UltimateZoneBuilder/Source/Plugins/GZDoomEditing/ClassicModes/FlatAlignMode.cs
2011-12-07 21:05:09 +00:00

235 lines
6.4 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.Data;
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 System.Drawing;
using CodeImp.DoomBuilder.Actions;
#endregion
namespace CodeImp.DoomBuilder.GZDoomEditing
{
public abstract class FlatAlignMode : BaseClassicMode
{
#region ================== Constants
#endregion
#region ================== Variables
private ICollection<Sector> selection;
protected Sector editsector;
private ImageData texture;
private Vector2D texturegraboffset;
private float rotation;
private Vector2D scale;
private Vector2D offset;
#endregion
#region ================== Properties
public abstract string XScaleName { get; }
public abstract string YScaleName { get; }
public abstract string XOffsetName { get; }
public abstract string YOffsetName { get; }
public abstract string RotationName { get; }
#endregion
#region ================== Constructor / Disposer
// Constructor
protected FlatAlignMode()
{
}
#endregion
#region ================== Methods
protected abstract ImageData GetTexture(Sector editsector);
// Transforms p from Texture space into World space
protected Vector2D TexToWorld(Vector2D p)
{
p /= scale;
p -= offset;
p = p.GetRotated(-rotation);
return p;
}
// Transforms p from World space into Texture space
protected Vector2D WorldToTex(Vector2D p)
{
p = p.GetRotated(rotation);
p += offset;
p *= scale;
return p;
}
#endregion
#region ================== Events
// Mode engages
public override void OnEngage()
{
base.OnEngage();
// Presentation
renderer.SetPresentation(Presentation.Standard);
// Selection
General.Map.Map.ConvertSelection(SelectionType.Sectors);
General.Map.Map.SelectionType = SelectionType.Sectors;
if(General.Map.Map.SelectedSectorsCount == 0)
{
// Find the nearest linedef within highlight range
Linedef l = General.Map.Map.NearestLinedef(mousemappos);
if(l != null)
{
Sector selectsector = null;
// Check on which side of the linedef the mouse is and which sector there is
float side = l.SideOfLine(mousemappos);
if((side > 0) && (l.Back != null))
selectsector = l.Back.Sector;
else if((side <= 0) && (l.Front != null))
selectsector = l.Front.Sector;
// Select the sector!
if(selectsector != null)
{
selectsector.Selected = true;
foreach(Sidedef sd in selectsector.Sidedefs)
sd.Line.Selected = true;
}
}
}
// Get sector selection
selection = General.Map.Map.GetSelectedSectors(true);
if(selection.Count == 0)
{
General.Interface.MessageBeep(MessageBeepType.Default);
General.Interface.DisplayStatus(StatusType.Info, "A selected sector is required for this action.");
General.Editing.CancelMode();
return;
}
editsector = General.GetByIndex(selection, 0);
// Get the texture
texture = GetTexture(editsector);
if((texture == null) || (texture == General.Map.Data.WhiteTexture) ||
(texture.Width <= 0) || (texture.Height <= 0) || !texture.IsImageLoaded)
{
General.Interface.MessageBeep(MessageBeepType.Default);
General.Interface.DisplayStatus(StatusType.Info, "The selected sector must have a loaded texture to align.");
General.Editing.CancelMode();
return;
}
// Cache the transformation values
rotation = Angle2D.DegToRad(editsector.Fields.GetValue(RotationName, 0.0f));
scale.x = editsector.Fields.GetValue(XScaleName, 1.0f);
scale.y = editsector.Fields.GetValue(YScaleName, 1.0f);
offset.x = editsector.Fields.GetValue(XOffsetName, 0.0f);
offset.y = -editsector.Fields.GetValue(YOffsetName, 0.0f);
// We want the texture corner nearest to the center of the sector
Vector2D fp;
fp.x = (editsector.BBox.Left + editsector.BBox.Right) / 2;
fp.y = (editsector.BBox.Top + editsector.BBox.Bottom) / 2;
// Transform the point into texture space
fp = WorldToTex(fp);
// Snap to the nearest left-top corner
fp.x = (float)Math.Round(fp.x / texture.ScaledWidth) * texture.ScaledWidth;
fp.y = (float)Math.Round(fp.y / texture.ScaledHeight) * texture.ScaledHeight;
texturegraboffset = fp;
// Transorm the point into world space
// fp = fp.GetRotated(rotation);
// fp = (fp / scale) + offset;
}
// Mode disengages
public override void OnDisengage()
{
base.OnDisengage();
// Hide highlight info
General.Interface.HideInfo();
}
// 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.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA);
renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, 1.0f);
renderer.Finish();
}
// Render overlay
if(renderer.StartOverlay(true))
{
Vector2D rightpoint = texturegraboffset + new Vector2D(texture.ScaledWidth, 0f);
Vector2D p1world = TexToWorld(texturegraboffset);
Vector2D p2world = TexToWorld(rightpoint);
renderer.RenderLine(p1world, p2world, 1f, General.Colors.Highlight, true);
renderer.Finish();
}
renderer.Present();
}
#endregion
}
}