mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-24 04:41:10 +00:00
4dd8877eba
- create undo for flipping linedefs/sidedefs
532 lines
14 KiB
C#
532 lines
14 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.Interface;
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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 CodeImp.DoomBuilder.Editing;
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using System.Threading;
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using System.Drawing;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes.Editing
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{
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#if DEBUG
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[EditMode(SwitchAction = "triangulatormode", // Action name used to switch to this mode
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ButtonDesc = "Triangulator Mode", // Description on the button in toolbar/menu
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ButtonImage = "TriangulatorMode.png", // Image resource name for the button
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ButtonOrder = int.MaxValue)] // Position of the button (lower is more to the left)
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public class TriangulatorMode : ClassicMode
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Highlighted item
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private Sector highlighted;
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public TriangulatorMode()
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{
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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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// Dispose base
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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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// Cancel mode
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public override void OnCancel()
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{
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base.OnCancel();
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// Return to this mode
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General.Map.ChangeMode(new SectorsMode());
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}
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// Mode engages
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public override void OnEngage()
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{
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base.OnEngage();
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}
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// Mode disengages
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public override void OnDisengage()
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{
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base.OnDisengage();
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// Check which mode we are switching to
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if(General.Map.NewMode is VerticesMode)
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{
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// Convert selection to vertices
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// Clear selected sectors
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General.Map.Map.ClearSelectedSectors();
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}
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else if(General.Map.NewMode is LinedefsMode)
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{
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// Convert selection to linedefs
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// Clear selected sectors
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General.Map.Map.ClearSelectedSectors();
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}
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// Hide highlight info
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General.Interface.HideInfo();
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}
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// This redraws the display
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public unsafe override void OnRedrawDisplay()
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{
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// Render lines and vertices
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if(renderer.StartPlotter(true))
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{
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renderer.PlotLinedefSet(General.Map.Map.Linedefs);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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if((highlighted != null) && !highlighted.IsDisposed)
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renderer.PlotSector(highlighted, General.Colors.Highlight);
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renderer.Finish();
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}
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// Do not show things
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if(renderer.StartThings(true))
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{
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renderer.SetThingsRenderOrder(false);
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renderer.Finish();
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}
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renderer.Present();
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}
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// This highlights a new item
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protected void Highlight(Sector s)
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{
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// Redraw lines
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if(renderer.StartPlotter(false))
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{
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// Undraw previous highlight
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if((highlighted != null) && !highlighted.IsDisposed)
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renderer.PlotSector(highlighted);
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// Set new highlight
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highlighted = s;
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// Render highlighted item
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if((highlighted != null) && !highlighted.IsDisposed)
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renderer.PlotSector(highlighted, General.Colors.Highlight);
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// Done
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renderer.Finish();
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renderer.Present();
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}
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// Show highlight info
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if((highlighted != null) && !highlighted.IsDisposed)
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General.Interface.ShowSectorInfo(highlighted);
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else
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General.Interface.HideInfo();
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}
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// Mouse moves
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public override void OnMouseMove(MouseEventArgs e)
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{
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base.OnMouseMove(e);
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// Find the nearest linedef within highlight range
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Linedef l = General.Map.Map.NearestLinedef(mousemappos);
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// Check on which side of the linedef the mouse is
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float side = l.SideOfLine(mousemappos);
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if(side > 0)
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{
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// Is there a sidedef here?
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if(l.Back != null)
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{
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// Highlight if not the same
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if(l.Back.Sector != highlighted) Highlight(l.Back.Sector);
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}
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else
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{
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// Highlight nothing
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if(highlighted != null) Highlight(null);
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}
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}
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else
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{
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// Is there a sidedef here?
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if(l.Front != null)
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{
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// Highlight if not the same
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if(l.Front.Sector != highlighted) Highlight(l.Front.Sector);
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}
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else
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{
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// Highlight nothing
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if(highlighted != null) Highlight(null);
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}
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}
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}
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// Mouse leaves
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public override void OnMouseLeave(EventArgs e)
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{
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base.OnMouseLeave(e);
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// Highlight nothing
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Highlight(null);
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}
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// Mouse button pressed
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public override void OnMouseDown(MouseEventArgs e)
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{
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base.OnMouseDown(e);
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bool front, back;
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// Edit button is used?
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if(General.Interface.CheckActionActive(null, "classicedit"))
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{
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// Item highlighted?
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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// Flip selection
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highlighted.Selected = !highlighted.Selected;
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// Make update lines selection
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foreach(Sidedef sd in highlighted.Sidedefs)
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{
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if(sd.Line.Front != null) front = sd.Line.Front.Sector.Selected; else front = false;
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if(sd.Line.Back != null) back = sd.Line.Back.Sector.Selected; else back = false;
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sd.Line.Selected = front | back;
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}
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// Update display
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if(renderer.StartPlotter(false))
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{
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// Redraw highlight to show selection
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renderer.PlotSector(highlighted);
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renderer.Finish();
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renderer.Present();
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}
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}
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}
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}
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// Mouse released
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public override void OnMouseUp(MouseEventArgs e)
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{
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ICollection<Sector> selected;
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TriangleList triangles;
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base.OnMouseUp(e);
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// Item highlighted?
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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// Edit button is used?
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if(General.Interface.CheckActionActive(null, "classicedit"))
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{
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// Anything selected?
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selected = General.Map.Map.GetSelectedSectors(true);
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if(selected.Count > 0)
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{
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// Remove highlight
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Highlight(null);
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// Clear selection
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General.Map.Map.ClearSelectedSectors();
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General.Map.Map.ClearSelectedLinedefs();
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General.Interface.RedrawDisplay();
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// Get a triangulator and bind events
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Triangulator t = new Triangulator();
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t.OnShowLine = new Triangulator.ShowLine(ShowLine);
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t.OnShowPolygon = new Triangulator.ShowPolygon(ShowPolygon);
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t.OnShowPoint = new Triangulator.ShowPoint(ShowPoint);
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t.OnShowEarClip = new Triangulator.ShowEarClip(ShowEarClip);
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// Triangulate this now!
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triangles = t.PerformTriangulation(General.GetByIndex<Sector>(selected, 0));
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// Start with a clear display
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if(renderer.StartPlotter(true))
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{
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// Render lines and vertices
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renderer.PlotLinedefSet(General.Map.Map.Linedefs);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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// Go for all triangle vertices
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for(int i = 0; i < triangles.Count; i += 3)
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{
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renderer.PlotLine(triangles[i + 0], triangles[i + 1], General.Colors.Selection);
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renderer.PlotLine(triangles[i + 1], triangles[i + 2], General.Colors.Selection);
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renderer.PlotLine(triangles[i + 2], triangles[i + 0], General.Colors.Selection);
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}
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// Done
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renderer.Finish();
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renderer.Present();
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Thread.Sleep(200);
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}
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}
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}
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else
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{
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// Get a triangulator and bind events
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Triangulator t = new Triangulator();
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// Triangulate the whole map!
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triangles = new TriangleList();
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foreach(Sector s in General.Map.Map.Sectors)
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triangles.AddRange(t.PerformTriangulation(s));
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// Start with a clear display
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if(renderer.StartPlotter(true))
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{
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// Render lines and vertices
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renderer.PlotLinedefSet(General.Map.Map.Linedefs);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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// Go for all triangle vertices
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for(int i = 0; i < triangles.Count; i += 3)
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{
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renderer.PlotLine(triangles[i + 0], triangles[i + 1], General.Colors.Selection);
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renderer.PlotLine(triangles[i + 1], triangles[i + 2], General.Colors.Selection);
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renderer.PlotLine(triangles[i + 2], triangles[i + 0], General.Colors.Selection);
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}
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// Done
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renderer.Finish();
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renderer.Present();
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Thread.Sleep(200);
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}
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}
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}
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}
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// This shows a point
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private void ShowPoint(Vector2D v, int c)
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{
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for(int a = 0; a < 6; a++)
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{
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OnRedrawDisplay();
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Thread.Sleep(20);
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// Start with a clear display
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if(renderer.StartPlotter(true))
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{
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// Render lines and vertices
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renderer.PlotLinedefSet(General.Map.Map.Linedefs);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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// Show the point
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renderer.PlotVertexAt(v, c);
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// Done
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renderer.Finish();
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renderer.Present();
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}
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// Wait a bit
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Thread.Sleep(60);
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}
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}
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// This shows a line
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private void ShowLine(Vector2D v1, Vector2D v2, PixelColor c)
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{
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for(int a = 0; a < 6; a++)
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{
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OnRedrawDisplay();
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Thread.Sleep(20);
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Application.DoEvents();
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// Start with a clear display
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if(renderer.StartPlotter(true))
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{
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// Render lines and vertices
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renderer.PlotLinedefSet(General.Map.Map.Linedefs);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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// Show the line
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renderer.PlotLine(v1, v2, c);
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// Done
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renderer.Finish();
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renderer.Present();
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}
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// Wait a bit
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Thread.Sleep(60);
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Application.DoEvents();
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}
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}
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// This shows a polygon
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private void ShowPolygon(Polygon p, PixelColor c)
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{
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LinkedListNode<EarClipVertex> v;
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for(int a = 0; a < 5; a++)
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{
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OnRedrawDisplay();
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Thread.Sleep(10);
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// Start with a clear display
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if(renderer.StartPlotter(true))
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{
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// Render lines and vertices
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renderer.PlotLinedefSet(General.Map.Map.Linedefs);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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// Go for all vertices in the polygon
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v = p.First;
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while(v != null)
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{
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// Show the line
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if(v.Next != null) renderer.PlotLine(v.Value.Position, v.Next.Value.Position, c);
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v = v.Next;
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}
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// Show last line as well
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renderer.PlotLine(p.Last.Value.Position, p.First.Value.Position, c);
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// Done
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renderer.Finish();
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renderer.Present();
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}
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// Wait a bit
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Thread.Sleep(50);
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}
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}
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// This shows a polygon
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private void ShowEarClip(EarClipVertex[] found, LinkedList<EarClipVertex> remains)
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{
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EarClipVertex prev, first;
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for(int a = 0; a < 5; a++)
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{
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// Start with a clear display
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if(renderer.StartPlotter(true))
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{
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// Render lines and vertices
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renderer.PlotLinedefSet(General.Map.Map.Linedefs);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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// Go for all remaining vertices
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prev = null; first = null;
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foreach(EarClipVertex v in remains)
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{
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// Show the line
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if(prev != null) renderer.PlotLine(v.Position, prev.Position, PixelColor.FromColor(Color.OrangeRed));
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if(prev == null) first = v;
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prev = v;
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if(v.IsReflex)
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renderer.PlotVertexAt(v.Position, ColorCollection.SELECTION);
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else
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renderer.PlotVertexAt(v.Position, ColorCollection.VERTICES);
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}
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if(first != null) renderer.PlotLine(first.Position, prev.Position, PixelColor.FromColor(Color.OrangeRed));
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if(found != null)
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{
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renderer.PlotLine(found[0].Position, found[1].Position, PixelColor.FromColor(Color.SkyBlue));
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renderer.PlotLine(found[1].Position, found[2].Position, PixelColor.FromColor(Color.SkyBlue));
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renderer.PlotLine(found[2].Position, found[0].Position, PixelColor.FromColor(Color.SkyBlue));
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renderer.PlotVertexAt(found[1].Position, ColorCollection.INDICATION);
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}
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// Done
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renderer.Finish();
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renderer.Present();
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}
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Thread.Sleep(10);
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// Start with a clear display
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if(renderer.StartPlotter(true))
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{
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// Render lines and vertices
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renderer.PlotLinedefSet(General.Map.Map.Linedefs);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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// Go for all remaining vertices
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prev = null; first = null;
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foreach(EarClipVertex v in remains)
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{
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// Show the line
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if(prev != null) renderer.PlotLine(v.Position, prev.Position, PixelColor.FromColor(Color.OrangeRed));
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if(prev == null) first = v;
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prev = v;
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if(v.IsReflex)
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renderer.PlotVertexAt(v.Position, ColorCollection.SELECTION);
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else
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renderer.PlotVertexAt(v.Position, ColorCollection.VERTICES);
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}
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if(first != null) renderer.PlotLine(first.Position, prev.Position, PixelColor.FromColor(Color.OrangeRed));
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// Done
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renderer.Finish();
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renderer.Present();
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}
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Thread.Sleep(20);
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}
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}
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#endregion
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}
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#endif
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}
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