mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-24 04:41:10 +00:00
b44023abed
Changed, all drawing modes: changeable drawing mode settings are now persistent. Changed: "Dynamic grid size" mode is now disabled when changing grid size manually. Documentation: "Command Line Parameters" topic contained a lot of incorrect information... Updated ZDoom_DECORATE.cfg.
483 lines
13 KiB
C#
483 lines
13 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.Config;
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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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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[EditMode(DisplayName = "Draw Rectangle Mode",
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SwitchAction = "drawrectanglemode",
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ButtonImage = "DrawRectangleMode.png", //mxd
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ButtonOrder = int.MinValue + 3, //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 DrawRectangleMode : DrawGeometryMode
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{
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#region ================== Variables
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protected HintLabel hintlabel;
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protected int bevelwidth;
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protected int currentbevelwidth;
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protected int subdivisions;
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protected int maxsubdivisions;
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protected int minsubdivisions;
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protected string undoname = "Rectangle draw";
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protected string shapename = "rectangle";
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protected Vector2D start;
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protected Vector2D end;
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protected int width;
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protected int height;
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// Interface
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private DrawRectangleOptionsPanel panel;
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#endregion
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#region ================== Constructor/Disposer
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public DrawRectangleMode()
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{
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snaptogrid = true;
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usefourcardinaldirections = true;
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}
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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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if(hintlabel != null) hintlabel.Dispose();
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// Done
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base.Dispose();
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}
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}
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#endregion
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#region ================== Settings panel
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protected override void SetupInterface()
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{
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maxsubdivisions = 16;
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// Load stored settings
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subdivisions = General.Clamp(General.Settings.ReadPluginSetting("drawrectanglemode.subdivisions", 0), minsubdivisions, maxsubdivisions);
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bevelwidth = General.Settings.ReadPluginSetting("drawrectanglemode.bevelwidth", 0);
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currentbevelwidth = bevelwidth;
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//Add options docker
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panel = new DrawRectangleOptionsPanel();
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panel.MaxSubdivisions = maxsubdivisions;
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panel.MinSubdivisions = minsubdivisions;
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panel.MaxBevelWidth = (int)General.Map.FormatInterface.MaxCoordinate;
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panel.MinBevelWidth = (int)General.Map.FormatInterface.MinCoordinate;
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panel.BevelWidth = bevelwidth;
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panel.Subdivisions = subdivisions;
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panel.OnValueChanged += OptionsPanelOnValueChanged;
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panel.OnContinuousDrawingChanged += OnContinuousDrawingChanged;
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// Needs to be set after adding the OnContinuousDrawingChanged event...
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panel.ContinuousDrawing = General.Settings.ReadPluginSetting("drawrectanglemode.continuousdrawing", false);
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}
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protected override void AddInterface()
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{
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panel.Register();
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}
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protected override void RemoveInterface()
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{
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// Store settings
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General.Settings.WritePluginSetting("drawrectanglemode.subdivisions", subdivisions);
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General.Settings.WritePluginSetting("drawrectanglemode.bevelwidth", bevelwidth);
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General.Settings.WritePluginSetting("drawrectanglemode.continuousdrawing", panel.ContinuousDrawing);
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// Remove the buttons
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panel.Unregister();
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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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snaptocardinaldirection = General.Interface.ShiftState && General.Interface.AltState; //mxd
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snaptogrid = (snaptocardinaldirection || General.Interface.ShiftState ^ General.Interface.SnapToGrid);
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snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
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DrawnVertex curp = GetCurrentPosition();
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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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Vector2D[] shape = GetShape(start, end);
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//render shape
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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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//vertices
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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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//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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//got beveled corners?
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if(shape.Length > 5)
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{
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//render hint
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if(width > 64 * vsize && height > 16 * vsize)
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{
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hintlabel.Move(start, end);
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hintlabel.Text = GetHintText();
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renderer.RenderText(hintlabel.TextLabel);
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}
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//and shape corners
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for(int i = 0; i < 4; i++)
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renderer.RenderRectangleFilled(new RectangleF(labelCoords[i].x - vsize, labelCoords[i].y - vsize, vsize * 2.0f, vsize * 2.0f), General.Colors.InfoLine, true);
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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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protected virtual Vector2D[] GetShape(Vector2D pStart, Vector2D pEnd)
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{
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//no shape
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if(pStart == pEnd)
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{
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currentbevelwidth = 0;
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return new Vector2D[0];
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}
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//line
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if(pEnd.x == pStart.x || pEnd.y == pStart.y)
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{
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currentbevelwidth = 0;
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return new[] { pStart, pEnd };
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}
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//no corners
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if(bevelwidth == 0)
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{
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currentbevelwidth = 0;
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return new[] { pStart, new Vector2D((int)pStart.x, (int)pEnd.y), pEnd, new Vector2D((int)pEnd.x, (int)pStart.y), pStart };
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}
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//got corners. TODO: check point order
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bool reverse = false;
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currentbevelwidth = Math.Min(Math.Abs(bevelwidth), Math.Min(width, height) / 2);
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if(bevelwidth < 0)
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{
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currentbevelwidth *= -1;
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reverse = true;
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}
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List<Vector2D> shape = new List<Vector2D>();
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//top-left corner
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shape.AddRange(GetCornerPoints(pStart, currentbevelwidth, currentbevelwidth, !reverse));
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//top-right corner
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shape.AddRange(GetCornerPoints(new Vector2D(pEnd.x, pStart.y), -currentbevelwidth, currentbevelwidth, reverse));
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//bottom-right corner
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shape.AddRange(GetCornerPoints(pEnd, -currentbevelwidth, -currentbevelwidth, !reverse));
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//bottom-left corner
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shape.AddRange(GetCornerPoints(new Vector2D(pStart.x, pEnd.y), currentbevelwidth, -currentbevelwidth, reverse));
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//closing point
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shape.Add(shape[0]);
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return shape.ToArray();
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}
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private Vector2D[] GetCornerPoints(Vector2D startPoint, int bevel_width, int bevel_height, bool reverse)
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{
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Vector2D[] points;
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Vector2D center = (bevelwidth > 0 ? new Vector2D(startPoint.x + bevel_width, startPoint.y + bevel_height) : startPoint);
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float curAngle = Angle2D.PI;
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int steps = subdivisions + 2;
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points = new Vector2D[steps];
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float stepAngle = Angle2D.PIHALF / (subdivisions + 1);
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for(int i = 0; i < steps; i++)
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{
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points[i] = new Vector2D(center.x + (float)Math.Sin(curAngle) * bevel_width, center.y + (float)Math.Cos(curAngle) * bevel_height);
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curAngle += stepAngle;
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}
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if(reverse) Array.Reverse(points);
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return points;
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}
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protected virtual string GetHintText()
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{
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return "BVL: " + bevelwidth + "; SUB: " + subdivisions;
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}
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//update top-left and bottom-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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// 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; //stitch
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newpoint.stitchline = stitchline;
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points.Add(newpoint);
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if(points.Count == 1) //add point and labels
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{
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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) //nothing is drawn
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{
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points = new List<DrawnVertex>();
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FinishDraw();
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}
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else
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{
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//create vertices for final shape.
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UpdateReferencePoints(points[0], newpoint);
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points = new List<DrawnVertex>(); //clear points
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Vector2D[] shape = GetShape(start, end);
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foreach(Vector2D t in shape) base.DrawPointAt(t, true, true);
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FinishDraw();
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}
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return true;
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}
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override public void RemovePoint()
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{
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if(points.Count > 0) points.RemoveAt(points.Count - 1);
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if(labels.Count > 0) labels = new List<LineLengthLabel>();
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Update();
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}
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#endregion
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#region ================== Events
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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 rectangle or a line
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if(points.Count > 4 || points.Count == 2)
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{
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// Make undo for the draw
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General.Map.UndoRedo.CreateUndo(undoname);
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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 + " " + shapename + ".");
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// Make the drawing
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if(Tools.DrawLines(points, true, BuilderPlug.Me.AutoAlignTextureOffsetsOnCreate))
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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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// Update cached values
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General.Map.Map.Update();
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// Edit new sectors?
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List<Sector> newsectors = General.Map.Map.GetMarkedSectors(true);
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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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//mxd
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General.Map.Renderer2D.UpdateExtraFloorFlag();
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// Map is changed
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General.Map.IsChanged = true;
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}
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else
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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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}
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}
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// Done
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Cursor.Current = Cursors.Default;
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if(continuousdrawing)
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{
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// Reset settings
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points.Clear();
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labels.Clear();
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// Redraw display
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General.Interface.RedrawDisplay();
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}
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else
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{
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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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}
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public override void OnHelp()
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{
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General.ShowHelp("/gzdb/features/classic_modes/mode_drawrect.html");
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}
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private void OptionsPanelOnValueChanged(object sender, EventArgs eventArgs)
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{
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bevelwidth = panel.BevelWidth;
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subdivisions = panel.Subdivisions;
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Update();
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}
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#endregion
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#region ================== Actions
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[BeginAction("increasesubdivlevel")]
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protected virtual void IncreaseSubdivLevel()
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{
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if(subdivisions < maxsubdivisions)
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{
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subdivisions++;
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panel.Subdivisions = subdivisions;
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Update();
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}
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}
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[BeginAction("decreasesubdivlevel")]
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protected virtual void DecreaseSubdivLevel()
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{
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if(subdivisions > minsubdivisions)
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{
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subdivisions--;
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panel.Subdivisions = subdivisions;
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Update();
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}
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}
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[BeginAction("increasebevel")]
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protected virtual void IncreaseBevel()
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{
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if(points.Count < 2 || currentbevelwidth == bevelwidth || bevelwidth < 0)
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{
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bevelwidth = Math.Min(bevelwidth + General.Map.Grid.GridSize, panel.MaxBevelWidth);
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panel.BevelWidth = bevelwidth;
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Update();
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}
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}
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[BeginAction("decreasebevel")]
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protected virtual void DecreaseBevel()
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{
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if(currentbevelwidth == bevelwidth || bevelwidth > 0)
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{
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bevelwidth = Math.Max(bevelwidth - General.Map.Grid.GridSize, panel.MinBevelWidth);
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panel.BevelWidth = bevelwidth;
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Update();
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}
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}
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#endregion
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}
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}
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