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13aabd4257
Currently this will work as intended only if the selection ends up either completely inside a single sector or completely outside of any sector. Also this logic won't be applied if the selection contains the lines with only start or end vertex selected. Internal: some TextLabel refactoring.
52 lines
1.7 KiB
C#
52 lines
1.7 KiB
C#
using System;
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using System.Drawing;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Rendering;
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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public class HintLabel : LineLengthLabel
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{
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public HintLabel() : base(false, false) { }
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public HintLabel(PixelColor textcolor) : base(false, false)
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{
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label.Color = textcolor;
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}
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// We don't want any changes here
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protected override void UpdateText() { }
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public override void Move(Vector2D start, Vector2D end)
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{
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// Store before making any adjustments to start/end...
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this.start = start;
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this.end = end;
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// Check if start/end point is on screen...
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Vector2D lt = General.Map.Renderer2D.DisplayToMap(new Vector2D(0.0f, General.Interface.Display.Size.Height));
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Vector2D rb = General.Map.Renderer2D.DisplayToMap(new Vector2D(General.Interface.Display.Size.Width, 0.0f));
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RectangleF viewport = new RectangleF(lt.x, lt.y, rb.x - lt.x, rb.y - lt.y);
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bool startvisible = viewport.Contains(start.x, start.y);
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bool endvisible = viewport.Contains(end.x, end.y);
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// Get visile area
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if(!startvisible || !endvisible)
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{
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float minx = Math.Min(start.x, end.x);
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float maxx = Math.Max(start.x, end.x);
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float miny = Math.Min(start.y, end.y);
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float maxy = Math.Max(start.y, end.y);
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RectangleF labelarea = new RectangleF(minx, miny, maxx - minx, maxy - miny);
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labelarea.Intersect(viewport);
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label.Location = new Vector2D(labelarea.X + labelarea.Width * 0.5f, labelarea.Y + labelarea.Height * 0.5f);
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}
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else
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{
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Vector2D delta = end - start;
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label.Location = new Vector2D(start.x + delta.x * 0.5f, start.y + delta.y * 0.5f);
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}
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}
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}
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}
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