UltimateZoneBuilder/Source/BuilderModes/ClassicModes/ThingsMode.cs

581 lines
15 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Types;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(DisplayName = "Things Mode",
SwitchAction = "thingsmode", // Action name used to switch to this mode
ButtonImage = "ThingsMode.png", // Image resource name for the button
ButtonOrder = int.MinValue + 300, // Position of the button (lower is more to the left)
UseByDefault = true)]
public class ThingsMode : BaseClassicMode
{
#region ================== Constants
public const float THING_HIGHLIGHT_RANGE = 10f;
#endregion
#region ================== Variables
// Highlighted item
private Thing highlighted;
private Association[] association = new Association[Thing.NUM_ARGS];
private Association highlightasso = new Association();
// Interface
private bool editpressed;
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
#endregion
#region ================== Methods
// Cancel mode
public override void OnCancel()
{
base.OnCancel();
// Return to this mode
General.Editing.ChangeMode(new ThingsMode());
}
// Mode engages
public override void OnEngage()
{
base.OnEngage();
renderer.SetPresentation(Presentation.Things);
// Convert geometry selection to linedefs selection
General.Map.Map.ClearAllMarks(false);
General.Map.Map.MarkSelectedVertices(true, true);
ICollection<Linedef> lines = General.Map.Map.LinedefsFromMarkedVertices(false, true, false);
foreach(Linedef l in lines) l.Selected = true;
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedVertices();
}
// Mode disengages
public override void OnDisengage()
{
base.OnDisengage();
// Going to EditSelectionMode?
if(General.Editing.NewMode is EditSelectionMode)
{
// No selection made? But we have a highlight!
if((General.Map.Map.GetSelectedThings(true).Count == 0) && (highlighted != null))
{
// Make the highlight the selection
highlighted.Selected = true;
}
}
// Hide highlight info
General.Interface.HideInfo();
}
// This redraws the display
public override void OnRedrawDisplay()
{
renderer.RedrawSurface();
// Render lines and vertices
if(renderer.StartPlotter(true))
{
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
renderer.PlotVerticesSet(General.Map.Map.Vertices);
for(int i = 0; i < Thing.NUM_ARGS; i++) BuilderPlug.Me.PlotAssociations(renderer, association[i]);
if((highlighted != null) && !highlighted.IsDisposed) BuilderPlug.Me.PlotReverseAssociations(renderer, highlightasso);
renderer.Finish();
}
// Render things
if(renderer.StartThings(true))
{
renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA);
renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, 1.0f);
for(int i = 0; i < Thing.NUM_ARGS; i++) BuilderPlug.Me.RenderAssociations(renderer, association[i]);
if((highlighted != null) && !highlighted.IsDisposed)
{
BuilderPlug.Me.RenderReverseAssociations(renderer, highlightasso);
renderer.RenderThing(highlighted, General.Colors.Highlight, 1.0f);
}
renderer.Finish();
}
// Selecting?
if(selecting)
{
// Render selection
if(renderer.StartOverlay(true))
{
RenderMultiSelection();
renderer.Finish();
}
}
renderer.Present();
}
// This highlights a new item
protected void Highlight(Thing t)
{
bool completeredraw = false;
LinedefActionInfo action = null;
// Often we can get away by simply undrawing the previous
// highlight and drawing the new highlight. But if associations
// are or were drawn we need to redraw the entire display.
// Previous association highlights something?
if((highlighted != null) && (highlighted.Tag > 0)) completeredraw = true;
// Set highlight association
if(t != null)
highlightasso.Set(t.Tag, UniversalType.ThingTag);
else
highlightasso.Set(0, 0);
// New association highlights something?
if((t != null) && (t.Tag > 0)) completeredraw = true;
if(t != null)
{
// Check if we can find the linedefs action
if((t.Action > 0) && General.Map.Config.LinedefActions.ContainsKey(t.Action))
action = General.Map.Config.LinedefActions[t.Action];
}
// Determine linedef associations
for(int i = 0; i < Thing.NUM_ARGS; i++)
{
// Previous association highlights something?
if((association[i].type == UniversalType.SectorTag) ||
(association[i].type == UniversalType.LinedefTag) ||
(association[i].type == UniversalType.ThingTag)) completeredraw = true;
// Make new association
if(action != null)
association[i].Set(t.Args[i], action.Args[i].Type);
else
association[i].Set(0, 0);
// New association highlights something?
if((association[i].type == UniversalType.SectorTag) ||
(association[i].type == UniversalType.LinedefTag) ||
(association[i].type == UniversalType.ThingTag)) completeredraw = true;
}
// If we're changing associations, then we
// need to redraw the entire display
if(completeredraw)
{
// Set new highlight and redraw completely
highlighted = t;
General.Interface.RedrawDisplay();
}
else
{
// Update display
if(renderer.StartThings(false))
{
// Undraw previous highlight
if((highlighted != null) && !highlighted.IsDisposed)
renderer.RenderThing(highlighted, renderer.DetermineThingColor(highlighted), 1.0f);
// Set new highlight
highlighted = t;
// Render highlighted item
if((highlighted != null) && !highlighted.IsDisposed)
renderer.RenderThing(highlighted, General.Colors.Highlight, 1.0f);
// Done
renderer.Finish();
renderer.Present();
}
}
// Show highlight info
if((highlighted != null) && !highlighted.IsDisposed)
General.Interface.ShowThingInfo(highlighted);
else
General.Interface.HideInfo();
}
// Selection
protected override void OnSelectBegin()
{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Flip selection
highlighted.Selected = !highlighted.Selected;
// Update display
if(renderer.StartThings(false))
{
// Redraw highlight to show selection
renderer.RenderThing(highlighted, renderer.DetermineThingColor(highlighted), 1.0f);
renderer.Finish();
renderer.Present();
}
}
else
{
// Start making a selection
StartMultiSelection();
}
base.OnSelectBegin();
}
// End selection
protected override void OnSelectEnd()
{
// Not ending from a multi-selection?
if(!selecting)
{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Update display
if(renderer.StartThings(false))
{
// Render highlighted item
renderer.RenderThing(highlighted, General.Colors.Highlight, 1.0f);
renderer.Finish();
renderer.Present();
}
}
}
base.OnSelectEnd();
}
// Start editing
protected override void OnEditBegin()
{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Edit pressed in this mode
editpressed = true;
// Highlighted item not selected?
if(!highlighted.Selected)
{
// Make this the only selection
General.Map.Map.ClearSelectedThings();
highlighted.Selected = true;
General.Interface.RedrawDisplay();
}
// Update display
if(renderer.StartThings(false))
{
// Redraw highlight to show selection
renderer.RenderThing(highlighted, renderer.DetermineThingColor(highlighted), 1.0f);
renderer.Finish();
renderer.Present();
}
}
else
{
// Mouse in window?
if(mouseinside)
{
// Edit pressed in this mode
editpressed = true;
// Insert a new item and select it for dragging
General.Map.UndoRedo.CreateUndo("Insert thing");
Thing t = InsertThing(mousemappos);
General.Map.Map.ClearSelectedThings();
t.Selected = true;
Highlight(t);
General.Interface.RedrawDisplay();
}
}
base.OnEditBegin();
}
// Done editing
protected override void OnEditEnd()
{
// Edit pressed in this mode?
if(editpressed)
{
// Anything selected?
ICollection<Thing> selected = General.Map.Map.GetSelectedThings(true);
if(selected.Count > 0)
{
if(General.Interface.IsActiveWindow)
{
// Show thing edit dialog
General.Interface.ShowEditThings(selected);
// When a single thing was selected, deselect it now
if(selected.Count == 1) General.Map.Map.ClearSelectedThings();
// Update things filter
General.Map.ThingsFilter.Update();
// Update entire display
General.Interface.RedrawDisplay();
}
}
}
editpressed = false;
base.OnEditEnd();
}
// Mouse moves
public override void OnMouseMove(MouseEventArgs e)
{
base.OnMouseMove(e);
// Not holding any buttons?
if(e.Button == MouseButtons.None)
{
// Find the nearest thing within highlight range
Thing t = MapSet.NearestThingSquareRange(General.Map.ThingsFilter.VisibleThings, mousemappos, THING_HIGHLIGHT_RANGE / renderer.Scale);
// Highlight if not the same
if(t != highlighted) Highlight(t);
}
}
// Mouse leaves
public override void OnMouseLeave(EventArgs e)
{
base.OnMouseLeave(e);
// Highlight nothing
Highlight(null);
}
// Mouse wants to drag
protected override void OnDragStart(MouseEventArgs e)
{
base.OnDragStart(e);
// Edit button used?
if(General.Actions.CheckActionActive(null, "classicedit"))
{
// Anything highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Highlighted item not selected?
if(!highlighted.Selected)
{
// Select only this sector for dragging
General.Map.Map.ClearSelectedThings();
highlighted.Selected = true;
}
// Start dragging the selection
General.Editing.ChangeMode(new DragThingsMode(new ThingsMode(), mousedownmappos));
}
}
}
// This is called wheh selection ends
protected override void OnEndMultiSelection()
{
// Go for all things
foreach(Thing t in General.Map.ThingsFilter.VisibleThings)
{
t.Selected = ((t.Position.x >= selectionrect.Left) &&
(t.Position.y >= selectionrect.Top) &&
(t.Position.x <= selectionrect.Right) &&
(t.Position.y <= selectionrect.Bottom));
}
base.OnEndMultiSelection();
// Clear overlay
if(renderer.StartOverlay(true)) renderer.Finish();
// Redraw
General.Interface.RedrawDisplay();
}
// This is called when the selection is updated
protected override void OnUpdateMultiSelection()
{
base.OnUpdateMultiSelection();
// Render selection
if(renderer.StartOverlay(true))
{
RenderMultiSelection();
renderer.Finish();
renderer.Present();
}
}
// When copying
public override bool OnCopyBegin()
{
// No selection made? But we have a highlight!
if((General.Map.Map.GetSelectedThings(true).Count == 0) && (highlighted != null))
{
// Make the highlight the selection
highlighted.Selected = true;
}
return base.OnCopyBegin();
}
// When pasting
public override bool OnPasteBegin()
{
// No selection made? But we have a highlight!
if((General.Map.Map.GetSelectedThings(true).Count == 0) && (highlighted != null))
{
// Make the highlight the selection
highlighted.Selected = true;
}
return base.OnPasteBegin();
}
#endregion
#region ================== Actions
// This clears the selection
[BeginAction("clearselection", BaseAction = true)]
public void ClearSelection()
{
// Clear selection
General.Map.Map.ClearAllSelected();
// Redraw
General.Interface.RedrawDisplay();
}
// This creates a new thing at the mouse position
[BeginAction("insertitem", BaseAction = true)]
public virtual void InsertThing()
{
// Mouse in window?
if(mouseinside)
{
// Insert new thing
InsertThing(mousemappos);
// Redraw screen
General.Interface.RedrawDisplay();
}
}
// This creates a new thing
private Thing InsertThing(Vector2D pos)
{
// Create things at mouse position
Thing t = General.Map.Map.CreateThing();
General.Settings.ApplyDefaultThingSettings(t);
t.Move(pos);
t.UpdateConfiguration();
// Update things filter so that it includes this thing
General.Map.ThingsFilter.Update();
// Snap to grid enabled?
if(General.Interface.SnapToGrid)
{
// Snap to grid
t.SnapToGrid();
}
else
{
// Snap to map format accuracy
t.SnapToAccuracy();
}
return t;
}
[BeginAction("deleteitem", BaseAction = true)]
public void DeleteItem()
{
// Make list of selected things
ICollection<Thing> selected = General.Map.Map.GetSelectedThings(true);
if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed) selected.Add(highlighted);
// Anything to do?
if(selected.Count > 0)
{
// Make undo
if(selected.Count > 1)
General.Map.UndoRedo.CreateUndo("Delete " + selected.Count + " things");
else
General.Map.UndoRedo.CreateUndo("Delete thing");
// Dispose selected things
foreach(Thing t in selected) t.Dispose();
// Update cache values
General.Map.IsChanged = true;
General.Map.ThingsFilter.Update();
// Invoke a new mousemove so that the highlighted item updates
MouseEventArgs e = new MouseEventArgs(MouseButtons.None, 0, (int)mousepos.x, (int)mousepos.y, 0);
OnMouseMove(e);
// Redraw screen
General.Interface.RedrawDisplay();
}
}
#endregion
}
}