mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-15 14:41:14 +00:00
14c65dae5b
- Added preliminary code to remove new 3D floor control sectors when pasting was canceled after duplicating 3D floors
1053 lines
29 KiB
C#
Executable file
1053 lines
29 KiB
C#
Executable file
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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.Generic;
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using System.Drawing;
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using System.Linq;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.Windows;
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#endregion
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namespace CodeImp.DoomBuilder.Editing
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{
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/// <summary>
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/// Provides specialized functionality for a classic (2D) Doom Builder editing mode.
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/// </summary>
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public abstract class ClassicMode : EditMode
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{
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#region ================== Constants
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private const float SCALE_MAX = 90f;
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private const float SCALE_MIN = 0.01f;
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private const float SELECTION_BORDER_SIZE = 2f;
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private const int SELECTION_ALPHA = 200;
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private const float CENTER_VIEW_PADDING = 0.06f;
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private const float AUTOPAN_BORDER_SIZE = 100.0f;
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#endregion
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#region ================== Variables
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// Cancelled?
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protected bool cancelled;
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// Graphics
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protected IRenderer2D renderer;
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private Renderer2D renderer2d;
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// Mouse status
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protected Vector2D mousepos;
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protected Vector2D mouselastpos;
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protected Vector2D mousemappos;
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protected Vector2D mousedownpos;
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protected Vector2D mousedownmappos;
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protected MouseButtons mousebuttons;
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protected bool mouseinside;
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protected MouseButtons mousedragging = MouseButtons.None;
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// Selection
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protected bool selecting;
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protected bool selectpressed; //mxd
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protected bool editpressed; //mxd
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protected Vector2D selectstart;
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protected RectangleF selectionrect;
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protected MarqueSelectionMode marqueSelectionMode; //mxd
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// View panning
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protected bool panning;
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private bool autopanenabled;
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//mxd. used in "Play From Here" Action
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private Thing playerStart;
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private Vector3D playerStartPosition;
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private bool playerStartIsTempThing;
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#endregion
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#region ================== Properties
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// Mouse status
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public Vector2D MousePos { get { return mousepos; } }
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public Vector2D MouseLastPos { get { return mouselastpos; } }
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public Vector2D MouseMapPos { get { return mousemappos; } }
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public Vector2D MouseDownPos { get { return mousedownpos; } }
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public Vector2D MouseDownMapPos { get { return mousedownmappos; } }
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public MouseButtons MouseButtons { get { return mousebuttons; } }
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public bool IsMouseInside { get { return mouseinside; } }
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public MouseButtons MouseDragging { get { return mousedragging; } }
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public bool Cancelled { get { return cancelled; } }
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// Selection
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public bool IsSelecting { get { return selecting; } }
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public Vector2D SelectionStart { get { return selectstart; } }
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public RectangleF SelectionRect { get { return selectionrect; } }
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// Panning
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public bool IsPanning { get { return panning; } }
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// Rendering
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public IRenderer2D Renderer { get { return renderer; } }
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#endregion
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#region ================== Constructor / Disposer
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/// <summary>
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/// Provides specialized functionality for a classic (2D) Doom Builder editing mode.
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/// </summary>
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protected ClassicMode()
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{
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// Initialize
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this.renderer = General.Map.Renderer2D;
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this.renderer2d = (Renderer2D)General.Map.Renderer2D;
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// If the current mode is a ClassicMode, copy mouse properties
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ClassicMode oldmode = General.Editing.Mode as ClassicMode;
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if(oldmode != null)
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{
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// Copy mouse properties
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mousepos = oldmode.mousepos;
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mousemappos = oldmode.mousemappos;
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mousedownpos = oldmode.mousedownpos;
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mousedownmappos = oldmode.mousedownmappos;
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mousebuttons = oldmode.mousebuttons;
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mouseinside = oldmode.mouseinside;
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mousedragging = oldmode.mousedragging;
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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 ================== Scroll / Zoom
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// This scrolls the view north
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[BeginAction("scrollnorth", BaseAction = true)]
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public virtual void ScrollNorth()
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{
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// Scroll
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ScrollBy(0f, 100f / renderer2d.Scale);
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}
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// This scrolls the view south
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[BeginAction("scrollsouth", BaseAction = true)]
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public virtual void ScrollSouth()
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{
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// Scroll
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ScrollBy(0f, -100f / renderer2d.Scale);
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}
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// This scrolls the view west
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[BeginAction("scrollwest", BaseAction = true)]
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public virtual void ScrollWest()
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{
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// Scroll
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ScrollBy(-100f / renderer2d.Scale, 0f);
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}
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// This scrolls the view east
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[BeginAction("scrolleast", BaseAction = true)]
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public virtual void ScrollEast()
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{
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// Scroll
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ScrollBy(100f / renderer2d.Scale, 0f);
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}
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// This zooms in
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[BeginAction("zoomin", BaseAction = true)]
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public virtual void ZoomIn()
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{
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float z = 1.0f + General.Settings.ZoomFactor * 0.1f;
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// Zoom
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ZoomBy(z);
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}
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// This zooms out
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[BeginAction("zoomout", BaseAction = true)]
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public virtual void ZoomOut()
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{
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float z = 1.0f + General.Settings.ZoomFactor * 0.1f;
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// Zoom
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ZoomBy(1.0f / z);
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}
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// This scrolls anywhere
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private void ScrollBy(double deltax, double deltay)
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{
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//mxd. Don't stroll too far from map boundaries
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Vector2D offset = ClampViewOffset(renderer2d.OffsetX + deltax, renderer2d.OffsetY + deltay);
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// Scroll now
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renderer2d.PositionView((float)offset.x, (float)offset.y);
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this.OnViewChanged();
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// Redraw
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General.MainWindow.RedrawDisplay();
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// Determine new unprojected mouse coordinates
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mousemappos = renderer2d.DisplayToMap(mousepos);
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General.MainWindow.UpdateCoordinates(mousemappos, true);
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}
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// This sets the view to be centered at x,y
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/*private void ScrollTo(float x, float y)
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{
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// Scroll now
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renderer2d.PositionView(x, y);
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this.OnViewChanged();
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// Redraw
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General.MainWindow.RedrawDisplay();
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// Determine new unprojected mouse coordinates
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mousemappos = renderer2d.DisplayToMap(mousepos);
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General.MainWindow.UpdateCoordinates(mousemappos);
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}*/
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// This zooms
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private void ZoomBy(float deltaz)
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{
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Vector2D zoompos;
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// This will be the new zoom scale
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float newscale = renderer2d.Scale * deltaz;
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// Limit scale
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if(newscale > SCALE_MAX) newscale = SCALE_MAX;
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if(newscale < SCALE_MIN) newscale = SCALE_MIN;
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// Get the dimensions of the display
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Vector2D clientsize = new Vector2D(General.Map.Graphics.RenderTarget.ClientSize.Width,
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General.Map.Graphics.RenderTarget.ClientSize.Height);
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// When mouse is inside display
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if(mouseinside)
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{
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// Zoom into or from mouse position
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zoompos = (mousepos / clientsize) - new Vector2D(0.5f, 0.5f);
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}
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else
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{
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// Zoom into or from center
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zoompos = new Vector2D(0f, 0f);
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}
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// Calculate view position difference
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Vector2D diff = ((clientsize / newscale) - (clientsize / renderer2d.Scale)) * zoompos;
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Vector2D offset = ClampViewOffset(renderer2d.OffsetX - diff.x, renderer2d.OffsetY + diff.y); //mxd
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// Zoom now
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renderer2d.PositionView((float)offset.x, (float)offset.y);
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renderer2d.ScaleView(newscale);
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this.OnViewChanged();
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//mxd. Change grid size?
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MatchGridSizeToDisplayScale();
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// Redraw
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General.MainWindow.RedrawDisplay();
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// Give a new mousemove event to update coordinates
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if(mouseinside) OnMouseMove(new MouseEventArgs(mousebuttons, 0, (int)mousepos.x, (int)mousepos.y, 0));
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}
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//mxd. Makes sure given offset stays within map boundaries
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private static Vector2D ClampViewOffset(double x, double y)
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{
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Vector2D diff = new Vector2D(x, y);
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Vector2D safediff = new Vector2D(General.Clamp(diff.x, General.Map.Config.LeftBoundary, General.Map.Config.RightBoundary),
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General.Clamp(diff.y, General.Map.Config.BottomBoundary, General.Map.Config.TopBoundary));
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return diff - (diff - safediff);
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}
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//mxd. This changes current grid size based on current zoom level
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internal void MatchGridSizeToDisplayScale()
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{
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if(!General.Settings.DynamicGridSize) return;
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// Get the dimensions of the display
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Vector2D clientsize = new Vector2D(General.Map.Graphics.RenderTarget.ClientSize.Width,
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General.Map.Graphics.RenderTarget.ClientSize.Height);
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Vector2D clientscale = clientsize / renderer2d.Scale;
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// Aim for 32 grid lines on screen, multiplied by 8 to support integer representation of 0.125 grid size (clientscale / 32 * 8)
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int targetsize = (int)Math.Ceiling(Math.Min(clientscale.x, clientscale.y) / 4);
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// Convert to nearest power of 2
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targetsize--;
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targetsize |= targetsize >> 1;
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targetsize |= targetsize >> 2;
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targetsize |= targetsize >> 4;
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targetsize |= targetsize >> 8;
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targetsize |= targetsize >> 16;
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targetsize++;
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// Apply changes
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General.Map.Grid.SetGridSize(targetsize / 8f);
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}
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// This zooms to a specific level
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public void SetZoom(float newscale)
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{
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// Zoom now
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renderer2d.ScaleView(newscale);
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this.OnViewChanged();
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//mxd. Change grid size?
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MatchGridSizeToDisplayScale();
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// Redraw
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//General.Map.Map.Update();
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General.MainWindow.RedrawDisplay();
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// Give a new mousemove event to update coordinates
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if(mouseinside) OnMouseMove(new MouseEventArgs(mousebuttons, 0, (int)mousepos.x, (int)mousepos.y, 0));
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}
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// This zooms and scrolls to fit the map in the window
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[BeginAction("centerinscreen", BaseAction = true)]
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public void CenterInScreen()
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{
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double left = double.MaxValue;
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double top = double.MaxValue;
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double right = double.MinValue;
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double bottom = double.MinValue;
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bool anything = false;
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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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// Vertex used?
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if(v.Linedefs.Count > 0)
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{
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// Adjust boundaries by vertices
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if(v.Position.x < left) left = v.Position.x;
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if(v.Position.x > right) right = v.Position.x;
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if(v.Position.y < top) top = v.Position.y;
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if(v.Position.y > bottom) bottom = v.Position.y;
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anything = true;
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}
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}
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// Not already found something to center in view?
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if(!anything)
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{
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// Go for all things
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foreach(Thing t in General.Map.Map.Things)
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{
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// Adjust boundaries by vertices
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if(t.Position.x < left) left = t.Position.x;
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if(t.Position.x > right) right = t.Position.x;
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if(t.Position.y < top) top = t.Position.y;
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if(t.Position.y > bottom) bottom = t.Position.y;
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anything = true;
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}
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}
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// Anything found to center in view?
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if(anything)
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{
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RectangleF area = new RectangleF((float)left, (float)top, (float)(right - left), (float)(bottom - top));
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CenterOnArea(area, CENTER_VIEW_PADDING);
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}
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else
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{
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// Default view
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SetDefaultZoom();
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}
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}
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// This zooms and moves to view the given area
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public void CenterOnArea(RectangleF area, float padding)
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{
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// Add size to the area for better overview
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area.Inflate(area.Width * padding, area.Height * padding);
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// Calculate scale to view map at
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float scalew = General.Map.Graphics.RenderTarget.ClientSize.Width / area.Width;
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float scaleh = General.Map.Graphics.RenderTarget.ClientSize.Height / area.Height;
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float scale = scalew < scaleh ? scalew : scaleh;
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//mxd. Change the view to see the whole map
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CenterOnCoordinates(new Vector2D(area.Left + area.Width * 0.5f, area.Top + area.Height * 0.5f), scale);
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}
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//mxd
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public void CenterOnCoordinates(Vector2D offset, float scale)
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{
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// Change the view
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renderer2d.ScaleView(scale);
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renderer2d.PositionView((float)offset.x, (float)offset.y);
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this.OnViewChanged();
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//mxd. Change grid size?
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MatchGridSizeToDisplayScale();
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// Redraw
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General.MainWindow.RedrawDisplay();
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// Give a new mousemove event to update coordinates
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if(mouseinside) OnMouseMove(new MouseEventArgs(mousebuttons, 0, (int)mousepos.x, (int)mousepos.y, 0));
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}
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// This sets up the default view
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public void SetDefaultZoom()
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{
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// View middle of map at 50% zoom
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renderer2d.ScaleView(0.5f);
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renderer2d.PositionView(0.0f, 0.0f);
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this.OnViewChanged();
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//mxd. Change grid size?
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MatchGridSizeToDisplayScale();
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// Redraw
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General.MainWindow.RedrawDisplay();
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// Give a new mousemove event to update coordinates
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if(mouseinside) OnMouseMove(new MouseEventArgs(mousebuttons, 0, (int)mousepos.x, (int)mousepos.y, 0));
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}
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/// <summary>
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/// This is called when the view changes (scroll/zoom), before the display is redrawn.
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/// </summary>
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protected virtual void OnViewChanged()
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{
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}
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// This enabled automatic panning, if preferred
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protected void EnableAutoPanning()
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{
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if(General.Settings.AutoScrollSpeed > 0)
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{
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if(!autopanenabled)
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{
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autopanenabled = true;
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General.MainWindow.EnableProcessing();
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}
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}
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}
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// This disabls automatic panning
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protected void DisableAutoPanning()
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{
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if(autopanenabled)
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{
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autopanenabled = false;
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General.MainWindow.DisableProcessing();
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}
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}
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#endregion
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#region ================== Processing
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// Processing
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public override void OnProcess(long deltatime)
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{
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base.OnProcess(deltatime);
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if(autopanenabled)
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{
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Vector2D panamount = new Vector2D();
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// How much to pan the view in X?
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if(mousepos.x < AUTOPAN_BORDER_SIZE)
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panamount.x = -AUTOPAN_BORDER_SIZE + mousepos.x;
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else if(mousepos.x > (General.MainWindow.Display.ClientSize.Width - AUTOPAN_BORDER_SIZE))
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panamount.x = mousepos.x - (General.MainWindow.Display.ClientSize.Width - AUTOPAN_BORDER_SIZE);
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// How much to pan the view in Y?
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if(mousepos.y < AUTOPAN_BORDER_SIZE)
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panamount.y = AUTOPAN_BORDER_SIZE - mousepos.y;
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else if(mousepos.y > (General.MainWindow.Display.ClientSize.Height - AUTOPAN_BORDER_SIZE))
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panamount.y = -(mousepos.y - (General.MainWindow.Display.ClientSize.Height - AUTOPAN_BORDER_SIZE));
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// Do any panning?
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if(panamount.GetManhattanLength() > 0.0f)
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{
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// Scale and power this for nicer usability
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Vector2D pansign = panamount.GetSign();
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panamount = (panamount * panamount) * pansign * 0.0001f * General.Settings.AutoScrollSpeed / renderer.Scale;
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// Multiply by delta time
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panamount.x *= deltatime;
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panamount.y *= deltatime;
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// Pan the view
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ScrollBy(panamount.x, panamount.y);
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}
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}
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}
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#endregion
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#region ================== Input
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// Mouse leaves the display
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public override void OnMouseLeave(EventArgs e)
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{
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// Mouse is outside the display
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mouseinside = false;
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mousepos = new Vector2D(float.NaN, float.NaN);
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mousemappos = mousepos;
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mousebuttons = MouseButtons.None;
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// Determine new unprojected mouse coordinates
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General.MainWindow.UpdateCoordinates(mousemappos, true);
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// Let the base class know
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base.OnMouseLeave(e);
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}
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// Mouse moved inside the display
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public override void OnMouseMove(MouseEventArgs e)
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{
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// Record last position
|
|
mouseinside = true;
|
|
mouselastpos = mousepos;
|
|
mousepos = new Vector2D(e.X, e.Y);
|
|
mousemappos = renderer2d.DisplayToMap(mousepos);
|
|
mousebuttons = e.Button;
|
|
|
|
// Update labels in main window
|
|
General.MainWindow.UpdateCoordinates(mousemappos, true);
|
|
|
|
// Holding a button?
|
|
if(e.Button != MouseButtons.None)
|
|
{
|
|
// Not dragging?
|
|
if(mousedragging == MouseButtons.None)
|
|
{
|
|
// Check if moved enough pixels for dragging
|
|
Vector2D delta = mousedownpos - mousepos;
|
|
if((Math.Abs(delta.x) > DRAG_START_MOVE_PIXELS) ||
|
|
(Math.Abs(delta.y) > DRAG_START_MOVE_PIXELS))
|
|
{
|
|
// Dragging starts now
|
|
mousedragging = e.Button;
|
|
OnDragStart(e);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Selecting?
|
|
if(selecting) OnUpdateMultiSelection();
|
|
|
|
// Panning?
|
|
if(panning) OnUpdateViewPanning();
|
|
|
|
// Let the base class know
|
|
base.OnMouseMove(e);
|
|
}
|
|
|
|
// Mouse button pressed
|
|
public override void OnMouseDown(MouseEventArgs e)
|
|
{
|
|
// Save mouse down position
|
|
mousedownpos = mousepos;
|
|
mousedownmappos = mousemappos;
|
|
|
|
//mxd. Looks like in some cases (very detailed maps / slow CPUs) OnMouseUp is not fired
|
|
// This is my attempt at fixing this...
|
|
if(e.Button == mousedragging) mousedragging = MouseButtons.None;
|
|
|
|
// Let the base class know
|
|
base.OnMouseDown(e);
|
|
}
|
|
|
|
// Mouse button released
|
|
public override void OnMouseUp(MouseEventArgs e)
|
|
{
|
|
// Releasing drag button?
|
|
if(e.Button == mousedragging)
|
|
{
|
|
// No longer dragging
|
|
OnDragStop(e);
|
|
mousedragging = MouseButtons.None;
|
|
}
|
|
|
|
// Let the base class know
|
|
base.OnMouseUp(e);
|
|
}
|
|
|
|
//mxd
|
|
public override void OnKeyDown(KeyEventArgs e)
|
|
{
|
|
// Update marque color when modifier keys are pressed
|
|
if(selecting && (e.Control || e.Shift) && marqueSelectionMode != GetMultiSelectionMode())
|
|
OnUpdateMultiSelection();
|
|
|
|
base.OnKeyDown(e);
|
|
}
|
|
|
|
//mxd
|
|
public override void OnKeyUp(KeyEventArgs e)
|
|
{
|
|
// Update marque color when modifier keys are released
|
|
if(selecting && (!e.Control || !e.Shift) && marqueSelectionMode != GetMultiSelectionMode())
|
|
OnUpdateMultiSelection();
|
|
|
|
base.OnKeyUp(e);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Automatically called when dragging operation starts.
|
|
/// </summary>
|
|
protected virtual void OnDragStart(MouseEventArgs e)
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Automatically called when dragging operation stops.
|
|
/// </summary>
|
|
protected virtual void OnDragStop(MouseEventArgs e)
|
|
{
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Display
|
|
|
|
// This just refreshes the display
|
|
public override void OnPresentDisplay()
|
|
{
|
|
renderer2d.Present();
|
|
}
|
|
|
|
// This sets the view mode
|
|
internal static void SetViewMode(ViewMode mode)
|
|
{
|
|
General.Map.CRenderer2D.SetViewMode(mode);
|
|
General.MainWindow.UpdateInterface();
|
|
General.MainWindow.RedrawDisplay();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
/// <summary>
|
|
/// Automatically called by the core when this editing mode is engaged.
|
|
/// </summary>
|
|
public override void OnEngage()
|
|
{
|
|
//mxd. Clear display overlay
|
|
if(renderer.StartOverlay(true))
|
|
{
|
|
//mxd. Center 2d view on camera position in 3d view
|
|
if(General.Settings.GZSynchCameras && !General.Interface.CtrlState
|
|
&& General.Editing.PreviousMode != null && General.Editing.PreviousMode.IsSubclassOf(typeof(VisualMode)))
|
|
{
|
|
Vector2D campos = ClampViewOffset(General.Map.VisualCamera.Position.x, General.Map.VisualCamera.Position.y);
|
|
renderer2d.PositionView((float)campos.x, (float)campos.y);
|
|
}
|
|
|
|
renderer.Finish();
|
|
}
|
|
|
|
//mxd. We want map center drawn by default
|
|
renderer.DrawMapCenter = true;
|
|
|
|
base.OnEngage();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called when the user requests to cancel this editing mode.
|
|
/// </summary>
|
|
public override void OnCancel()
|
|
{
|
|
cancelled = true;
|
|
base.OnCancel();
|
|
}
|
|
|
|
//mxd
|
|
public override bool OnMapTestBegin(bool testFromCurrentPosition)
|
|
{
|
|
if(testFromCurrentPosition)
|
|
{
|
|
if (!mouseinside)
|
|
{
|
|
General.MainWindow.DisplayStatus(StatusType.Warning, "Can't test from current position: mouse is outside editing window!");
|
|
return false;
|
|
}
|
|
|
|
//now check if cursor is located inside a sector
|
|
Sector s = General.Map.Map.GetSectorByCoordinates(mousemappos);
|
|
|
|
if (s == null)
|
|
{
|
|
General.MainWindow.DisplayStatus(StatusType.Warning, "Can't test from current position: mouse cursor must be inside a sector!");
|
|
return false;
|
|
}
|
|
|
|
//41 = player's height in Doom. Is that so in all other games as well?
|
|
if (s.CeilHeight - s.FloorHeight < 41)
|
|
{
|
|
General.MainWindow.DisplayStatus(StatusType.Warning, "Can't test from current position: sector is too low!");
|
|
return false;
|
|
}
|
|
|
|
//find Single Player Start. Should be type 1 in all games
|
|
Thing start = null;
|
|
|
|
foreach(Thing t in General.Map.Map.Things)
|
|
{
|
|
if(t.Type == 1)
|
|
{
|
|
// biwa. In Hexen format and UDMF a map can have multiple valid player starts because of
|
|
// hubs. The player by default stats at the player start withe arg0 set to 0
|
|
if ((General.Map.HEXEN || General.Map.UDMF) && t.Args[0] != 0)
|
|
continue;
|
|
|
|
//store thing and position
|
|
if(start == null)
|
|
{
|
|
start = t;
|
|
}
|
|
else if(t.Index > start.Index)
|
|
{
|
|
//if there are several Player Start 1 things, GZDoom uses one with the biggest index.
|
|
start = t;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(start == null)
|
|
{
|
|
// biwa. If there's no existing valid player start create one
|
|
playerStartIsTempThing = true;
|
|
start = General.Map.Map.CreateThing();
|
|
|
|
if (start != null)
|
|
{
|
|
General.Settings.ApplyDefaultThingSettings(start);
|
|
start.Type = 1;
|
|
} else
|
|
{
|
|
General.MainWindow.DisplayStatus(StatusType.Warning, "Can't test from current position: couldn't create player start!");
|
|
return false;
|
|
}
|
|
} else
|
|
{
|
|
playerStartIsTempThing = false;
|
|
}
|
|
|
|
//store initial position
|
|
playerStart = start;
|
|
playerStartPosition = start.Position;
|
|
|
|
//everything should be valid, let's move player start here
|
|
start.Move(new Vector3D(mousemappos.x, mousemappos.y, s.FloorHeight));
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public override void OnMapTestEnd(bool testFromCurrentPosition)
|
|
{
|
|
if(testFromCurrentPosition)
|
|
{
|
|
//restore position
|
|
playerStart.Move(playerStartPosition);
|
|
|
|
if (playerStartIsTempThing) // biwa
|
|
General.Map.Map.RemoveThing(playerStart.Index);
|
|
|
|
playerStart = null;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is called automatically when the Edit button is pressed.
|
|
/// (in Doom Builder 1, this was always the right mousebutton)
|
|
/// </summary>
|
|
[BeginAction("classicedit", BaseAction = true)]
|
|
protected virtual void OnEditBegin()
|
|
{
|
|
editpressed = true; //mxd
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is called automatically when the Edit button is released.
|
|
/// (in Doom Builder 1, this was always the right mousebutton)
|
|
/// </summary>
|
|
[EndAction("classicedit", BaseAction = true)]
|
|
protected virtual void OnEditEnd()
|
|
{
|
|
editpressed = false; //mxd
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is called automatically when the Select button is pressed.
|
|
/// (in Doom Builder 1, this was always the left mousebutton)
|
|
/// </summary>
|
|
[BeginAction("classicselect", BaseAction = true)]
|
|
protected virtual void OnSelectBegin()
|
|
{
|
|
selectpressed = true;//mxd
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is called automatically when the Select button is released.
|
|
/// (in Doom Builder 1, this was always the left mousebutton)
|
|
/// </summary>
|
|
[EndAction("classicselect", BaseAction = true)]
|
|
protected virtual void OnSelectEnd()
|
|
{
|
|
selectpressed = false;//mxd
|
|
if(selecting) OnEndMultiSelection();
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is called automatically when a rectangular multi-selection ends.
|
|
/// </summary>
|
|
protected virtual void OnEndMultiSelection()
|
|
{
|
|
selecting = false;
|
|
General.Hints.ShowHints(this.GetType(), HintsManager.GENERAL);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Call this to initiate a rectangular multi-selection.
|
|
/// </summary>
|
|
protected virtual void StartMultiSelection()
|
|
{
|
|
selecting = true;
|
|
selectstart = mousedownmappos;
|
|
selectionrect = new RectangleF((float)selectstart.x, (float)selectstart.y, 0, 0);
|
|
|
|
//mxd
|
|
General.Hints.ShowHints(this.GetType(), HintsManager.MULTISELECTION);
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is called automatically when a multi-selection is updated.
|
|
/// </summary>
|
|
protected virtual void OnUpdateMultiSelection()
|
|
{
|
|
marqueSelectionMode = GetMultiSelectionMode(); //mxd
|
|
|
|
selectionrect.X = (float)selectstart.x;
|
|
selectionrect.Y = (float)selectstart.y;
|
|
selectionrect.Width = (float)(mousemappos.x - selectstart.x);
|
|
selectionrect.Height = (float)(mousemappos.y - selectstart.y);
|
|
|
|
if(selectionrect.Width < 0f)
|
|
{
|
|
selectionrect.Width = -selectionrect.Width;
|
|
selectionrect.X -= selectionrect.Width;
|
|
}
|
|
|
|
if(selectionrect.Height < 0f)
|
|
{
|
|
selectionrect.Height = -selectionrect.Height;
|
|
selectionrect.Y -= selectionrect.Height;
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
protected virtual MarqueSelectionMode GetMultiSelectionMode()
|
|
{
|
|
return MarqueSelectionMode.SELECT;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Call this to draw the selection on the overlay layer.
|
|
/// Must call renderer.StartOverlay first!
|
|
/// </summary>
|
|
protected virtual void RenderMultiSelection()
|
|
{
|
|
//mxd
|
|
PixelColor marqueColor;
|
|
|
|
switch(marqueSelectionMode)
|
|
{
|
|
case MarqueSelectionMode.SELECT:
|
|
marqueColor = General.Colors.Selection.WithAlpha(SELECTION_ALPHA);
|
|
break;
|
|
|
|
case MarqueSelectionMode.ADD:
|
|
marqueColor = General.Colors.Highlight.WithAlpha(SELECTION_ALPHA);
|
|
break;
|
|
|
|
case MarqueSelectionMode.SUBTRACT:
|
|
marqueColor = General.Colors.Selection.WithAlpha(SELECTION_ALPHA).InverseKeepAlpha();
|
|
break;
|
|
|
|
default: //should be Intersect
|
|
marqueColor = General.Colors.Highlight.WithAlpha(SELECTION_ALPHA).InverseKeepAlpha();
|
|
break;
|
|
}
|
|
|
|
renderer.RenderRectangle(selectionrect, SELECTION_BORDER_SIZE, marqueColor, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is called automatically when the mouse is moved while panning
|
|
/// </summary>
|
|
protected virtual void OnUpdateViewPanning()
|
|
{
|
|
// We can only drag the map when the mouse pointer is inside
|
|
// otherwise we don't have coordinates where to drag the map to
|
|
if(mouseinside && !double.IsNaN(mouselastpos.x) && !double.IsNaN(mouselastpos.y))
|
|
{
|
|
// Get the map coordinates of the last mouse posision (before it moved)
|
|
Vector2D lastmappos = renderer2d.DisplayToMap(mouselastpos);
|
|
|
|
// Do the scroll
|
|
ScrollBy(lastmappos.x - mousemappos.x, lastmappos.y - mousemappos.y);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This selects given map element (mxd)
|
|
/// </summary>
|
|
public virtual void SelectMapElement(SelectableElement element)
|
|
{
|
|
element.Selected = true;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Actions
|
|
|
|
[BeginAction("gridsetup", BaseAction = true)]
|
|
protected void ShowGridSetup()
|
|
{
|
|
GridSetup.ShowGridSetup();
|
|
}
|
|
|
|
[BeginAction("pan_view", BaseAction = true)]
|
|
protected virtual void BeginViewPan()
|
|
{
|
|
panning = true;
|
|
}
|
|
|
|
[EndAction("pan_view", BaseAction = true)]
|
|
protected virtual void EndViewPan()
|
|
{
|
|
panning = false;
|
|
}
|
|
|
|
[BeginAction("viewmodenormal", BaseAction = true)]
|
|
protected virtual void ViewModeNormal()
|
|
{
|
|
SetViewMode(ViewMode.Normal);
|
|
}
|
|
|
|
[BeginAction("viewmodebrightness", BaseAction = true)]
|
|
protected virtual void ViewModeBrightness()
|
|
{
|
|
SetViewMode(ViewMode.Brightness);
|
|
}
|
|
|
|
[BeginAction("viewmodefloors", BaseAction = true)]
|
|
protected virtual void ViewModeFloors()
|
|
{
|
|
SetViewMode(ViewMode.FloorTextures);
|
|
}
|
|
|
|
[BeginAction("viewmodeceilings", BaseAction = true)]
|
|
protected virtual void ViewModeCeilings()
|
|
{
|
|
SetViewMode(ViewMode.CeilingTextures);
|
|
}
|
|
|
|
//mxd
|
|
[BeginAction("nextviewmode", BaseAction = true)]
|
|
protected virtual void NextViewMode()
|
|
{
|
|
List<ViewMode> vmodes = new List<ViewMode>(Enum.GetValues(typeof(ViewMode)).Cast<ViewMode>());
|
|
int curmode = vmodes.IndexOf(General.Map.Renderer2D.ViewMode);
|
|
curmode = (curmode == vmodes.Count - 1 ? 0 : ++curmode);
|
|
|
|
SetViewMode(vmodes[curmode]);
|
|
}
|
|
|
|
//mxd
|
|
[BeginAction("previousviewmode", BaseAction = true)]
|
|
protected virtual void PreviousViewMode()
|
|
{
|
|
List<ViewMode> vmodes = new List<ViewMode>(Enum.GetValues(typeof(ViewMode)).Cast<ViewMode>());
|
|
int curmode = vmodes.IndexOf(General.Map.Renderer2D.ViewMode);
|
|
curmode = (curmode == 0 ? vmodes.Count - 1 : --curmode);
|
|
|
|
SetViewMode(vmodes[curmode]);
|
|
}
|
|
|
|
//mxd
|
|
[BeginAction("centeroncoordinates", BaseAction = true)]
|
|
protected virtual void CenterOnCoordinates()
|
|
{
|
|
//show form...
|
|
CenterOnCoordinatesForm form = new CenterOnCoordinatesForm();
|
|
if(form.ShowDialog() == DialogResult.OK)
|
|
{
|
|
//center view
|
|
renderer2d.PositionView((float)form.Coordinates.x, (float)form.Coordinates.y);
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
[BeginAction("togglehighlight", BaseAction = true)]
|
|
protected virtual void ToggleHighlight()
|
|
{
|
|
General.Settings.UseHighlight = !General.Settings.UseHighlight;
|
|
General.Interface.DisplayStatus(StatusType.Action, "Highlight is now " + (General.Settings.UseHighlight ? "ON" : "OFF") + ".");
|
|
|
|
// Redraw display to show changes
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
|
|
//mxd
|
|
public enum MarqueSelectionMode
|
|
{
|
|
SELECT,
|
|
ADD,
|
|
SUBTRACT,
|
|
INTERSECT,
|
|
}
|
|
}
|