UltimateZoneBuilder/Source/Plugins/BuilderModes/ClassicModes/DrawRectangleMode.cs
MaxED b7b0041388 Added, Draw Ellipse mode: added "Angle" parameter. Can be used to rotate the shape.
Changed, Draw Ellipse mode: lowered minimum subdivisions to 3.
Fixed, Browse Action and Browse Effect windows: first option was always selected for any generalized action/effect parameter during generalized action/effect setup.
2016-03-06 20:52:19 +00:00

488 lines
14 KiB
C#

#region ================== Namespaces
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.Map;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(DisplayName = "Draw Rectangle Mode",
SwitchAction = "drawrectanglemode",
ButtonImage = "DrawRectangleMode.png", //mxd
ButtonOrder = int.MinValue + 3, //mxd
ButtonGroup = "000_drawing", //mxd
AllowCopyPaste = false,
Volatile = true,
Optional = false)]
public class DrawRectangleMode : DrawGeometryMode
{
#region ================== Variables
protected HintLabel hintlabel;
protected int bevelwidth;
protected int currentbevelwidth;
protected int subdivisions;
protected int maxsubdivisions;
protected int minsubdivisions;
protected string undoname = "Rectangle draw";
protected string shapename = "rectangle";
protected Vector2D start;
protected Vector2D end;
protected int width;
protected int height;
protected int minpointscount;
protected bool alwaysrendershapehints;
// Interface
private DrawRectangleOptionsPanel panel;
#endregion
#region ================== Constructor/Disposer
public DrawRectangleMode()
{
snaptogrid = true;
usefourcardinaldirections = true;
}
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
if(hintlabel != null) hintlabel.Dispose();
// Done
base.Dispose();
}
}
#endregion
#region ================== Settings panel
protected override void SetupInterface()
{
maxsubdivisions = 16;
minpointscount = 4;
// Load stored settings
subdivisions = General.Clamp(General.Settings.ReadPluginSetting("drawrectanglemode.subdivisions", 0), minsubdivisions, maxsubdivisions);
bevelwidth = General.Settings.ReadPluginSetting("drawrectanglemode.bevelwidth", 0);
currentbevelwidth = bevelwidth;
//Add options docker
panel = new DrawRectangleOptionsPanel();
panel.MaxSubdivisions = maxsubdivisions;
panel.MinSubdivisions = minsubdivisions;
panel.MaxBevelWidth = (int)General.Map.FormatInterface.MaxCoordinate;
panel.MinBevelWidth = (int)General.Map.FormatInterface.MinCoordinate;
panel.BevelWidth = bevelwidth;
panel.Subdivisions = subdivisions;
panel.OnValueChanged += OptionsPanelOnValueChanged;
panel.OnContinuousDrawingChanged += OnContinuousDrawingChanged;
// Needs to be set after adding the OnContinuousDrawingChanged event...
panel.ContinuousDrawing = General.Settings.ReadPluginSetting("drawrectanglemode.continuousdrawing", false);
}
protected override void AddInterface()
{
panel.Register();
}
protected override void RemoveInterface()
{
// Store settings
General.Settings.WritePluginSetting("drawrectanglemode.subdivisions", subdivisions);
General.Settings.WritePluginSetting("drawrectanglemode.bevelwidth", bevelwidth);
General.Settings.WritePluginSetting("drawrectanglemode.continuousdrawing", panel.ContinuousDrawing);
// Remove the buttons
panel.Unregister();
}
#endregion
#region ================== Methods
override protected void Update()
{
PixelColor stitchcolor = General.Colors.Highlight;
PixelColor losecolor = General.Colors.Selection;
snaptocardinaldirection = General.Interface.ShiftState && General.Interface.AltState; //mxd
snaptogrid = (snaptocardinaldirection || General.Interface.ShiftState ^ General.Interface.SnapToGrid);
snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
DrawnVertex curp = GetCurrentPosition();
float vsize = (renderer.VertexSize + 1.0f) / renderer.Scale;
// Render drawing lines
if(renderer.StartOverlay(true))
{
PixelColor color = snaptonearest ? stitchcolor : losecolor;
if(points.Count == 1)
{
UpdateReferencePoints(points[0], curp);
Vector2D[] shape = GetShape(start, end);
//render shape
for(int i = 1; i < shape.Length; i++)
renderer.RenderLine(shape[i - 1], shape[i], LINE_THICKNESS, color, true);
//vertices
for(int i = 0; i < shape.Length; i++)
renderer.RenderRectangleFilled(new RectangleF(shape[i].x - vsize, shape[i].y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
//and labels
Vector2D[] labelCoords = new[] { start, new Vector2D(end.x, start.y), end, new Vector2D(start.x, end.y), start };
for(int i = 1; i < 5; i++)
{
labels[i - 1].Move(labelCoords[i], labelCoords[i - 1]);
renderer.RenderText(labels[i - 1].TextLabel);
}
//got beveled corners?
if(alwaysrendershapehints || shape.Length > minpointscount + 1)
{
//render hint
if(width > 64 * vsize && height > 16 * vsize)
{
hintlabel.Move(start, end);
hintlabel.Text = GetHintText();
renderer.RenderText(hintlabel.TextLabel);
}
//and shape corners
for(int i = 0; i < 4; i++)
renderer.RenderRectangleFilled(new RectangleF(labelCoords[i].x - vsize, labelCoords[i].y - vsize, vsize * 2.0f, vsize * 2.0f), General.Colors.InfoLine, true);
}
}
else
{
// Render vertex at cursor
renderer.RenderRectangleFilled(new RectangleF(curp.pos.x - vsize, curp.pos.y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
}
// Done
renderer.Finish();
}
// Done
renderer.Present();
}
protected virtual Vector2D[] GetShape(Vector2D pStart, Vector2D pEnd)
{
//no shape
if(pStart == pEnd)
{
currentbevelwidth = 0;
return new Vector2D[0];
}
//line
if(pEnd.x == pStart.x || pEnd.y == pStart.y)
{
currentbevelwidth = 0;
return new[] { pStart, pEnd };
}
//no corners
if(bevelwidth == 0)
{
currentbevelwidth = 0;
return new[] { pStart, new Vector2D((int)pStart.x, (int)pEnd.y), pEnd, new Vector2D((int)pEnd.x, (int)pStart.y), pStart };
}
//got corners. TODO: check point order
bool reverse = false;
currentbevelwidth = Math.Min(Math.Abs(bevelwidth), Math.Min(width, height) / 2);
if(bevelwidth < 0)
{
currentbevelwidth *= -1;
reverse = true;
}
List<Vector2D> shape = new List<Vector2D>();
//top-left corner
shape.AddRange(GetCornerPoints(pStart, currentbevelwidth, currentbevelwidth, !reverse));
//top-right corner
shape.AddRange(GetCornerPoints(new Vector2D(pEnd.x, pStart.y), -currentbevelwidth, currentbevelwidth, reverse));
//bottom-right corner
shape.AddRange(GetCornerPoints(pEnd, -currentbevelwidth, -currentbevelwidth, !reverse));
//bottom-left corner
shape.AddRange(GetCornerPoints(new Vector2D(pStart.x, pEnd.y), currentbevelwidth, -currentbevelwidth, reverse));
//closing point
shape.Add(shape[0]);
return shape.ToArray();
}
private Vector2D[] GetCornerPoints(Vector2D startPoint, int bevel_width, int bevel_height, bool reverse)
{
Vector2D[] points;
Vector2D center = (bevelwidth > 0 ? new Vector2D(startPoint.x + bevel_width, startPoint.y + bevel_height) : startPoint);
float curAngle = Angle2D.PI;
int steps = subdivisions + 2;
points = new Vector2D[steps];
float stepAngle = Angle2D.PIHALF / (subdivisions + 1);
for(int i = 0; i < steps; i++)
{
points[i] = new Vector2D(center.x + (float)Math.Sin(curAngle) * bevel_width, center.y + (float)Math.Cos(curAngle) * bevel_height);
curAngle += stepAngle;
}
if(reverse) Array.Reverse(points);
return points;
}
protected virtual string GetHintText()
{
return "BVL: " + bevelwidth + "; SUB: " + subdivisions;
}
// Update top-left and bottom-right points, which define drawing shape
private void UpdateReferencePoints(DrawnVertex p1, DrawnVertex p2)
{
if(!p1.pos.IsFinite() || !p2.pos.IsFinite()) return;
// Make sure start always stays at left and up from the end
if(p1.pos.x < p2.pos.x)
{
start.x = p1.pos.x;
end.x = p2.pos.x;
}
else
{
start.x = p2.pos.x;
end.x = p1.pos.x;
}
if(p1.pos.y < p2.pos.y)
{
start.y = p1.pos.y;
end.y = p2.pos.y;
}
else
{
start.y = p2.pos.y;
end.y = p1.pos.y;
}
// Update size
width = (int)(end.x - start.x);
height = (int)(end.y - start.y);
}
// This draws a point at a specific location
override public bool DrawPointAt(Vector2D pos, bool stitch, bool stitchline)
{
if(pos.x < General.Map.Config.LeftBoundary || pos.x > General.Map.Config.RightBoundary ||
pos.y > General.Map.Config.TopBoundary || pos.y < General.Map.Config.BottomBoundary)
return false;
DrawnVertex newpoint = new DrawnVertex();
newpoint.pos = pos;
newpoint.stitch = true; //stitch
newpoint.stitchline = stitchline;
points.Add(newpoint);
if(points.Count == 1) //add point and labels
{
labels.AddRange(new[] { new LineLengthLabel(false, true), new LineLengthLabel(false, true), new LineLengthLabel(false, true), new LineLengthLabel(false, true) });
hintlabel = new HintLabel(General.Colors.InfoLine);
Update();
}
else if(points[0].pos == points[1].pos) //nothing is drawn
{
points = new List<DrawnVertex>();
FinishDraw();
}
else
{
//create vertices for final shape.
UpdateReferencePoints(points[0], newpoint);
points = new List<DrawnVertex>(); //clear points
Vector2D[] shape = GetShape(start, end);
foreach(Vector2D t in shape) base.DrawPointAt(t, true, true);
FinishDraw();
}
return true;
}
override public void RemovePoint()
{
if(points.Count > 0) points.RemoveAt(points.Count - 1);
if(labels.Count > 0) labels = new List<LineLengthLabel>();
Update();
}
#endregion
#region ================== Events
override public void OnAccept()
{
Cursor.Current = Cursors.AppStarting;
General.Settings.FindDefaultDrawSettings();
// When we have a rectangle or a line
if(points.Count > minpointscount || points.Count == 2)
{
// Make undo for the draw
General.Map.UndoRedo.CreateUndo(undoname);
// Make an analysis and show info
string[] adjectives = new[] { "gloomy", "sad", "unhappy", "lonely", "troubled", "depressed", "heartsick", "glum", "pessimistic", "bitter", "downcast" }; // aaand my english vocabulary ends here :)
string word = adjectives[new Random().Next(adjectives.Length - 1)];
string a = (word[0] == 'u' ? "an " : "a ");
General.Interface.DisplayStatus(StatusType.Action, "Created " + a + word + " " + shapename + ".");
// Make the drawing
if(Tools.DrawLines(points, true, BuilderPlug.Me.AutoAlignTextureOffsetsOnCreate))
{
// Snap to map format accuracy
General.Map.Map.SnapAllToAccuracy();
// Clear selection
General.Map.Map.ClearAllSelected();
// Update cached values
General.Map.Map.Update();
// Edit new sectors?
List<Sector> newsectors = General.Map.Map.GetMarkedSectors(true);
if(BuilderPlug.Me.EditNewSector && (newsectors.Count > 0))
General.Interface.ShowEditSectors(newsectors);
// Update the used textures
General.Map.Data.UpdateUsedTextures();
//mxd
General.Map.Renderer2D.UpdateExtraFloorFlag();
// Map is changed
General.Map.IsChanged = true;
}
else
{
// Drawing failed
// NOTE: I have to call this twice, because the first time only cancels this volatile mode
General.Map.UndoRedo.WithdrawUndo();
General.Map.UndoRedo.WithdrawUndo();
}
}
// Done
Cursor.Current = Cursors.Default;
if(continuousdrawing)
{
// Reset settings
points.Clear();
labels.Clear();
// Redraw display
General.Interface.RedrawDisplay();
}
else
{
// Return to original mode
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
}
}
public override void OnHelp()
{
General.ShowHelp("/gzdb/features/classic_modes/mode_drawrect.html");
}
private void OptionsPanelOnValueChanged(object sender, EventArgs eventArgs)
{
bevelwidth = panel.BevelWidth;
subdivisions = panel.Subdivisions;
Update();
}
#endregion
#region ================== Actions
[BeginAction("increasesubdivlevel")]
protected virtual void IncreaseSubdivLevel()
{
if(subdivisions < maxsubdivisions)
{
subdivisions++;
panel.Subdivisions = subdivisions;
Update();
}
}
[BeginAction("decreasesubdivlevel")]
protected virtual void DecreaseSubdivLevel()
{
if(subdivisions > minsubdivisions)
{
subdivisions--;
panel.Subdivisions = subdivisions;
Update();
}
}
[BeginAction("increasebevel")]
protected virtual void IncreaseBevel()
{
if(points.Count < 2 || currentbevelwidth == bevelwidth || bevelwidth < 0)
{
bevelwidth = Math.Min(bevelwidth + General.Map.Grid.GridSize, panel.MaxBevelWidth);
panel.BevelWidth = bevelwidth;
Update();
}
}
[BeginAction("decreasebevel")]
protected virtual void DecreaseBevel()
{
if(currentbevelwidth == bevelwidth || bevelwidth > 0)
{
bevelwidth = Math.Max(bevelwidth - General.Map.Grid.GridSize, panel.MinBevelWidth);
panel.BevelWidth = bevelwidth;
Update();
}
}
#endregion
}
}