mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
839bb52cb9
Fixed, Visual mode: fixed Classic sky texture generation artifact when Bilinear filtering was enabled in Visual mode. Fixed, Visual mode: fixed Classic sky texture generation artifact when non-power-of-2 Sky textures were used. Fixed, Visual mode: dynamic lights flickering on surfaces nearly-perpendicular to lights centers should be much harder to trigger now.
517 lines
15 KiB
C#
517 lines
15 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing;
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using CodeImp.DoomBuilder.Editing;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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// No action or button for this mode, it is automatic.
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// The EditMode attribute does not have to be specified unless the
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// mode must be activated by class name rather than direct instance.
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// In that case, just specifying the attribute like this is enough:
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// [EditMode]
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[EditMode(DisplayName = "Drag Things",
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AllowCopyPaste = false,
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Volatile = true)]
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public sealed class DragThingsMode : BaseClassicMode
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Mode to return to
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private readonly EditMode basemode;
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// Mouse position on map where dragging started
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private readonly Vector2D dragstartmappos;
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//mxd. Offset from nearest grid intersection to dragstartmappos
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private readonly Vector2D dragstartoffset;
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// Item used as reference for snapping to the grid
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private readonly Thing dragitem;
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private readonly Vector2D dragitemposition;
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// List of old thing positions
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private readonly List<Vector2D> oldpositions;
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//mxd
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private bool makeundo;
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//mxd
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private class AlignData
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{
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public readonly int InitialAngle;
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public int CurrentAngle;
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public readonly float InitialHeight;
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public float CurrentHeight;
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public PointF Position = PointF.Empty;
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public bool Active;
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public AlignData(Thing t)
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{
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InitialAngle = t.AngleDoom;
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InitialHeight = t.Position.z;
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}
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}
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private AlignData aligndata;
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// List of selected items
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private readonly ICollection<Thing> selectedthings;
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// List of non-selected items
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private readonly ICollection<Thing> unselectedthings;
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// Keep track of view changes
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private float lastoffsetx;
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private float lastoffsety;
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private float lastscale;
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// Options
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private bool snaptogrid; // SHIFT to toggle
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private bool snaptonearest; // CTRL to enable
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private bool snaptogridincrement; //mxd. ALT to toggle
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private bool snaptocardinaldirection; //mxd. ALT-SHIFT to enable
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#endregion
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#region ================== Properties
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// Just keep the base mode button checked
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public override string EditModeButtonName { get { return basemode.GetType().Name; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor to start dragging immediately
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public DragThingsMode(EditMode basemode, Vector2D dragstartmappos, bool makeundo)
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{
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// Initialize
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this.dragstartmappos = dragstartmappos;
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this.basemode = basemode;
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this.makeundo = makeundo; //mxd
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Cursor.Current = Cursors.AppStarting;
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// Mark what we are dragging
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General.Map.Map.ClearAllMarks(false);
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General.Map.Map.MarkSelectedThings(true, true);
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// Get selected things
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selectedthings = General.Map.Map.GetMarkedThings(true);
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unselectedthings = new List<Thing>();
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foreach(Thing t in General.Map.ThingsFilter.VisibleThings) if(!t.Marked) unselectedthings.Add(t);
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// Get the nearest thing for snapping
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dragitem = MapSet.NearestThing(selectedthings, dragstartmappos);
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// Make old positions list
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// We will use this as reference to move the vertices, or to move them back on cancel
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oldpositions = new List<Vector2D>(selectedthings.Count);
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foreach(Thing t in selectedthings) oldpositions.Add(t.Position);
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// Also keep old position of the dragged item
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dragitemposition = dragitem.Position;
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//mxd. Get drag offset
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dragstartoffset = General.Map.Grid.SnappedToGrid(dragitem.Position) - dragitemposition;
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// Keep view information
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lastoffsetx = renderer.OffsetX;
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lastoffsety = renderer.OffsetY;
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lastscale = renderer.Scale;
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Cursor.Current = Cursors.Default;
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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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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// 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 ================== Methods
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// This moves the selected things relatively
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// Returns true when things has actually moved
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private bool MoveThingsRelative(Vector2D offset, bool snapgrid, bool snapgridincrement, bool snapnearest, bool snapcardinal)
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{
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//mxd. If snap to cardinal directions is enabled, modify the offset
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if(snapcardinal)
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{
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float angle = Angle2D.DegToRad((General.ClampAngle((int)Angle2D.RadToDeg(offset.GetAngle()) + 44)) / 90 * 90);
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offset = new Vector2D(0, -offset.GetLength()).GetRotated(angle);
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snapgridincrement = true; // We don't want to move Things away from the cardinal directions
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}
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Vector2D oldpos = dragitem.Position;
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Vector2D tl, br;
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// don't move if the offset contains invalid data
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if(!offset.IsFinite()) return false;
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// Find the outmost things
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tl = br = oldpositions[0];
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for(int i = 0; i < oldpositions.Count; i++)
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{
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if(oldpositions[i].x < tl.x) tl.x = (int)oldpositions[i].x;
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if(oldpositions[i].x > br.x) br.x = (int)oldpositions[i].x;
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if(oldpositions[i].y > tl.y) tl.y = (int)oldpositions[i].y;
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if(oldpositions[i].y < br.y) br.y = (int)oldpositions[i].y;
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}
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// Snap to nearest?
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if(snapnearest)
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{
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// Find nearest unselected item within selection range
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Thing nearest = MapSet.NearestThingSquareRange(unselectedthings, mousemappos, BuilderPlug.Me.StitchRange / renderer.Scale);
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if(nearest != null)
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{
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// Move the dragged item
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dragitem.Move((Vector2D)nearest.Position);
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// Adjust the offset
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offset = (Vector2D)nearest.Position - dragitemposition;
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// Do not snap to grid!
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snapgrid = false;
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snapgridincrement = false; //mxd
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}
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}
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// Snap to grid?
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if(snapgrid || snapgridincrement)
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{
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// Move the dragged item
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dragitem.Move(dragitemposition + offset);
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// Snap item to grid increment (mxd)
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if(snapgridincrement)
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{
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dragitem.Move(General.Map.Grid.SnappedToGrid(dragitemposition + offset) - dragstartoffset);
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}
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else // Or to the grid itself
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{
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dragitem.SnapToGrid();
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}
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// Adjust the offset
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offset += (Vector2D)dragitem.Position - (dragitemposition + offset);
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}
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// Make sure the offset is inside the map boundaries
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if(offset.x + tl.x < General.Map.Config.LeftBoundary) offset.x = General.Map.Config.LeftBoundary - tl.x;
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if(offset.x + br.x > General.Map.Config.RightBoundary) offset.x = General.Map.Config.RightBoundary - br.x;
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if(offset.y + tl.y > General.Map.Config.TopBoundary) offset.y = General.Map.Config.TopBoundary - tl.y;
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if(offset.y + br.y < General.Map.Config.BottomBoundary) offset.y = General.Map.Config.BottomBoundary - br.y;
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// Drag item moved?
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if((!snapgrid && !snapgridincrement) || ((Vector2D)dragitem.Position != oldpos))
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{
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int i = 0;
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// Move selected geometry
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foreach(Thing t in selectedthings)
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{
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// Move vertex from old position relative to the
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// mouse position change since drag start
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t.Move(oldpositions[i] + offset);
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// Next
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i++;
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}
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// Moved
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return true;
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}
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else
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{
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// No changes
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return false;
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}
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}
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// This redraws the display
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public override void OnRedrawDisplay()
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{
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if(CheckViewChanged())
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{
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renderer.RedrawSurface();
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// Render lines and vertices
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if(renderer.StartPlotter(true))
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{
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renderer.PlotLinedefSet(General.Map.Map.Linedefs);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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renderer.Finish();
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}
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}
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// Render things
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UpdateRedraw();
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renderer.Present();
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}
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// This redraws only changed things
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private void UpdateRedraw()
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{
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//mxd. Added, so grid can be rendered properly if the user changes grid size while dragging (very useful and important, I know)
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if(renderer.StartPlotter(true))
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{
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// Render lines and vertices
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renderer.PlotLinedefSet(General.Map.Map.Linedefs);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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// Done
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renderer.Finish();
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}
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// Render things
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if(renderer.StartThings(true))
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{
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// Render things
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renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA);
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renderer.RenderThingSet(unselectedthings, Presentation.THINGS_ALPHA);
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renderer.RenderThingSet(selectedthings, Presentation.THINGS_ALPHA);
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// Draw the dragged item highlighted
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// This is important to know, because this item is used
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// for snapping to the grid and snapping to nearest items
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renderer.RenderThing(dragitem, General.Colors.Highlight, Presentation.THINGS_ALPHA);
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// Done
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renderer.Finish();
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}
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}
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// Cancelled
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public override void OnCancel()
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{
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// Move geometry back to original position
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MoveThingsRelative(new Vector2D(0f, 0f), false, false, false, false);
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// If only a single vertex was selected, deselect it now
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if(selectedthings.Count == 1) General.Map.Map.ClearSelectedThings();
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// Update cached values
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General.Map.Map.Update();
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// Cancel base class
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base.OnCancel();
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// Return to vertices mode
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General.Editing.ChangeMode(basemode);
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}
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// Mode engages
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public override void OnEngage()
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{
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base.OnEngage();
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renderer.SetPresentation(Presentation.Things);
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}
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// Disenagaging
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public override void OnDisengage()
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{
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base.OnDisengage();
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Cursor.Current = Cursors.AppStarting;
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// When not cancelled
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if(!cancelled)
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{
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// Move geometry back to original position
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MoveThingsRelative(new Vector2D(0f, 0f), false, false, false, false);
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//mxd. Revert aligning
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if(aligndata != null && aligndata.Active)
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{
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aligndata.CurrentAngle = dragitem.AngleDoom; //mxd
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dragitem.Rotate(aligndata.InitialAngle);
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aligndata.CurrentHeight = dragitem.Position.z; //mxd
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dragitem.Move(dragitem.Position.x, dragitem.Position.y, aligndata.InitialHeight);
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}
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// Make undo for the dragging
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if(makeundo) //mxd
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General.Map.UndoRedo.CreateUndo((selectedthings.Count == 1 ? "Drag thing" : "Drag " + selectedthings.Count + " things"));
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// Move selected geometry to final position
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if(aligndata != null && aligndata.Active) //mxd. Apply aligning
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{
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if(!aligndata.Position.IsEmpty)
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dragitem.Move(aligndata.Position.X, aligndata.Position.Y, aligndata.CurrentHeight);
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else
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dragitem.Move(dragitem.Position.x, dragitem.Position.y, aligndata.CurrentHeight);
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dragitem.Rotate(aligndata.CurrentAngle);
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}
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else
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{
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MoveThingsRelative(mousemappos - dragstartmappos, snaptogrid, snaptogridincrement, snaptonearest, snaptocardinaldirection);
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}
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//mxd. Snap selected things to map format accuracy
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foreach(Thing thing in selectedthings) thing.SnapToAccuracy(false);
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// Map is changed
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General.Map.IsChanged = true;
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}
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// Hide highlight info
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General.Interface.HideInfo();
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// Done
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Cursor.Current = Cursors.Default;
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}
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// This checks if the view offset/zoom changed and updates the check
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private bool CheckViewChanged()
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{
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// View changed?
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bool viewchanged = (renderer.OffsetX != lastoffsetx || renderer.OffsetY != lastoffsety || renderer.Scale != lastscale);
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// Keep view information
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lastoffsetx = renderer.OffsetX;
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lastoffsety = renderer.OffsetY;
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lastscale = renderer.Scale;
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// Return result
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return viewchanged;
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}
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// This updates the dragging
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private void Update()
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{
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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;
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snaptogridincrement = (!snaptocardinaldirection && General.Interface.AltState); //mxd
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//mxd. Snap to nearest linedef
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if(selectedthings.Count == 1 && dragitem.IsModel && snaptonearest && !snaptocardinaldirection && MoveThingsRelative(mousemappos - dragstartmappos, snaptogrid, snaptogridincrement, false, false))
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{
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Linedef l = General.Map.Map.NearestLinedefRange(oldpositions[0] + mousemappos - dragstartmappos, BuilderPlug.Me.StitchRange / renderer.Scale);
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bool restoresettings = false;
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if(aligndata == null) aligndata = new AlignData(dragitem);
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if(l != null)
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{
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if(Tools.TryAlignThingToLine(dragitem, l))
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{
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aligndata.Position = new PointF(dragitem.Position.x, dragitem.Position.y);
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aligndata.Active = true;
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}
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else if(dragitem.AngleDoom != aligndata.InitialAngle) //restore initial angle?
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{
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restoresettings = true;
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}
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}
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else if(dragitem.AngleDoom != aligndata.InitialAngle) //restore initial angle?
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{
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restoresettings = true;
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}
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if(restoresettings)
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{
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aligndata.Position = PointF.Empty;
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aligndata.Active = false;
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dragitem.Rotate(aligndata.InitialAngle);
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}
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UpdateRedraw();// Redraw
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renderer.Present();
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return;
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}
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// Move selected geometry
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if(MoveThingsRelative(mousemappos - dragstartmappos, snaptogrid, snaptogridincrement, snaptonearest, snaptocardinaldirection))
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{
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// Redraw
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UpdateRedraw();
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renderer.Present();
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}
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}
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// When edit button is released
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protected override void OnEditEnd()
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{
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// Just return to vertices mode, geometry will be merged on disengage.
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General.Editing.ChangeMode(basemode);
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base.OnEditEnd();
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}
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// Mouse moving
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public override void OnMouseMove(MouseEventArgs e)
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{
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base.OnMouseMove(e);
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Update();
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}
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// When a key is released
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public override void OnKeyUp(KeyEventArgs e)
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{
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base.OnKeyUp(e);
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if(snaptogrid != General.Interface.ShiftState ^ General.Interface.SnapToGrid ||
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snaptonearest != General.Interface.CtrlState ||
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snaptogridincrement != General.Interface.AltState ||
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snaptocardinaldirection != (General.Interface.AltState && General.Interface.ShiftState)) Update();
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}
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// When a key is pressed
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public override void OnKeyDown(KeyEventArgs e)
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{
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base.OnKeyDown(e);
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if(snaptogrid != General.Interface.ShiftState ^ General.Interface.SnapToGrid ||
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snaptonearest != General.Interface.CtrlState ||
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snaptogridincrement != General.Interface.AltState ||
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snaptocardinaldirection != (General.Interface.AltState && General.Interface.ShiftState)) Update();
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}
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#endregion
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}
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}
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