mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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4ae985d630
- no more mousebutton-specific code in the editing modes (now all bound by actions) - some progress on the drawing editing mode
337 lines
7.6 KiB
C#
337 lines
7.6 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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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes.Editing
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{
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[EditMode(SwitchAction = "verticesmode", // Action name used to switch to this mode
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ButtonDesc = "Vertices Mode", // Description on the button in toolbar/menu
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ButtonImage = "VerticesMode.png", // Image resource name for the button
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ButtonOrder = int.MinValue + 0)] // Position of the button (lower is more to the left)
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public class VerticesMode : ClassicMode
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{
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#region ================== Constants
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public const float VERTEX_HIGHLIGHT_RANGE = 20f;
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#endregion
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#region ================== Variables
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// Highlighted item
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protected Vertex 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 VerticesMode()
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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 Cancel()
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{
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base.Cancel();
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// Return to this mode
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General.Map.ChangeMode(new VerticesMode());
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}
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// Mode engages
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public override void Engage()
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{
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base.Engage();
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}
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// Mode disengages
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public override void Disengage()
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{
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base.Disengage();
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// Check which mode we are switching to
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if(General.Map.NewMode is LinedefsMode)
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{
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// Convert selection to linedefs
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// Clear selected vertices
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General.Map.Map.ClearSelectedVertices();
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}
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else if(General.Map.NewMode is SectorsMode)
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{
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// Convert selection to sectors
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// Clear selected vertices
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General.Map.Map.ClearSelectedVertices();
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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 override void RedrawDisplay()
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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.PlotVertex(highlighted, ColorCollection.HIGHLIGHT);
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renderer.Finish();
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}
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// Render 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.RenderThingSet(General.Map.Map.Things);
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renderer.Finish();
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}
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// Selecting?
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if(selecting)
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{
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// Render selection
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if(renderer.StartOverlay(true))
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{
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RenderMultiSelection();
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renderer.Finish();
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}
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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(Vertex v)
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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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// Undraw previous highlight
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if((highlighted != null) && !highlighted.IsDisposed)
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renderer.PlotVertex(highlighted, renderer.DetermineVertexColor(highlighted));
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// Set new highlight
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highlighted = v;
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// Render highlighted item
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if((highlighted != null) && !highlighted.IsDisposed)
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renderer.PlotVertex(highlighted, ColorCollection.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.ShowVertexInfo(highlighted);
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else
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General.Interface.HideInfo();
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}
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// Selection
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protected override void Select()
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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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// Redraw highlight to show selection
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if(renderer.StartPlotter(false))
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{
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renderer.PlotVertex(highlighted, renderer.DetermineVertexColor(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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else
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{
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// Start making a selection
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StartMultiSelection();
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}
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base.Select();
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}
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// End selection
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protected override void EndSelect()
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{
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// Not stopping from multiselection?
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if(!selecting)
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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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// Render highlighted item
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if(renderer.StartPlotter(false))
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{
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renderer.PlotVertex(highlighted, ColorCollection.HIGHLIGHT);
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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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base.EndSelect();
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}
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// Start editing
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protected override void Edit()
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{
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base.Edit();
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}
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// Done editing
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protected override void EndEdit()
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{
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base.EndEdit();
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}
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// Mouse moves
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public override void MouseMove(MouseEventArgs e)
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{
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base.MouseMove(e);
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// Not holding any buttons?
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if(e.Button == MouseButtons.None)
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{
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// Find the nearest vertex within highlight range
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Vertex v = General.Map.Map.NearestVertexSquareRange(mousemappos, VERTEX_HIGHLIGHT_RANGE / renderer.Scale);
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// Highlight if not the same
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if(v != highlighted) Highlight(v);
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}
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}
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// Mouse leaves
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public override void MouseLeave(EventArgs e)
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{
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base.MouseLeave(e);
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// Highlight nothing
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Highlight(null);
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}
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// Mouse wants to drag
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protected override void DragStart(MouseEventArgs e)
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{
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base.DragStart(e);
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// Edit button used?
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if(General.Interface.CheckActionActive(null, "classicedit"))
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{
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// Anything highlighted?
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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// Highlighted item not selected?
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if(!highlighted.Selected)
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{
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// Select only this vertex for dragging
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General.Map.Map.ClearSelectedVertices();
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highlighted.Selected = true;
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}
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// Start dragging the selection
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General.Map.ChangeMode(new DragVerticesMode(new VerticesMode(), highlighted, mousedownmappos));
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}
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}
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}
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// This is called wheh selection ends
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protected override void EndMultiSelection()
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{
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// Go for all vertices
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foreach(Vertex v in General.Map.Map.Vertices)
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{
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v.Selected = ((v.Position.x >= selectionrect.Left) &&
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(v.Position.y >= selectionrect.Top) &&
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(v.Position.x <= selectionrect.Right) &&
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(v.Position.y <= selectionrect.Bottom));
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}
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base.EndMultiSelection();
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// Clear overlay
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if(renderer.StartOverlay(true)) renderer.Finish();
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// Redraw
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General.Interface.RedrawDisplay();
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}
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// This is called when the selection is updated
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protected override void UpdateMultiSelection()
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{
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base.UpdateMultiSelection();
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// Render selection
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if(renderer.StartOverlay(true))
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{
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RenderMultiSelection();
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renderer.Finish();
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renderer.Present();
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}
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}
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#endregion
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}
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}
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