UltimateZoneBuilder/Source/Plugins/BuilderModes/General/HintLabel.cs
MaxED 13aabd4257 Added, Drag Vertices\Linedefs\Sectors\Edit Selection modes: sidedefs facing outside of current selection are now reattached/added/removed after moving the selection.
Currently this will work as intended only if the selection ends up either completely inside a single sector or completely outside of any sector. Also this logic won't be applied if the selection contains the lines with only start or end vertex selected.
Internal: some TextLabel refactoring.
2016-04-25 14:48:39 +00:00

52 lines
1.7 KiB
C#

using System;
using System.Drawing;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Rendering;
namespace CodeImp.DoomBuilder.BuilderModes
{
public class HintLabel : LineLengthLabel
{
public HintLabel() : base(false, false) { }
public HintLabel(PixelColor textcolor) : base(false, false)
{
label.Color = textcolor;
}
// We don't want any changes here
protected override void UpdateText() { }
public override void Move(Vector2D start, Vector2D end)
{
// Store before making any adjustments to start/end...
this.start = start;
this.end = end;
// Check if start/end point is on screen...
Vector2D lt = General.Map.Renderer2D.DisplayToMap(new Vector2D(0.0f, General.Interface.Display.Size.Height));
Vector2D rb = General.Map.Renderer2D.DisplayToMap(new Vector2D(General.Interface.Display.Size.Width, 0.0f));
RectangleF viewport = new RectangleF(lt.x, lt.y, rb.x - lt.x, rb.y - lt.y);
bool startvisible = viewport.Contains(start.x, start.y);
bool endvisible = viewport.Contains(end.x, end.y);
// Get visile area
if(!startvisible || !endvisible)
{
float minx = Math.Min(start.x, end.x);
float maxx = Math.Max(start.x, end.x);
float miny = Math.Min(start.y, end.y);
float maxy = Math.Max(start.y, end.y);
RectangleF labelarea = new RectangleF(minx, miny, maxx - minx, maxy - miny);
labelarea.Intersect(viewport);
label.Location = new Vector2D(labelarea.X + labelarea.Width * 0.5f, labelarea.Y + labelarea.Height * 0.5f);
}
else
{
Vector2D delta = end - start;
label.Location = new Vector2D(start.x + delta.x * 0.5f, start.y + delta.y * 0.5f);
}
}
}
}