mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 12:22:35 +00:00
7c93fad714
Added drawing modes to Mode menu, so they are much easier to spot now. Warnings notify panel blinks much more noticeable when there are warnings. UDMF Controls plugin: 3D-floor surfaces can be edited now. Relative mode is now enabled by default. Scale control now works properly in relative mode. Angle control's angle indicator in now drawn properly when value is changed using numeric control.
87 lines
2.9 KiB
C#
87 lines
2.9 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Drawing;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.Map;
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namespace CodeImp.DoomBuilder.BuilderModes.ClassicModes {
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[EditMode(DisplayName = "Draw Ellipse Mode",
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SwitchAction = "drawellipsemode",
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AllowCopyPaste = false,
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Volatile = true,
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Optional = false)]
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public class DrawEllipseMode : DrawRectangleMode {
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public DrawEllipseMode() : base() {
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maxSubdivisions = 32;
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minSubdivisions = 6;
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undoName = "Ellipse draw";
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shapeName = "ellipse";
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subdivisions = minSubdivisions + 2;
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}
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override protected Vector2D[] getShape(Vector2D pStart, Vector2D pEnd) {
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//no shape
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if (pEnd.x == pStart.x && pEnd.y == pStart.y)
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return new Vector2D[0];
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//got shape
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int bevelSign = (bevelWidth > 0 ? 1 : -1);
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currentBevelWidth = Math.Min(Math.Abs(bevelWidth), Math.Min(width, height) / 2) * bevelSign;
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Vector2D[] shape = new Vector2D[subdivisions + 1];
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bool doBevel = false;
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int hw = width / 2;
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int hh = height / 2;
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Vector2D center = new Vector2D(pStart.x + hw, pStart.y + hh);
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float curAngle = 0;
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float angleStep = -(float)Math.PI / subdivisions * 2;
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int px, py;
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for (int i = 0; i < subdivisions; i++) {
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if (doBevel) {
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px = (int)(center.x - (float)Math.Sin(curAngle) * (hw + currentBevelWidth));
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py = (int)(center.y - (float)Math.Cos(curAngle) * (hh + currentBevelWidth));
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} else {
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px = (int)(center.x - (float)Math.Sin(curAngle) * hw);
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py = (int)(center.y - (float)Math.Cos(curAngle) * hh);
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}
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doBevel = !doBevel;
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shape[i] = new Vector2D(px, py);
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curAngle += angleStep;
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}
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//add final point
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shape[subdivisions] = shape[0];
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return shape;
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}
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protected override string getHintText() {
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return "BVL: "+bevelWidth+"; VERTS: "+subdivisions;
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}
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//ACTIONS
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override protected void increaseSubdivLevel() {
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if (subdivisions < maxSubdivisions) {
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subdivisions += 2;
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Update();
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}
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}
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override protected void decreaseSubdivLevel() {
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if (subdivisions > minSubdivisions) {
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subdivisions -= 2;
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Update();
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}
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}
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}
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}
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