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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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871 lines
25 KiB
C#
871 lines
25 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;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.IO;
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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 System.Drawing;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.Actions;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[EditMode(DisplayName = "Drawing",
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SwitchAction = "drawlinesmode",
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Volatile = true)]
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public class DrawGeometryMode : BaseClassicMode
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{
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#region ================== Structures
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private struct DrawnVertex
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{
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public Vector2D pos;
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public bool stitch;
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}
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#endregion
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#region ================== Constants
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private const float LINE_THICKNESS = 0.8f;
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#endregion
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#region ================== Variables
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// Drawing points
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private List<DrawnVertex> points;
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private List<LineLengthLabel> labels;
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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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#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.Map.PreviousStableMode.Name; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public DrawGeometryMode()
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{
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// Initialize
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points = new List<DrawnVertex>();
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labels = new List<LineLengthLabel>();
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// No selection in this mode
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General.Map.Map.ClearAllSelected();
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General.Map.Map.ClearAllMarks(false);
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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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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// This checks if the view offset/zoom changed and updates the check
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protected bool CheckViewChanged()
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{
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bool viewchanged = false;
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// View changed?
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if(renderer.OffsetX != lastoffsetx) viewchanged = true;
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if(renderer.OffsetY != lastoffsety) viewchanged = true;
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if(renderer.Scale != lastscale) viewchanged = true;
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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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// Return result
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return viewchanged;
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}
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// This updates the dragging
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private 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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PixelColor color;
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snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
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snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
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DrawnVertex lastp = new DrawnVertex();
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DrawnVertex curp = GetCurrentPosition();
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float vsize = ((float)renderer.VertexSize + 1.0f) / renderer.Scale;
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float vsizeborder = ((float)renderer.VertexSize + 3.0f) / renderer.Scale;
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// The last label's end must go to the mouse cursor
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if(labels.Count > 0) labels[labels.Count - 1].End = curp.pos;
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// Render drawing lines
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if(renderer.StartOverlay(true))
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{
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// Go for all points to draw lines
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if(points.Count > 0)
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{
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// Render lines
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lastp = points[0];
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for(int i = 1; i < points.Count; i++)
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{
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// Determine line color
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if(lastp.stitch && points[i].stitch) color = stitchcolor;
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else color = losecolor;
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// Render line
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renderer.RenderLine(lastp.pos, points[i].pos, LINE_THICKNESS, color, true);
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lastp = points[i];
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}
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// Determine line color
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if(lastp.stitch && snaptonearest) color = stitchcolor;
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else color = losecolor;
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// Render line to cursor
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renderer.RenderLine(lastp.pos, curp.pos, LINE_THICKNESS, color, true);
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// Render vertices
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for(int i = 0; i < points.Count; i++)
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{
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// Determine line color
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if(points[i].stitch) color = stitchcolor;
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else color = losecolor;
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// Render line
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renderer.RenderRectangleFilled(new RectangleF(points[i].pos.x - vsize, points[i].pos.y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
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}
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}
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// Determine point color
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if(snaptonearest) color = stitchcolor;
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else color = losecolor;
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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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// Go for all labels
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foreach(LineLengthLabel l in labels) renderer.RenderText(l.TextLabel);
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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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// This gets the aligned and snapped draw position
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private DrawnVertex GetCurrentPosition()
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{
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DrawnVertex p = new DrawnVertex();
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// Snap to nearest?
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if(snaptonearest)
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{
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float vrange = VerticesMode.VERTEX_HIGHLIGHT_RANGE / renderer.Scale;
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// Go for all drawn points
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foreach(DrawnVertex v in points)
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{
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Vector2D delta = mousemappos - v.pos;
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if(delta.GetLengthSq() < (vrange * vrange))
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{
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p.pos = v.pos;
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p.stitch = true;
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return p;
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}
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}
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// Try the nearest vertex
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Vertex nv = General.Map.Map.NearestVertexSquareRange(mousemappos, vrange);
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if(nv != null)
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{
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p.pos = nv.Position;
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p.stitch = true;
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return p;
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}
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// Try the nearest linedef
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Linedef nl = General.Map.Map.NearestLinedefRange(mousemappos, LinedefsMode.LINEDEF_HIGHLIGHT_RANGE / 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(snaptogrid)
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{
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// Get grid intersection coordinates
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List<Vector2D> coords = nl.GetGridIntersections();
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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 = mousemappos - 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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// Align to the closest grid intersection
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p.pos = found_coord;
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p.stitch = true;
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return p;
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}
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else
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{
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// Aligned to line
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p.pos = nl.NearestOnLine(mousemappos);
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p.stitch = true;
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return p;
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}
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}
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}
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// Snap to grid?
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if(snaptogrid)
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{
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// Aligned to grid
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p.pos = General.Map.Grid.SnappedToGrid(mousemappos);
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p.stitch = snaptonearest;
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return p;
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}
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else
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{
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// Normal position
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p.pos = mousemappos;
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p.stitch = snaptonearest;
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return p;
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}
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}
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// This draws a point at a specific location
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public void DrawPointAt(Vector2D pos, bool stitch)
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{
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DrawnVertex newpoint = new DrawnVertex();
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newpoint.pos = pos;
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newpoint.stitch = stitch;
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points.Add(newpoint);
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labels.Add(new LineLengthLabel());
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labels[labels.Count - 1].Start = newpoint.pos;
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if(labels.Count > 1) labels[labels.Count - 2].End = newpoint.pos;
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Update();
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// Check if point stitches with the first
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if((points.Count > 1) && (points[points.Count - 1].stitch))
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{
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Vector2D p1 = points[0].pos;
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Vector2D p2 = points[points.Count - 1].pos;
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Vector2D delta = p1 - p2;
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if((Math.Abs(delta.x) <= 0.001f) && (Math.Abs(delta.y) <= 0.001f))
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{
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// Finish drawing
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FinishDraw();
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}
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}
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}
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#endregion
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#region ================== Events
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// Engaging
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public override void OnEngage()
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{
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base.OnEngage();
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renderer.SetPresentation(Presentation.Standard);
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// Set cursor
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General.Interface.SetCursor(Cursors.Cross);
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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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// Cancel base class
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base.OnCancel();
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// Return to original mode
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General.Map.ChangeMode(General.Map.PreviousStableMode.Name);
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}
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// Accepted
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public override void OnAccept()
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{
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List<Vertex> newverts = new List<Vertex>();
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List<Vertex> intersectverts = new List<Vertex>();
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List<Linedef> newlines = new List<Linedef>();
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List<Linedef> oldlines = new List<Linedef>(General.Map.Map.Linedefs);
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List<Sidedef> insidesides = new List<Sidedef>();
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List<Vertex> mergeverts = new List<Vertex>();
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List<Vertex> nonmergeverts = new List<Vertex>(General.Map.Map.Vertices);
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MapSet map = General.Map.Map;
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Cursor.Current = Cursors.AppStarting;
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General.Settings.FindDefaultDrawSettings();
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// When points have been drawn
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if(points.Count > 0)
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{
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// Make undo for the draw
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General.Map.UndoRedo.CreateUndo("Line draw", UndoGroup.None, 0);
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/***************************************************\
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STEP 1: Create the new geometry
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\***************************************************/
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// Make first vertex
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Vertex v1 = map.CreateVertex(points[0].pos);
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v1.Marked = true;
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// Keep references
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newverts.Add(v1);
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if(points[0].stitch) mergeverts.Add(v1); else nonmergeverts.Add(v1);
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// Go for all other points
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for(int i = 1; i < points.Count; i++)
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{
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// Create vertex for point
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Vertex v2 = map.CreateVertex(points[i].pos);
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v2.Marked = true;
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// Keep references
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newverts.Add(v2);
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if(points[i].stitch) mergeverts.Add(v2); else nonmergeverts.Add(v2);
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// Create line between point and previous
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Linedef ld = map.CreateLinedef(v1, v2);
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ld.Marked = true;
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ld.Selected = true;
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ld.ApplySidedFlags();
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ld.UpdateCache();
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newlines.Add(ld);
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// Should we split this line to merge with intersecting lines?
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if(points[i - 1].stitch && points[i].stitch)
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{
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// Check if any other lines intersect this line
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List<float> intersections = new List<float>();
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Line2D measureline = ld.Line;
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foreach(Linedef ld2 in map.Linedefs)
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{
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// Intersecting?
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// We only keep the unit length from the start of the line and
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// do the real splitting later, when all intersections are known
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float u;
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if(ld2.Line.GetIntersection(measureline, out u))
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{
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if(!float.IsNaN(u) && (u > 0.0f) && (u < 1.0f) && (ld2 != ld))
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intersections.Add(u);
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}
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}
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// Sort the intersections
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intersections.Sort();
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// Go for all found intersections
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Linedef splitline = ld;
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foreach(float u in intersections)
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{
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// Calculate exact coordinates where to split
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// We use measureline for this, because the original line
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// may already have changed in length due to a previous split
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Vector2D splitpoint = measureline.GetCoordinatesAt(u);
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// Make the vertex
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Vertex splitvertex = map.CreateVertex(splitpoint);
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splitvertex.Marked = true;
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newverts.Add(splitvertex);
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mergeverts.Add(splitvertex); // <-- add to merge?
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intersectverts.Add(splitvertex);
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// The Split method ties the end of the original line to the given
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// vertex and starts a new line at the given vertex, so continue
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// splitting with the new line, because the intersections are sorted
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// from low to high (beginning at the original line start)
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splitline = splitline.Split(splitvertex);
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splitline.ApplySidedFlags();
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newlines.Add(splitline);
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}
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}
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// Next
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v1 = v2;
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}
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// Join merge vertices so that overlapping vertices in the draw become one.
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MapSet.JoinVertices(mergeverts, mergeverts, false, MapSet.STITCH_DISTANCE);
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// We prefer a closed polygon, because then we can determine the interior properly
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// Check if the two ends of the polygon are closed
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bool drawingclosed = false;
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if(newlines.Count > 0)
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{
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// When not closed, we will try to find a path to close it
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Linedef firstline = newlines[0];
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Linedef lastline = newlines[newlines.Count - 1];
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drawingclosed = (firstline.Start == lastline.End);
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if(!drawingclosed)
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{
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// First and last vertex stitch with geometry?
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if(points[0].stitch && points[points.Count - 1].stitch)
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{
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// Find out where they will stitch
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Linedef l1 = MapSet.NearestLinedefRange(oldlines, firstline.Start.Position, MapSet.STITCH_DISTANCE);
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Linedef l2 = MapSet.NearestLinedefRange(oldlines, lastline.End.Position, MapSet.STITCH_DISTANCE);
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if((l1 != null) && (l2 != null))
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{
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List<LinedefSide> shortestpath = null;
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// Same line?
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if(l1 == l2)
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{
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// Then just connect the two
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shortestpath = new List<LinedefSide>();
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shortestpath.Add(new LinedefSide(l1, true));
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}
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else
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{
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// Find the shortest, closest path between these lines
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List<List<LinedefSide>> paths = new List<List<LinedefSide>>(8);
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paths.Add(Tools.FindClosestPath(l1, true, l2, true, true));
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paths.Add(Tools.FindClosestPath(l1, true, l2, false, true));
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paths.Add(Tools.FindClosestPath(l1, false, l2, true, true));
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paths.Add(Tools.FindClosestPath(l1, false, l2, false, true));
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paths.Add(Tools.FindClosestPath(l2, true, l1, true, true));
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paths.Add(Tools.FindClosestPath(l2, true, l1, false, true));
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paths.Add(Tools.FindClosestPath(l2, false, l1, true, true));
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paths.Add(Tools.FindClosestPath(l2, false, l1, false, true));
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foreach(List<LinedefSide> p in paths)
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if((p != null) && ((shortestpath == null) || (p.Count < shortestpath.Count))) shortestpath = p;
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}
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// Found a path?
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if(shortestpath != null)
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{
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// Check which direction the path goes in
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if(shortestpath[0].Line == l1)
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{
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// Begin at start
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v1 = firstline.Start;
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}
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else
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{
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// Begin at end
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v1 = lastline.End;
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}
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// Go for all vertices in the path to make additional lines
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for(int i = 1; i < shortestpath.Count; i++)
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{
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// Get the next position
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Vector2D v2pos = shortestpath[i].Front ? shortestpath[i].Line.Start.Position : shortestpath[i].Line.End.Position;
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// Make the new vertex
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Vertex v2 = map.CreateVertex(v2pos);
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v2.Marked = true;
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mergeverts.Add(v2);
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// Make the line
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Linedef ld = map.CreateLinedef(v1, v2);
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ld.Marked = true;
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ld.Selected = true;
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ld.ApplySidedFlags();
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ld.UpdateCache();
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newlines.Add(ld);
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// Next
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v1 = v2;
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}
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// Make the final line
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Linedef lld;
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// Check which direction the path goes in
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if(shortestpath[0].Line == l1)
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{
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// Path stops at end
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lld = map.CreateLinedef(v1, lastline.End);
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}
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else
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{
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// Path stops at begin
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lld = map.CreateLinedef(v1, firstline.Start);
|
|
}
|
|
|
|
// Setup line
|
|
lld.Marked = true;
|
|
lld.Selected = true;
|
|
lld.ApplySidedFlags();
|
|
lld.UpdateCache();
|
|
newlines.Add(lld);
|
|
|
|
// Drawing is now closed
|
|
drawingclosed = true;
|
|
|
|
// Join merge vertices so that overlapping vertices in the draw become one.
|
|
MapSet.JoinVertices(mergeverts, mergeverts, false, MapSet.STITCH_DISTANCE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Merge intersetion vertices with the new lines. This completes the
|
|
// self intersections for which splits were made above.
|
|
map.Update(true, false);
|
|
MapSet.SplitLinesByVertices(newlines, intersectverts, MapSet.STITCH_DISTANCE, null);
|
|
MapSet.SplitLinesByVertices(newlines, mergeverts, MapSet.STITCH_DISTANCE, null);
|
|
|
|
/***************************************************\
|
|
STEP 2: Merge the new geometry
|
|
\***************************************************/
|
|
|
|
// In step 3 we will make sectors on the front sides and join sectors on the
|
|
// back sides, but because the user could have drawn counterclockwise or just
|
|
// some weird polygon this could result in problems. The following code adjusts
|
|
// the direction of all new lines so that their front (right) side is facing
|
|
// the interior of the new drawn polygon.
|
|
map.Update(true, false);
|
|
foreach(Linedef ld in newlines)
|
|
{
|
|
// Find closest path starting with the front of this linedef
|
|
List<LinedefSide> pathlines = Tools.FindClosestPath(ld, true, true);
|
|
if(pathlines != null)
|
|
{
|
|
// Make polygon
|
|
LinedefTracePath tracepath = new LinedefTracePath(pathlines);
|
|
EarClipPolygon pathpoly = tracepath.MakePolygon(true);
|
|
|
|
// Check if the front of the line is outside the polygon
|
|
if(!pathpoly.Intersect(ld.GetSidePoint(true)))
|
|
{
|
|
// Now trace from the back side of the line to see if
|
|
// the back side lies in the interior. I don't want to
|
|
// flip the line if it is not helping.
|
|
|
|
// Find closest path starting with the back of this linedef
|
|
pathlines = Tools.FindClosestPath(ld, false, true);
|
|
if(pathlines != null)
|
|
{
|
|
// Make polygon
|
|
tracepath = new LinedefTracePath(pathlines);
|
|
pathpoly = tracepath.MakePolygon(true);
|
|
|
|
// Check if the back of the line is inside the polygon
|
|
if(pathpoly.Intersect(ld.GetSidePoint(false)))
|
|
{
|
|
// We must flip this linedef to face the interior
|
|
ld.FlipVertices();
|
|
ld.FlipSidedefs();
|
|
ld.UpdateCache();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Mark only the vertices that should be merged
|
|
map.ClearMarkedVertices(false);
|
|
foreach(Vertex v in mergeverts) v.Marked = true;
|
|
|
|
// Before this point, the new geometry is not linked with the existing geometry.
|
|
// Now perform standard geometry stitching to merge the new geometry with the rest
|
|
// of the map. The marked vertices indicate the new geometry.
|
|
map.StitchGeometry();
|
|
map.Update(true, false);
|
|
|
|
// Find our new lines again, because they have been merged with the other geometry
|
|
// but their Marked property is copied where they have joined.
|
|
newlines = map.GetMarkedLinedefs(true);
|
|
|
|
/***************************************************\
|
|
STEP 3: Join and create new sectors
|
|
\***************************************************/
|
|
|
|
// The code below atempts to create sectors on the front sides of the drawn
|
|
// geometry and joins sectors on the back sides of the drawn geometry.
|
|
// This code does not change any geometry, it only makes/updates sidedefs.
|
|
bool sidescreated = false;
|
|
bool[] frontsdone = new bool[newlines.Count];
|
|
bool[] backsdone = new bool[newlines.Count];
|
|
for(int i = 0; i < newlines.Count; i++)
|
|
{
|
|
Linedef ld = newlines[i];
|
|
|
|
// Front not marked as done?
|
|
if(!frontsdone[i])
|
|
{
|
|
// Find a way to create a sector here
|
|
List<LinedefSide> sectorlines = Tools.FindPotentialSectorAt(ld, true);
|
|
if(sectorlines != null)
|
|
{
|
|
sidescreated = true;
|
|
|
|
// Make the new sector
|
|
Sector newsector = Tools.MakeSector(sectorlines);
|
|
|
|
// Go for all sidedefs in this new sector
|
|
foreach(Sidedef sd in newsector.Sidedefs)
|
|
{
|
|
// Keep list of sides inside created sectors
|
|
insidesides.Add(sd);
|
|
|
|
// Side matches with a side of our new lines?
|
|
int lineindex = newlines.IndexOf(sd.Line);
|
|
if(lineindex > -1)
|
|
{
|
|
// Mark this side as done
|
|
if(sd.IsFront)
|
|
frontsdone[lineindex] = true;
|
|
else
|
|
backsdone[lineindex] = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Back not marked as done?
|
|
if(!backsdone[i])
|
|
{
|
|
// Find a way to create a sector here
|
|
List<LinedefSide> sectorlines = Tools.FindPotentialSectorAt(ld, false);
|
|
if(sectorlines != null)
|
|
{
|
|
// We don't always want to create a new sector on the back sides
|
|
// So first check if any of the surrounding lines originally have sidedefs
|
|
Sidedef joinsidedef = null;
|
|
foreach(LinedefSide ls in sectorlines)
|
|
{
|
|
if(ls.Front && (ls.Line.Front != null))
|
|
{
|
|
joinsidedef = ls.Line.Front;
|
|
break;
|
|
}
|
|
else if(!ls.Front && (ls.Line.Back != null))
|
|
{
|
|
joinsidedef = ls.Line.Back;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Join?
|
|
if(joinsidedef != null)
|
|
{
|
|
sidescreated = true;
|
|
|
|
// Join the new sector
|
|
Sector newsector = Tools.JoinSector(sectorlines, joinsidedef);
|
|
|
|
// Go for all sidedefs in this new sector
|
|
foreach(Sidedef sd in newsector.Sidedefs)
|
|
{
|
|
// Side matches with a side of our new lines?
|
|
int lineindex = newlines.IndexOf(sd.Line);
|
|
if(lineindex > -1)
|
|
{
|
|
// Mark this side as done
|
|
if(sd.IsFront)
|
|
frontsdone[lineindex] = true;
|
|
else
|
|
backsdone[lineindex] = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Make corrections for backward linedefs
|
|
MapSet.FlipBackwardLinedefs(newlines);
|
|
|
|
// Remove all unneeded textures
|
|
// Shouldn't this already be done by the
|
|
// makesector/joinsector functions?
|
|
foreach(Linedef ld in newlines)
|
|
{
|
|
if(ld.Front != null) ld.Front.RemoveUnneededTextures(true);
|
|
if(ld.Back != null) ld.Back.RemoveUnneededTextures(true);
|
|
}
|
|
foreach(Sidedef sd in insidesides)
|
|
{
|
|
sd.RemoveUnneededTextures(true);
|
|
}
|
|
|
|
// Check if any of our new lines have sides
|
|
if(sidescreated)
|
|
{
|
|
// Then remove the lines which have no sides at all
|
|
for(int i = newlines.Count - 1; i >= 0; i--)
|
|
{
|
|
// Remove the line if it has no sides
|
|
if((newlines[i].Front == null) && (newlines[i].Back == null)) newlines[i].Dispose();
|
|
}
|
|
}
|
|
|
|
// Snap to map format accuracy
|
|
General.Map.Map.SnapAllToAccuracy();
|
|
|
|
// Update cached values
|
|
map.Update();
|
|
|
|
// Map is changed
|
|
General.Map.IsChanged = true;
|
|
}
|
|
|
|
// Done
|
|
Cursor.Current = Cursors.Default;
|
|
|
|
// Return to original mode
|
|
General.Map.ChangeMode(General.Map.PreviousStableMode.Name);
|
|
}
|
|
|
|
// This redraws the display
|
|
public override void OnRedrawDisplay()
|
|
{
|
|
renderer.RedrawSurface();
|
|
|
|
// Render lines
|
|
if(renderer.StartPlotter(true))
|
|
{
|
|
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
|
|
renderer.PlotVerticesSet(General.Map.Map.Vertices);
|
|
renderer.Finish();
|
|
}
|
|
|
|
// Render things
|
|
if(renderer.StartThings(true))
|
|
{
|
|
renderer.RenderThingSet(General.Map.Map.Things, 1.0f);
|
|
renderer.Finish();
|
|
}
|
|
|
|
// Normal update
|
|
Update();
|
|
}
|
|
|
|
// 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)) ||
|
|
(snaptonearest != (General.Interface.CtrlState ^ General.Interface.AutoMerge))) 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))) Update();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Actions
|
|
|
|
// Drawing a point
|
|
[BeginAction("drawpoint")]
|
|
public void DrawPoint()
|
|
{
|
|
// Mouse inside window?
|
|
if(General.Interface.MouseInDisplay)
|
|
{
|
|
DrawnVertex newpoint = GetCurrentPosition();
|
|
DrawPointAt(newpoint.pos, newpoint.stitch);
|
|
}
|
|
}
|
|
|
|
// Remove a point
|
|
[BeginAction("removepoint")]
|
|
public void RemovePoint()
|
|
{
|
|
if(points.Count > 0) points.RemoveAt(points.Count - 1);
|
|
if(labels.Count > 0)
|
|
{
|
|
labels[labels.Count - 1].Dispose();
|
|
labels.RemoveAt(labels.Count - 1);
|
|
}
|
|
|
|
Update();
|
|
}
|
|
|
|
// Finish drawing
|
|
[BeginAction("finishdraw")]
|
|
public void FinishDraw()
|
|
{
|
|
// Accept the changes
|
|
General.Map.AcceptMode();
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|