mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-03 09:02:15 +00:00
c7696b0464
Changed, Drag Linedefs/Vertices/Sectors/Things modes: line length labels are now displayed the same way as in Draw modes. Changed, Drag Linedefs/Vertices/Sectors/Things modes: "lock movement to cardinal directions" mode (Alt-Shift-Drag) now locks movement in 4 directions instead of 8 and doesn't snap map elements to nearest grid intersections when they are not aligned to it. Added, Visual mode, GZDoom, DECORATE: FORCEXYBILLBOARD flag is now supported. Added, Visual mode, GLOOME, DECORATE: FLOORSPRITE, CEILSPRITE, WALLSPRITE, ROLLSPRITE and STICKTOPLANE flags are now supported (implementation is somewhat broken ATM and probably doesn't work the same way as in GLOOME, because Windows build with most these features is nowhere to be found...). Fixed, Visual mode: in some cases Thing brightness was calculated incorrectly. Updated ZDoom_DECORATE.cfg.
522 lines
15 KiB
C#
522 lines
15 KiB
C#
#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.Windows.Forms;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Controls;
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using CodeImp.DoomBuilder.Editing;
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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.Windows;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[EditMode(DisplayName = "Draw Grid Mode",
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SwitchAction = "drawgridmode",
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ButtonImage = "DrawGridMode.png", //mxd
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ButtonOrder = int.MinValue + 5, //mxd
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ButtonGroup = "000_drawing", //mxd
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AllowCopyPaste = false,
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Volatile = true,
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Optional = false)]
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public class DrawGridMode : DrawGeometryMode
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{
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#region ================== Variables
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private static int horizontalSlices = 3;
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private static int verticalSlices = 3;
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private static bool triangulate;
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private static bool gridlock;
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private static InterpolationTools.Mode horizontalinterpolation = InterpolationTools.Mode.LINEAR;
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private static InterpolationTools.Mode verticalinterpolation = InterpolationTools.Mode.LINEAR;
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private readonly List<DrawnVertex[]> gridpoints;
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private HintLabel hintlabel;
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private int width;
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private int height;
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private int slicesH;
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private int slicesV;
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private Vector2D start;
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private Vector2D end;
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//interface
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private DrawGridOptionsPanel panel;
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private Docker docker;
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#endregion
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#region ================== Constructor
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public DrawGridMode()
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{
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snaptogrid = true;
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usefourcardinaldirections = true;
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gridpoints = new List<DrawnVertex[]>();
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}
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#endregion
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#region ================== Events
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public override void OnEngage()
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{
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base.OnEngage();
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// Create and setup settings panel
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panel = new DrawGridOptionsPanel();
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panel.MaxHorizontalSlices = (int)General.Map.FormatInterface.MaxCoordinate;
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panel.MaxVerticalSlices = (int) General.Map.FormatInterface.MaxCoordinate;
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panel.Triangulate = triangulate;
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panel.LockToGrid = gridlock;
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panel.HorizontalSlices = horizontalSlices - 1;
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panel.VerticalSlices = verticalSlices - 1;
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panel.HorizontalInterpolationMode = horizontalinterpolation;
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panel.VerticalInterpolationMode = verticalinterpolation;
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panel.OnValueChanged += OptionsPanelOnValueChanged;
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panel.OnGridLockChanged += OptionsPanelOnOnGridLockChanged;
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// Add docker
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docker = new Docker("drawgrid", "Draw Grid", panel);
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General.Interface.AddDocker(docker);
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General.Interface.SelectDocker(docker);
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}
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public override void OnDisengage()
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{
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base.OnDisengage();
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// Remove docker
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General.Interface.RemoveDocker(docker);
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panel.Dispose();
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panel = null;
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}
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override public void OnAccept()
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{
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Cursor.Current = Cursors.AppStarting;
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General.Settings.FindDefaultDrawSettings();
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// When we have a shape...
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if(gridpoints.Count > 0)
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{
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// Make undo for the draw
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General.Map.UndoRedo.CreateUndo("Grid draw");
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// Make an analysis and show info
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string[] adjectives = new[] { "gloomy", "sad", "unhappy", "lonely", "troubled", "depressed", "heartsick", "glum", "pessimistic", "bitter", "downcast" }; // aaand my english vocabulary ends here :)
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string word = adjectives[new Random().Next(adjectives.Length - 1)];
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string a = (word[0] == 'u' ? "an " : "a ");
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General.Interface.DisplayStatus(StatusType.Action, "Created " + a + word + " grid.");
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List<Sector> newsectors = new List<Sector>();
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foreach (DrawnVertex[] shape in gridpoints)
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{
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if(!Tools.DrawLines(shape, true, BuilderPlug.Me.AutoAlignTextureOffsetsOnCreate))
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{
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// Drawing failed
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// NOTE: I have to call this twice, because the first time only cancels this volatile mode
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General.Map.UndoRedo.WithdrawUndo();
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General.Map.UndoRedo.WithdrawUndo();
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return;
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}
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// Update cached values after each step...
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General.Map.Map.Update();
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newsectors.AddRange(General.Map.Map.GetMarkedSectors(true));
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}
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// Snap to map format accuracy
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General.Map.Map.SnapAllToAccuracy();
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// Clear selection
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General.Map.Map.ClearAllSelected();
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// Edit new sectors?
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if(BuilderPlug.Me.EditNewSector && (newsectors.Count > 0))
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General.Interface.ShowEditSectors(newsectors);
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// Update the used textures
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General.Map.Data.UpdateUsedTextures();
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// Map is changed
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General.Map.IsChanged = true;
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}
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// Done
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Cursor.Current = Cursors.Default;
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// Return to original mode
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General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
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}
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private void OptionsPanelOnValueChanged(object sender, EventArgs eventArgs)
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{
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triangulate = panel.Triangulate;
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horizontalSlices = panel.HorizontalSlices + 1;
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verticalSlices = panel.VerticalSlices + 1;
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horizontalinterpolation = panel.HorizontalInterpolationMode;
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verticalinterpolation = panel.VerticalInterpolationMode;
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Update();
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}
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private void OptionsPanelOnOnGridLockChanged(object sender, EventArgs eventArgs)
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{
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gridlock = panel.LockToGrid;
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General.Hints.ShowHints(this.GetType(), (gridlock ? "gridlockhelp" : "general"));
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Update();
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}
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public override void OnHelp()
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{
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General.ShowHelp("/gzdb/features/classic_modes/mode_drawgrid.html");
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}
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#endregion
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#region ================== Methods
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override protected void Update()
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{
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PixelColor stitchcolor = General.Colors.Highlight;
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PixelColor losecolor = General.Colors.Selection;
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// We WANT snaptogrid and DON'T WANT snaptonearest when lock to grid is enabled
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snaptocardinaldirection = General.Interface.ShiftState && General.Interface.AltState; //mxd
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snaptogrid = (snaptocardinaldirection || gridlock || (General.Interface.ShiftState ^ General.Interface.SnapToGrid));
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snaptonearest = (!gridlock && (General.Interface.CtrlState ^ General.Interface.AutoMerge));
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DrawnVertex curp;
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if (points.Count == 1)
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{
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// Handle the case when start point is not on current grid.
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Vector2D gridoffset = General.Map.Grid.SnappedToGrid(points[0].pos) - points[0].pos;
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curp = GetCurrentPosition(mousemappos + gridoffset, snaptonearest, snaptogrid, snaptocardinaldirection, renderer, points);
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curp.pos -= gridoffset;
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}
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else
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{
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curp = GetCurrentPosition();
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}
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float vsize = (renderer.VertexSize + 1.0f) / renderer.Scale;
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// Render drawing lines
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if(renderer.StartOverlay(true))
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{
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PixelColor color = snaptonearest ? stitchcolor : losecolor;
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if(points.Count == 1)
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{
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UpdateReferencePoints(points[0], curp);
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List<Vector2D[]> shapes = GetShapes(start, end);
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//render shape
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foreach (Vector2D[] shape in shapes)
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{
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for(int i = 1; i < shape.Length; i++)
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renderer.RenderLine(shape[i - 1], shape[i], LINE_THICKNESS, color, true);
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}
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//vertices
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foreach (Vector2D[] shape in shapes)
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{
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for (int i = 0; i < shape.Length; i++)
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renderer.RenderRectangleFilled(new RectangleF(shape[i].x - vsize, shape[i].y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
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}
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//and labels
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Vector2D[] labelCoords = new[] { start, new Vector2D(end.x, start.y), end, new Vector2D(start.x, end.y), start };
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for(int i = 1; i < 5; i++)
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{
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labels[i - 1].Move(labelCoords[i], labelCoords[i - 1]);
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renderer.RenderText(labels[i - 1].TextLabel);
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}
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//render hint
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if (horizontalSlices > 1 || verticalSlices > 1)
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{
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hintlabel.Text = "H: " + (slicesH - 1) + "; V: " + (slicesV - 1);
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if(width > hintlabel.Text.Length * vsize && height > 16 * vsize)
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{
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hintlabel.Move(start, end);
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renderer.RenderText(hintlabel.TextLabel);
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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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// Render vertex at cursor
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renderer.RenderRectangleFilled(new RectangleF(curp.pos.x - vsize, curp.pos.y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
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}
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// Done
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renderer.Finish();
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}
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// Done
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renderer.Present();
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}
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// This draws a point at a specific location
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override public bool DrawPointAt(Vector2D pos, bool stitch, bool stitchline)
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{
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if(pos.x < General.Map.Config.LeftBoundary || pos.x > General.Map.Config.RightBoundary ||
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pos.y > General.Map.Config.TopBoundary || pos.y < General.Map.Config.BottomBoundary)
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return false;
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DrawnVertex newpoint = new DrawnVertex();
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newpoint.pos = pos;
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newpoint.stitch = true;
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newpoint.stitchline = stitchline;
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points.Add(newpoint);
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if(points.Count == 1)
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{
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// Add labels
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labels.AddRange(new[] { new LineLengthLabel(false, true), new LineLengthLabel(false, true), new LineLengthLabel(false, true), new LineLengthLabel(false, true) });
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hintlabel = new HintLabel(General.Colors.InfoLine);
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Update();
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}
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else if(points[0].pos == points[1].pos)
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{
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// Nothing is drawn
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FinishDraw();
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}
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else
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{
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// Handle the case when start point is not on current grid.
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Vector2D gridoffset = General.Map.Grid.SnappedToGrid(points[0].pos) - points[0].pos;
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newpoint = GetCurrentPosition(mousemappos + gridoffset, snaptonearest, snaptogrid, snaptocardinaldirection, renderer, new List<DrawnVertex> { points[0] });
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newpoint.pos -= gridoffset;
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// Create vertices for final shape.
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UpdateReferencePoints(points[0], newpoint);
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List<Vector2D[]> shapes = GetShapes(start, end);
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foreach (Vector2D[] shape in shapes)
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{
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DrawnVertex[] verts = new DrawnVertex[shape.Length];
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for(int i = 0; i < shape.Length; i++)
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{
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newpoint = new DrawnVertex();
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newpoint.pos = shape[i];
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newpoint.stitch = true;
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newpoint.stitchline = stitchline;
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verts[i] = newpoint;
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}
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gridpoints.Add(verts);
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}
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FinishDraw();
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}
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return true;
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}
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private List<Vector2D[]> GetShapes(Vector2D s, Vector2D e)
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{
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//no shape
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if(s == e) return new List<Vector2D[]>();
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//setup slices
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if(gridlock)
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{
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slicesH = width / General.Map.Grid.GridSize;
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slicesV = height / General.Map.Grid.GridSize;
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}
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else
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{
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slicesH = horizontalSlices;
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slicesV = verticalSlices;
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}
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//create a segmented line
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List<Vector2D[]> shapes;
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if(width == 0 || height == 0)
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{
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if (slicesH > 0 && width > 0)
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{
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shapes = new List<Vector2D[]>();
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int step = width / slicesH;
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for (int w = 0; w < slicesH; w++)
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{
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shapes.Add(new[] { new Vector2D((int)s.x + step * w, (int)s.y), new Vector2D((int)s.x + step * w + step, (int)s.y) });
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}
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return shapes;
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}
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if (slicesV > 0 && height > 0)
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{
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shapes = new List<Vector2D[]>();
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int step = height / slicesV;
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for (int h = 0; h < slicesV; h++)
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{
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shapes.Add(new[] {new Vector2D((int) s.x, (int) s.y + step * h), new Vector2D((int) s.x, (int) s.y + step * h + step)});
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}
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return shapes;
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}
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//create a line
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return new List<Vector2D[]> {new[] {s, e}};
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}
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//create shape
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List<Vector2D> rect = new List<Vector2D> { s, new Vector2D((int)s.x, (int)e.y), e, new Vector2D((int)e.x, (int)s.y), s };
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if(!gridlock && slicesH == 1 && slicesV == 1)
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{
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if(triangulate) rect.AddRange(new[] { s, e });
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return new List<Vector2D[]> { rect.ToArray() };
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}
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//create blocks
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shapes = new List<Vector2D[]> { rect.ToArray() };
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RectangleF[,] blocks = new RectangleF[slicesH, slicesV];
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for(int w = 0; w < slicesH; w++)
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{
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for(int h = 0; h < slicesV; h++)
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{
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float left = InterpolationTools.Interpolate(s.x, e.x, (float)w / slicesH, horizontalinterpolation);
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float top = InterpolationTools.Interpolate(s.y, e.y, (float)h / slicesV, verticalinterpolation);
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float right = InterpolationTools.Interpolate(s.x, e.x, (w + 1.0f) / slicesH, horizontalinterpolation);
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float bottom = InterpolationTools.Interpolate(s.y, e.y, (h + 1.0f)/ slicesV, verticalinterpolation);
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blocks[w, h] = RectangleF.FromLTRB(left, top, right, bottom);
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}
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}
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//add subdivisions
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if(slicesH > 1)
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{
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for(int w = 1; w < slicesH; w++)
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{
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int px = (int) Math.Round(blocks[w, 0].X);
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shapes.Add(new[] {new Vector2D(px, s.y), new Vector2D(px, e.y)});
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}
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}
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if(slicesV > 1)
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{
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for(int h = 1; h < slicesV; h++)
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{
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int py = (int) Math.Round(blocks[0, h].Y);
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shapes.Add(new[] { new Vector2D(s.x, py), new Vector2D(e.x, py) });
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}
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}
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//triangulate?
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if (triangulate)
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{
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bool startflip = ((int)Math.Round(((s.x + e.y) / General.Map.Grid.GridSize) % 2) == 0);
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bool flip = startflip;
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for(int w = 0; w < slicesH; w++)
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{
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for(int h = slicesV - 1; h > -1; h--)
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{
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if (flip)
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shapes.Add(new[] { new Vector2D(blocks[w, h].X, blocks[w, h].Y), new Vector2D(blocks[w, h].Right, blocks[w, h].Bottom) });
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else
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shapes.Add(new[] { new Vector2D(blocks[w, h].Right, blocks[w, h].Y), new Vector2D(blocks[w, h].X, blocks[w, h].Bottom) });
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flip = !flip;
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}
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startflip = !startflip;
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flip = startflip;
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}
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}
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return shapes;
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}
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//update bottom-left and top-right points, which define drawing shape
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private void UpdateReferencePoints(DrawnVertex p1, DrawnVertex p2)
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{
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if(!p1.pos.IsFinite() || !p2.pos.IsFinite()) return;
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if (p1.pos.x < p2.pos.x)
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{
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start.x = p1.pos.x;
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end.x = p2.pos.x;
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}
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else
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{
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start.x = p2.pos.x;
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end.x = p1.pos.x;
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}
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if (p1.pos.y < p2.pos.y)
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{
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start.y = p1.pos.y;
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end.y = p2.pos.y;
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}
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else
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{
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start.y = p2.pos.y;
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end.y = p1.pos.y;
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}
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width = (int)(end.x - start.x);
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height = (int)(end.y - start.y);
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}
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#endregion
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#region ================== Actions
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[BeginAction("increasebevel")]
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protected void IncreaseBevel()
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{
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if(!gridlock && (points.Count < 2 || horizontalSlices < width - 2) && horizontalSlices - 1 < panel.MaxHorizontalSlices)
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{
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horizontalSlices++;
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panel.HorizontalSlices = horizontalSlices - 1;
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Update();
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}
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}
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[BeginAction("decreasebevel")]
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protected void DecreaseBevel()
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{
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if(!gridlock && horizontalSlices > 1)
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{
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horizontalSlices--;
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panel.HorizontalSlices = horizontalSlices - 1;
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Update();
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}
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}
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[BeginAction("increasesubdivlevel")]
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protected void IncreaseSubdivLevel()
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{
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if(!gridlock && (points.Count < 2 || verticalSlices < height - 2) && verticalSlices - 1 < panel.MaxVerticalSlices)
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|
{
|
|
verticalSlices++;
|
|
panel.VerticalSlices = verticalSlices - 1;
|
|
Update();
|
|
}
|
|
}
|
|
|
|
[BeginAction("decreasesubdivlevel")]
|
|
protected void DecreaseSubdivLevel()
|
|
{
|
|
if(!gridlock && verticalSlices > 1)
|
|
{
|
|
verticalSlices--;
|
|
panel.VerticalSlices = verticalSlices - 1;
|
|
Update();
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
}
|
|
}
|