mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
1fc8947d29
- Fixed potential crash and "ghost thing" left-over after cancelling pasted things
626 lines
16 KiB
C#
626 lines
16 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.Windows;
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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 CodeImp.DoomBuilder.Actions;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[EditMode(DisplayName = "Vertices Mode",
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SwitchAction = "verticesmode", // Action name used to switch to this mode
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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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ButtonGroup = "000_editing",
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UseByDefault = true)]
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public class VerticesMode : BaseClassicMode
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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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public const float LINEDEF_SPLIT_RANGE = 12f;
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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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// Interface
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private bool editpressed;
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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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#endregion
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#region ================== Methods
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public override void OnHelp()
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{
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General.ShowHelp("e_vertices.html");
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}
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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.Editing.ChangeMode(new VerticesMode());
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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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renderer.SetPresentation(Presentation.Standard);
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// Convert geometry selection to vertices only
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General.Map.Map.ConvertSelection(SelectionType.Vertices);
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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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// Going to EditSelectionMode?
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if(General.Editing.NewMode is EditSelectionMode)
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{
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// No selection made? But we have a highlight!
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if((General.Map.Map.GetSelectedVertices(true).Count == 0) && (highlighted != null))
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{
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// Make the highlight the selection
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highlighted.Selected = true;
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}
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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 OnRedrawDisplay()
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{
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renderer.RedrawSurface();
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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.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA);
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renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, 1.0f);
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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 OnSelectBegin()
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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.OnSelectBegin();
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}
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// End selection
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protected override void OnSelectEnd()
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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.OnSelectEnd();
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}
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// Start editing
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protected override void OnEditBegin()
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{
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bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
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bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
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// Vertex highlighted?
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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// Edit pressed in this mode
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editpressed = true;
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// Highlighted item not selected?
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if(!highlighted.Selected)
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{
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// Make this the only selection
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General.Map.Map.ClearSelectedVertices();
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highlighted.Selected = true;
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General.Interface.RedrawDisplay();
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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.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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// Find the nearest linedef within highlight range
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Linedef l = General.Map.Map.NearestLinedefRange(mousemappos, LINEDEF_SPLIT_RANGE / renderer.Scale);
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if(l != null)
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{
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// Create undo
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General.Map.UndoRedo.CreateUndo("Split linedef");
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Vector2D insertpos;
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// Snip to grid also?
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if(snaptogrid)
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{
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// Find all points where the grid intersects the line
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List<Vector2D> points = l.GetGridIntersections();
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insertpos = mousemappos;
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float distance = float.MaxValue;
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foreach(Vector2D p in points)
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{
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float pdist = Vector2D.DistanceSq(p, mousemappos);
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if(pdist < distance)
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{
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insertpos = p;
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distance = pdist;
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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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// Just use the nearest point on line
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insertpos = l.NearestOnLine(mousemappos);
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}
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// Make the vertex
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Vertex v = General.Map.Map.CreateVertex(insertpos);
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// Snap to map format accuracy
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v.SnapToAccuracy();
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// Split the line with this vertex
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l.Split(v);
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// Update
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General.Map.Map.Update();
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// Highlight it
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Highlight(v);
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// Redraw display
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General.Interface.RedrawDisplay();
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}
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else
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{
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// Start drawing mode
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DrawGeometryMode drawmode = new DrawGeometryMode();
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DrawnVertex v = DrawGeometryMode.GetCurrentPosition(mousemappos, snaptonearest, snaptogrid, renderer, new List<DrawnVertex>());
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drawmode.DrawPointAt(v);
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General.Editing.ChangeMode(drawmode);
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}
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}
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base.OnEditBegin();
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}
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// Done editing
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protected override void OnEditEnd()
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{
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// Edit pressed in this mode?
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if(editpressed)
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{
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// Anything selected?
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ICollection<Vertex> selected = General.Map.Map.GetSelectedVertices(true);
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if(selected.Count > 0)
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{
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if(General.Interface.IsActiveWindow)
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{
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// Show line edit dialog
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General.Interface.ShowEditVertices(selected);
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General.Map.Map.Update();
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// When a single vertex was selected, deselect it now
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if(selected.Count == 1) General.Map.Map.ClearSelectedVertices();
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// Update entire display
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General.Interface.RedrawDisplay();
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}
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}
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}
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editpressed = false;
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base.OnEditEnd();
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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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// 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 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 wants to drag
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protected override void OnDragStart(MouseEventArgs e)
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{
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base.OnDragStart(e);
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// Edit button used?
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if(General.Actions.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.Editing.ChangeMode(new DragVerticesMode(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 OnEndMultiSelection()
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{
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if(General.Interface.ShiftState ^ BuilderPlug.Me.AdditiveSelect)
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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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}
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else
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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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}
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base.OnEndMultiSelection();
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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 OnUpdateMultiSelection()
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{
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base.OnUpdateMultiSelection();
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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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// When copying
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public override bool OnCopyBegin()
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{
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// No selection made? But we have a highlight!
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if((General.Map.Map.GetSelectedVertices(true).Count == 0) && (highlighted != null))
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{
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// Make the highlight the selection
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highlighted.Selected = true;
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}
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return base.OnCopyBegin();
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}
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#endregion
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#region ================== Actions
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// This clears the selection
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[BeginAction("clearselection", BaseAction = true)]
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public void ClearSelection()
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{
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// Clear selection
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General.Map.Map.ClearAllSelected();
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// Redraw
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General.Interface.RedrawDisplay();
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}
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// This creates a new vertex at the mouse position
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[BeginAction("insertitem", BaseAction = true)]
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public virtual void InsertVertexAction() { VerticesMode.InsertVertex(mousemappos, renderer.Scale); }
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public static void InsertVertex(Vector2D mousemappos, float rendererscale)
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{
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bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
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bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
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// Mouse in window?
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if(General.Interface.MouseInDisplay)
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{
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Vector2D insertpos;
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Linedef l = null;
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// Create undo
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General.Map.UndoRedo.CreateUndo("Insert vertex");
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// Snap to geometry?
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l = General.Map.Map.NearestLinedefRange(mousemappos, LINEDEF_SPLIT_RANGE / rendererscale);
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if(snaptonearest && (l != null))
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{
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// Snip to grid also?
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if(snaptogrid)
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{
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// Find all points where the grid intersects the line
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List<Vector2D> points = l.GetGridIntersections();
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insertpos = mousemappos;
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float distance = float.MaxValue;
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foreach(Vector2D p in points)
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{
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float pdist = Vector2D.DistanceSq(p, mousemappos);
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if(pdist < distance)
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{
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insertpos = p;
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distance = pdist;
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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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// Just use the nearest point on line
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insertpos = l.NearestOnLine(mousemappos);
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}
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}
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// Snap to grid?
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else if(snaptogrid)
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{
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// Snap to grid
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insertpos = General.Map.Grid.SnappedToGrid(mousemappos);
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}
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else
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{
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// Just insert here, don't snap to anything
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insertpos = mousemappos;
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}
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// Make the vertex
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Vertex v = General.Map.Map.CreateVertex(insertpos);
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// Snap to map format accuracy
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v.SnapToAccuracy();
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// Split the line with this vertex
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if(snaptonearest && (l != null))
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{
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General.Interface.DisplayStatus(StatusType.Action, "Split a linedef.");
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l.Split(v);
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}
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else
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{
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General.Interface.DisplayStatus(StatusType.Action, "Inserted a vertex.");
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}
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// Update
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General.Map.Map.Update();
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// Redraw screen
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General.Interface.RedrawDisplay();
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}
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}
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[BeginAction("deleteitem", BaseAction = true)]
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public void DeleteItem()
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{
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// Make list of selected vertices
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ICollection<Vertex> selected = General.Map.Map.GetSelectedVertices(true);
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if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed) selected.Add(highlighted);
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// Anything to do?
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if(selected.Count > 0)
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{
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// Make undo
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if(selected.Count > 1)
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{
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General.Map.UndoRedo.CreateUndo("Delete " + selected.Count + " vertices");
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General.Interface.DisplayStatus(StatusType.Action, "Deleted " + selected.Count + " vertices.");
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}
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else
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{
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General.Map.UndoRedo.CreateUndo("Delete vertex");
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General.Interface.DisplayStatus(StatusType.Action, "Deleted a vertex.");
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}
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// Go for all vertices that need to be removed
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foreach(Vertex v in selected)
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{
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// Not already removed automatically?
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if(!v.IsDisposed)
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{
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// If the vertex only has 2 linedefs attached, then merge the linedefs
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if(v.Linedefs.Count == 2)
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{
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Linedef ld1 = General.GetByIndex(v.Linedefs, 0);
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Linedef ld2 = General.GetByIndex(v.Linedefs, 1);
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Vertex v1 = (ld1.Start == v) ? ld1.End : ld1.Start;
|
|
Vertex v2 = (ld2.Start == v) ? ld2.End : ld2.Start;
|
|
if(ld1.Start == v) ld1.SetStartVertex(v2); else ld1.SetEndVertex(v2);
|
|
//if(ld2.Start == v) ld2.SetStartVertex(v1); else ld2.SetEndVertex(v1);
|
|
//ld1.Join(ld2);
|
|
ld2.Dispose();
|
|
}
|
|
|
|
// Trash vertex
|
|
v.Dispose();
|
|
}
|
|
}
|
|
|
|
// Update cache values
|
|
General.Map.IsChanged = true;
|
|
General.Map.Map.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
|
|
}
|
|
}
|