;
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protected Vector2D end;
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protected int width;
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protected int height;
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protected int minpointscount;
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protected bool alwaysrendershapehints;
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// Interface
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private DrawRectangleOptionsPanel panel;
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#endregion
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#region ================== Constructor/Disposer
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public DrawRectangleMode()
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{
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snaptogrid = true;
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usefourcardinaldirections = true;
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autoclosedrawing = false;
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}
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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(hintlabel != null) hintlabel.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 ================== Settings panel
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protected override void SetupInterface()
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{
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maxsubdivisions = 16;
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minpointscount = 4;
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// Load stored settings
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subdivisions = General.Clamp(General.Settings.ReadPluginSetting("drawrectanglemode.subdivisions", 0), minsubdivisions, maxsubdivisions);
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bevelwidth = General.Settings.ReadPluginSetting("drawrectanglemode.bevelwidth", 0);
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currentbevelwidth = bevelwidth;
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//Add options docker
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panel = new DrawRectangleOptionsPanel();
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panel.MaxSubdivisions = maxsubdivisions;
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panel.MinSubdivisions = minsubdivisions;
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panel.MaxBevelWidth = (int)General.Map.FormatInterface.MaxCoordinate;
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panel.MinBevelWidth = (int)General.Map.FormatInterface.MinCoordinate;
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panel.BevelWidth = bevelwidth;
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panel.Subdivisions = subdivisions;
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panel.OnValueChanged += OptionsPanelOnValueChanged;
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panel.OnContinuousDrawingChanged += OnContinuousDrawingChanged;
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// Needs to be set after adding the OnContinuousDrawingChanged event...
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panel.ContinuousDrawing = General.Settings.ReadPluginSetting("drawrectanglemode.continuousdrawing", false);
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}
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protected override void AddInterface()
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{
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panel.Register();
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}
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protected override void RemoveInterface()
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{
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// Store settings
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General.Settings.WritePluginSetting("drawrectanglemode.subdivisions", subdivisions);
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General.Settings.WritePluginSetting("drawrectanglemode.bevelwidth", bevelwidth);
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General.Settings.WritePluginSetting("drawrectanglemode.continuousdrawing", panel.ContinuousDrawing);
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// Remove the buttons
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panel.Unregister();
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}
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#endregion
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#region ================== Methods
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override protected void Update()
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{
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PixelColor stitchcolor = General.Colors.Highlight;
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PixelColor losecolor = General.Colors.Selection;
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snaptocardinaldirection = General.Interface.ShiftState && General.Interface.AltState; //mxd
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snaptogrid = (snaptocardinaldirection || General.Interface.ShiftState ^ General.Interface.SnapToGrid);
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snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
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DrawnVertex curp = GetCurrentPosition();
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float vsize = (renderer.VertexSize + 1.0f) / renderer.Scale;
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// Render drawing lines
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if(renderer.StartOverlay(true))
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{
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PixelColor color = snaptonearest ? stitchcolor : losecolor;
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if(points.Count == 1)
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{
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UpdateReferencePoints(points[0], curp);
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Vector2D[] shape = GetShape(start, end);
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//render shape
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for(int i = 1; i < shape.Length; i++)
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renderer.RenderLine(shape[i - 1], shape[i], LINE_THICKNESS, color, true);
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//vertices
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for(int i = 0; i < shape.Length; i++)
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renderer.RenderRectangleFilled(new RectangleF(shape[i].x - vsize, shape[i].y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
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//and labels
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Vector2D[] labelCoords = new[] { start, new Vector2D(end.x, start.y), end, new Vector2D(start.x, end.y), start };
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for(int i = 1; i < 5; i++)
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{
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labels[i - 1].Move(labelCoords[i], labelCoords[i - 1]);
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renderer.RenderText(labels[i - 1].TextLabel);
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}
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//got beveled corners?
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if(alwaysrendershapehints || shape.Length > minpointscount + 1)
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{
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//render hint
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if(width > 64 * vsize && height > 16 * vsize)
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{
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hintlabel.Move(start, end);
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hintlabel.Text = GetHintText();
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renderer.RenderText(hintlabel.TextLabel);
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}
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//and shape corners
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for(int i = 0; i < 4; i++)
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renderer.RenderRectangleFilled(new RectangleF(labelCoords[i].x - vsize, labelCoords[i].y - vsize, vsize * 2.0f, vsize * 2.0f), General.Colors.InfoLine, true);
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}
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}
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else
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{
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// Render vertex at cursor
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renderer.RenderRectangleFilled(new RectangleF(curp.pos.x - vsize, curp.pos.y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
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}
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// Done
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renderer.Finish();
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}
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// Done
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renderer.Present();
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}
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protected virtual Vector2D[] GetShape(Vector2D pStart, Vector2D pEnd)
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{
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//no shape
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if(pStart == pEnd)
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{
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currentbevelwidth = 0;
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return new Vector2D[0];
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}
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//line
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if(pEnd.x == pStart.x || pEnd.y == pStart.y)
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{
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currentbevelwidth = 0;
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return new[] { pStart, pEnd };
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}
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//no corners
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if(bevelwidth == 0)
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{
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currentbevelwidth = 0;
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return new[] { pStart, new Vector2D((int)pStart.x, (int)pEnd.y), pEnd, new Vector2D((int)pEnd.x, (int)pStart.y), pStart };
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}
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//got corners. TODO: check point order
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bool reverse = false;
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currentbevelwidth = Math.Min(Math.Abs(bevelwidth), Math.Min(width, height) / 2);
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if(bevelwidth < 0)
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{
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currentbevelwidth *= -1;
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reverse = true;
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}
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List<Vector2D> shape = new List<Vector2D>();
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//top-left corner
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shape.AddRange(GetCornerPoints(pStart, currentbevelwidth, currentbevelwidth, !reverse));
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//top-right corner
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shape.AddRange(GetCornerPoints(new Vector2D(pEnd.x, pStart.y), -currentbevelwidth, currentbevelwidth, reverse));
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//bottom-right corner
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shape.AddRange(GetCornerPoints(pEnd, -currentbevelwidth, -currentbevelwidth, !reverse));
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//bottom-left corner
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shape.AddRange(GetCornerPoints(new Vector2D(pStart.x, pEnd.y), currentbevelwidth, -currentbevelwidth, reverse));
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//closing point
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shape.Add(shape[0]);
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return shape.ToArray();
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}
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private Vector2D[] GetCornerPoints(Vector2D startPoint, int bevel_width, int bevel_height, bool reverse)
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{
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Vector2D[] points;
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Vector2D center = (bevelwidth > 0 ? new Vector2D(startPoint.x + bevel_width, startPoint.y + bevel_height) : startPoint);
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float curAngle = Angle2D.PI;
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int steps = subdivisions + 2;
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points = new Vector2D[steps];
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float stepAngle = Angle2D.PIHALF / (subdivisions + 1);
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for(int i = 0; i < steps; i++)
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{
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points[i] = new Vector2D(center.x + (float)Math.Sin(curAngle) * bevel_width, center.y + (float)Math.Cos(curAngle) * bevel_height);
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curAngle += stepAngle;
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}
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if(reverse) Array.Reverse(points);
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return points;
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}
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protected virtual string GetHintText()
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{
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List<string> result = new List<string>();
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if(bevelwidth != 0) result.Add("BVL: " + bevelwidth);
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if(subdivisions != 0) result.Add("SUB: " + subdivisions);
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return string.Join("; ", result.ToArray());
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}
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// Update top-left and bottom-right points, which define drawing shape
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private void UpdateReferencePoints(DrawnVertex p1, DrawnVertex p2)
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{
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if(!p1.pos.IsFinite() || !p2.pos.IsFinite()) return;
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// Make sure start always stays at left and up from the end
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if(p1.pos.x < p2.pos.x)
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{
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start.x = p1.pos.x;
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end.x = p2.pos.x;
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}
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else
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{
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start.x = p2.pos.x;
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end.x = p1.pos.x;
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}
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if(p1.pos.y < p2.pos.y)
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{
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start.y = p1.pos.y;
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end.y = p2.pos.y;
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}
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else
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{
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start.y = p2.pos.y;
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end.y = p1.pos.y;
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}
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// Update size
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width = (int)(end.x - start.x);
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height = (int)(end.y - start.y);
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}
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// This draws a point at a specific location
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override public bool DrawPointAt(Vector2D pos, bool stitch, bool stitchline)
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{
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if(pos.x < General.Map.Config.LeftBoundary || pos.x > General.Map.Config.RightBoundary ||
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pos.y > General.Map.Config.TopBoundary || pos.y < General.Map.Config.BottomBoundary)
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return false;
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DrawnVertex newpoint = new DrawnVertex();
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newpoint.pos = pos;
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newpoint.stitch = true; //stitch
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newpoint.stitchline = stitchline;
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points.Add(newpoint);
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if(points.Count == 1) //add point and labels
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{
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labels.AddRange(new[] { new LineLengthLabel(false, true), new LineLengthLabel(false, true), new LineLengthLabel(false, true), new LineLengthLabel(false, true) });
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hintlabel = new HintLabel(General.Colors.InfoLine);
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Update();
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}
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else if(points[0].pos == points[1].pos) //nothing is drawn
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{
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points = new List<DrawnVertex>();
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FinishDraw();
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}
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else
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{
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//create vertices for final shape.
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UpdateReferencePoints(points[0], newpoint);
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points = new List<DrawnVertex>(); //clear points
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Vector2D[] shape = GetShape(start, end);
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foreach(Vector2D t in shape) base.DrawPointAt(t, true, true);
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FinishDraw();
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}
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return true;
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}
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override public void RemovePoint()
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{
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if(points.Count > 0) points.RemoveAt(points.Count - 1);
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if(labels.Count > 0) labels = new List<LineLengthLabel>();
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Update();
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}
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#endregion
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#region ================== Events
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override public void OnAccept()
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{
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Cursor.Current = Cursors.AppStarting;
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General.Settings.FindDefaultDrawSettings();
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// When we have a rectangle or a line
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if(points.Count > minpointscount || points.Count == 2)
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{
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// Make undo for the draw
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General.Map.UndoRedo.CreateUndo(undoname);
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// Make an analysis and show info
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string[] adjectives = { "gloomy", "sad", "unhappy", "lonely", "troubled", "depressed", "heartsick", "glum", "pessimistic", "bitter", "downcast" }; // aaand my english vocabulary ends here :)
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string word = adjectives[new Random().Next(adjectives.Length - 1)];
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string a = (word[0] == 'u' ? "an " : "a ");
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General.Interface.DisplayStatus(StatusType.Action, "Created " + a + word + " " + shapename + ".");
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// Make the drawing
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if(Tools.DrawLines(points, true, BuilderPlug.Me.AutoAlignTextureOffsetsOnCreate))
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{
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// Snap to map format accuracy
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General.Map.Map.SnapAllToAccuracy();
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// Clear selection
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General.Map.Map.ClearAllSelected();
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// Update cached values
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General.Map.Map.Update();
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//mxd. Outer sectors may require some splittin...
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if(General.Settings.SplitJoinedSectors) Tools.SplitOuterSectors(General.Map.Map.GetMarkedLinedefs(true));
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// Edit new sectors?
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List<Sector> newsectors = General.Map.Map.GetMarkedSectors(true);
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if(BuilderPlug.Me.EditNewSector && (newsectors.Count > 0))
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General.Interface.ShowEditSectors(newsectors);
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// Update the used textures
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General.Map.Data.UpdateUsedTextures();
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//mxd
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General.Map.Renderer2D.UpdateExtraFloorFlag();
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// Map is changed
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General.Map.IsChanged = true;
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}
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else
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{
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// Drawing failed
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// NOTE: I have to call this twice, because the first time only cancels this volatile mode
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General.Map.UndoRedo.WithdrawUndo();
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General.Map.UndoRedo.WithdrawUndo();
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}
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}
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// Done
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Cursor.Current = Cursors.Default;
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if(continuousdrawing)
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{
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// Reset settings
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points.Clear();
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labels.Clear();
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drawingautoclosed = false;
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// Redraw display
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General.Interface.RedrawDisplay();
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}
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else
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{
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// Return to original mode
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General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
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}
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}
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public override void OnDisengage()
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{
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if(hintlabel != null) hintlabel.Dispose();
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base.OnDisengage();
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}
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public override void OnHelp()
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{
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General.ShowHelp("/gzdb/features/classic_modes/mode_drawrect.html");
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}
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private void OptionsPanelOnValueChanged(object sender, EventArgs eventArgs)
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{
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bevelwidth = panel.BevelWidth;
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subdivisions = panel.Subdivisions;
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Update();
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}
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#endregion
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#region ================== Actions
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[BeginAction("increasesubdivlevel")]
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protected virtual void IncreaseSubdivLevel()
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{
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if(subdivisions < maxsubdivisions)
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{
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subdivisions++;
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panel.Subdivisions = subdivisions;
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Update();
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}
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}
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[BeginAction("decreasesubdivlevel")]
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protected virtual void DecreaseSubdivLevel()
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{
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if(subdivisions > minsubdivisions)
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{
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subdivisions--;
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panel.Subdivisions = subdivisions;
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Update();
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}
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}
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[BeginAction("increasebevel")]
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protected virtual void IncreaseBevel()
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{
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if(points.Count < 2 || currentbevelwidth == bevelwidth || bevelwidth < 0)
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{
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bevelwidth = Math.Min(bevelwidth + General.Map.Grid.GridSize, panel.MaxBevelWidth);
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panel.BevelWidth = bevelwidth;
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Update();
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}
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}
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[BeginAction("decreasebevel")]
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protected virtual void DecreaseBevel()
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{
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if(currentbevelwidth == bevelwidth || bevelwidth > 0)
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{
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bevelwidth = Math.Max(bevelwidth - General.Map.Grid.GridSize, panel.MinBevelWidth);
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panel.BevelWidth = bevelwidth;
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Update();
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}
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}
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#endregion
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}
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}
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