UltimateZoneBuilder/Source/Plugins/BuilderModes/ClassicModes/DrawRectangleMode.cs
MaxED 761b44ca3e GZDoom Builder 1.07c:
Added Draw Ellipse Mode.
2012-06-06 13:37:19 +00:00

311 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
using System.Drawing;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.Map;
namespace CodeImp.DoomBuilder.BuilderModes.ClassicModes
{
[EditMode(DisplayName = "Draw Rectangle Mode",
SwitchAction = "drawrectanglemode",
AllowCopyPaste = false,
Volatile = true,
Optional = false)]
public class DrawRectangleMode : DrawGeometryMode
{
//private LineLengthLabel hintLabel;
protected int bevelWidth;
protected int subdivisions;
protected int maxSubdivisions = 16;
protected int minSubdivisions = 0;
protected string undoName = "Rectangle draw";
protected string shapeName = "rectangle";
protected Vector2D start;
protected Vector2D end;
protected int width;
protected int height;
public DrawRectangleMode() : base() {
snaptogrid = true;
}
override protected void Update() {
PixelColor stitchcolor = General.Colors.Highlight;
PixelColor losecolor = General.Colors.Selection;
PixelColor color;
snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
DrawnVertex curp = GetCurrentPosition();
float vsize = ((float)renderer.VertexSize + 1.0f) / renderer.Scale;
float vsizeborder = ((float)renderer.VertexSize + 3.0f) / renderer.Scale;
// Render drawing lines
if (renderer.StartOverlay(true)) {
color = snaptonearest ? stitchcolor : losecolor;
if (points.Count == 1) {
updateReferencePoints(points[0], curp);
Vector2D[] shape = getShape(start, end);
//render shape
for (int i = 1; i < shape.Length; i++)
renderer.RenderLine(shape[i - 1], shape[i], LINE_THICKNESS, color, true);
//and labels
Vector2D[] labelCoords = new Vector2D[]{start, new Vector2D(end.x, start.y), end, new Vector2D(start.x, end.y), start};
for (int i = 1; i < 5; i++) {
labels[i - 1].Start = labelCoords[i - 1];
labels[i - 1].End = labelCoords[i];
renderer.RenderText(labels[i - 1].TextLabel);
}
//render hint
/*if (width > 64 * vsize && height > 32 * vsize) {
float vPos = start.y + height / 2.0f;
hintLabel.Start = new Vector2D(start.x, vPos);
hintLabel.End = new Vector2D(end.x, vPos);
renderer.RenderText(hintLabel.TextLabel); //todo: extend LieLengthLabel class
}*/
// Render vertices
for (int i = 0; i < shape.Length; i++)
renderer.RenderRectangleFilled(new RectangleF(shape[i].x - vsize, shape[i].y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
} else {
// Render vertex at cursor
renderer.RenderRectangleFilled(new RectangleF(curp.pos.x - vsize, curp.pos.y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
}
// Done
renderer.Finish();
}
// Done
renderer.Present();
}
protected virtual Vector2D[] getShape(Vector2D pStart, Vector2D pEnd) {
//no shape
if (pEnd.x == pStart.x && pEnd.y == pStart.y)
return new Vector2D[0];
//no corners
if (bevelWidth == 0)
return new Vector2D[] { pStart, new Vector2D((int)pEnd.x, (int)pStart.y), pEnd, new Vector2D((int)pStart.x, (int)pEnd.y), pStart };
//got corners
bool reverse = false;
int bevel = Math.Min(Math.Abs(bevelWidth), Math.Min(width, height) / 2);
if (subdivisions > 0 && bevelWidth < 0) {
bevel *= -1;
reverse = true;
}
if (bevel != bevelWidth) bevelWidth = bevel;
List<Vector2D> l_points = new List<Vector2D>();
//top-left corner
l_points.AddRange(getCornerPoints(pStart, bevel, bevel, !reverse));
//top-right corner
l_points.AddRange(getCornerPoints(new Vector2D(pEnd.x, pStart.y), -bevel, bevel, reverse));
//bottom-right corner
l_points.AddRange(getCornerPoints(pEnd, -bevel, -bevel, !reverse));
//bottom-left corner
l_points.AddRange(getCornerPoints(new Vector2D(pStart.x, pEnd.y), bevel, -bevel, reverse));
//closing point
l_points.Add(l_points[0]);
Vector2D[] points = new Vector2D[l_points.Count];
l_points.CopyTo(points);
return points;
}
private Vector2D[] getCornerPoints(Vector2D startPoint, int bevel_width, int bevel_height, bool reverse) {
Vector2D[] points;
if (subdivisions == 0) {
points = new Vector2D[2];
points[0] = new Vector2D(startPoint.x, startPoint.y + bevel_height);
points[1] = new Vector2D(startPoint.x + bevel_width, startPoint.y);
if (!reverse) Array.Reverse(points);
return points;
}
Vector2D center = (bevelWidth > 0 ? new Vector2D(startPoint.x + bevel_width, startPoint.y + bevel_height) : startPoint);
float curAngle = (float)Math.PI;
int steps = subdivisions + 2;
points = new Vector2D[steps];
float stepAngle = (float)Math.PI / 2.0f / (subdivisions + 1);
for (int i = 0; i < steps; i++) {
points[i] = new Vector2D(center.x + (float)Math.Sin(curAngle) * bevel_width, center.y + (float)Math.Cos(curAngle) * bevel_height);
curAngle += stepAngle;
}
if (reverse) Array.Reverse(points);
return points;
}
//update top-left and bottom-right points, which define drawing shape
private void updateReferencePoints(DrawnVertex p1, DrawnVertex p2) {
if (p1.pos.x < p2.pos.x) {
start.x = p1.pos.x;
end.x = p2.pos.x;
} else {
start.x = p2.pos.x;
end.x = p1.pos.x;
}
if (p1.pos.y < p2.pos.y) {
start.y = p1.pos.y;
end.y = p2.pos.y;
} else {
start.y = p2.pos.y;
end.y = p1.pos.y;
}
width = (int)(end.x - start.x);
height = (int)(end.y - start.y);
}
// This draws a point at a specific location
override public bool DrawPointAt(Vector2D pos, bool stitch, bool stitchline) {
if (pos.x < General.Map.Config.LeftBoundary || pos.x > General.Map.Config.RightBoundary ||
pos.y > General.Map.Config.TopBoundary || pos.y < General.Map.Config.BottomBoundary)
return false;
DrawnVertex newpoint = new DrawnVertex();
newpoint.pos = pos;
newpoint.stitch = true; //stitch
newpoint.stitchline = stitchline;
points.Add(newpoint);
if (points.Count == 1) { //add point and labels
labels.AddRange(new LineLengthLabel[] { new LineLengthLabel(), new LineLengthLabel(), new LineLengthLabel(), new LineLengthLabel() });
//hintLabel = new LineLengthLabel();
Update();
} else if (points[0].pos == points[1].pos) { //nothing is drawn
points = new List<DrawnVertex>();
FinishDraw();
} else {
//create vertices for final shape.
updateReferencePoints(points[0], newpoint);
points = new List<DrawnVertex>(); //clear points
Vector2D[] shape = getShape(start, end);
for (int i = 0; i < shape.Length; i++)
base.DrawPointAt(shape[i], true, true);
FinishDraw();
}
return true;
}
override public void RemovePoint() {
if (points.Count > 0) points.RemoveAt(points.Count - 1);
if (labels.Count > 0) labels = new List<LineLengthLabel>();
Update();
}
//EVENTS
override public void OnAccept() {
Cursor.Current = Cursors.AppStarting;
General.Settings.FindDefaultDrawSettings();
// When we have a rectangle
if (points.Count > 4) {
// Make undo for the draw
General.Map.UndoRedo.CreateUndo(undoName);
// Make an analysis and show info
string[] adjectives = new string[] { "gloomy", "sad", "unhappy", "lonely", "troubled", "depressed", "heartsick", "glum", "pessimistic", "bitter", "downcast" }; // aaand my english vocabulary ends here :)
string word = adjectives[new Random().Next(adjectives.Length - 1)];
string a = ((word[0] == 'a') || (word[0] == 'e') || (word[0] == 'o')) ? "an " : "a ";
General.Interface.DisplayStatus(StatusType.Action, "Created " + a + word + " " + shapeName+".");
// Make the drawing
if (!Tools.DrawLines(points)) {
// Drawing failed
// NOTE: I have to call this twice, because the first time only cancels this volatile mode
General.Map.UndoRedo.WithdrawUndo();
General.Map.UndoRedo.WithdrawUndo();
return;
}
// Snap to map format accuracy
General.Map.Map.SnapAllToAccuracy();
// Clear selection
General.Map.Map.ClearAllSelected();
// Update cached values
General.Map.Map.Update();
// Edit new sectors?
List<Sector> newsectors = General.Map.Map.GetMarkedSectors(true);
if (BuilderPlug.Me.EditNewSector && (newsectors.Count > 0))
General.Interface.ShowEditSectors(newsectors);
// Update the used textures
General.Map.Data.UpdateUsedTextures();
// Map is changed
General.Map.IsChanged = true;
}
// Done
Cursor.Current = Cursors.Default;
// Return to original mode
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
}
//ACTIONS
[BeginAction("increasesubdivlevel")]
protected virtual void increaseSubdivLevel() {
if (subdivisions < maxSubdivisions) {
subdivisions++;
Update();
}
}
[BeginAction("decreasesubdivlevel")]
protected virtual void decreaseSubdivLevel() {
if (subdivisions > minSubdivisions) {
subdivisions--;
Update();
}
}
[BeginAction("increasebevel")]
protected virtual void increaseBevel() {
bevelWidth += General.Map.Grid.GridSize;
Update();
}
[BeginAction("decreasebevel")]
protected virtual void decreaseBevel() {
bevelWidth -= General.Map.Grid.GridSize;
Update();
}
}
}