mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-17 23:51:10 +00:00
998d1d7dde
Added Bridge mode. Documented all GZDoom Builder specific features. Crash fix in 1.07e was not implemented properly...
331 lines
13 KiB
C#
331 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Drawing;
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using System.Windows.Forms;
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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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namespace CodeImp.DoomBuilder.BuilderModes.ClassicModes
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{
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[EditMode(DisplayName = "Draw Rectangle Mode",
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SwitchAction = "drawrectanglemode",
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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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private 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 = 16;
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protected int minSubdivisions = 0;
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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 PixelColor cornersColor;
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public DrawRectangleMode() : base() {
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snaptogrid = true;
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cornersColor = General.Colors.BrightColors[new Random().Next(General.Colors.BrightColors.Length - 1)];
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}
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public override void Dispose() {
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if (!isdisposed && hintLabel != null)
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hintLabel.Dispose();
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base.Dispose();
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}
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override protected void Update() {
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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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snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
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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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// Render drawing lines
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if (renderer.StartOverlay(true)) {
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color = snaptonearest ? stitchcolor : losecolor;
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if (points.Count == 1) {
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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 Vector2D[] { 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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labels[i - 1].Start = labelCoords[i - 1];
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labels[i - 1].End = labelCoords[i];
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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 (shape.Length > 5) {
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//render hint
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if (width > 64 * vsize && height > 16 * vsize) {
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float vPos = start.y + height / 2.0f;
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hintLabel.Start = new Vector2D(start.x, vPos);
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hintLabel.End = new Vector2D(end.x, vPos);
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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), cornersColor, true);
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}
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} else {
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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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//no shape
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if (pEnd.x == pStart.x && pEnd.y == pStart.y) {
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currentBevelWidth = 0;
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return new Vector2D[0];
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}
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//no corners
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if (bevelWidth == 0) {
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currentBevelWidth = 0;
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return new Vector2D[] { pStart, new Vector2D((int)pEnd.x, (int)pStart.y), pEnd, new Vector2D((int)pStart.x, (int)pEnd.y), pStart };
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}
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//got corners
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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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currentBevelWidth *= -1;
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reverse = true;
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}
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List<Vector2D> l_points = new List<Vector2D>();
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//top-left corner
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l_points.AddRange(getCornerPoints(pStart, currentBevelWidth, currentBevelWidth, !reverse));
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//top-right corner
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l_points.AddRange(getCornerPoints(new Vector2D(pEnd.x, pStart.y), -currentBevelWidth, currentBevelWidth, reverse));
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//bottom-right corner
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l_points.AddRange(getCornerPoints(pEnd, -currentBevelWidth, -currentBevelWidth, !reverse));
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//bottom-left corner
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l_points.AddRange(getCornerPoints(new Vector2D(pStart.x, pEnd.y), currentBevelWidth, -currentBevelWidth, reverse));
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//closing point
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l_points.Add(l_points[0]);
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Vector2D[] points = new Vector2D[l_points.Count];
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l_points.CopyTo(points);
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return points;
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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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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 = (float)Math.PI;
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int steps = subdivisions + 2;
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points = new Vector2D[steps];
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float stepAngle = (float)Math.PI / 2.0f / (subdivisions + 1);
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for (int i = 0; i < steps; i++) {
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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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return "BVL: " + bevelWidth + "; SUB: " + subdivisions;
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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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if (p1.pos.x < p2.pos.x) {
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start.x = p1.pos.x;
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end.x = p2.pos.x;
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} else {
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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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start.y = p1.pos.y;
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end.y = p2.pos.y;
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} else {
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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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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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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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labels.AddRange(new LineLengthLabel[] { new LineLengthLabel(), new LineLengthLabel(), new LineLengthLabel(), new LineLengthLabel() });
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hintLabel = new HintLabel();
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Update();
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} else if (points[0].pos == points[1].pos) { //nothing is drawn
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points = new List<DrawnVertex>();
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FinishDraw();
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} else {
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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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for (int i = 0; i < shape.Length; i++)
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base.DrawPointAt(shape[i], 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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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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//EVENTS
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override public void OnAccept() {
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Cursor.Current = Cursors.AppStarting;
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General.Settings.FindDefaultDrawSettings();
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// When we have a rectangle
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if (points.Count > 4) {
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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 = new string[] { "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] == 'a') || (word[0] == 'e') || (word[0] == 'o')) ? "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)) {
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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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return;
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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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// 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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// Map is changed
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General.Map.IsChanged = true;
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}
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// Done
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Cursor.Current = Cursors.Default;
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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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//ACTIONS
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[BeginAction("increasesubdivlevel")]
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protected virtual void increaseSubdivLevel() {
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if (subdivisions < maxSubdivisions) {
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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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if (subdivisions > minSubdivisions) {
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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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if (currentBevelWidth == bevelWidth || bevelWidth < 0) {
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bevelWidth += General.Map.Grid.GridSize;
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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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if (currentBevelWidth == bevelWidth || bevelWidth > 0) {
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bevelWidth -= General.Map.Grid.GridSize;
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Update();
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}
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}
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}
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}
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