UltimateZoneBuilder/Source/Editing/GridSetup.cs

174 lines
4.3 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using System.Diagnostics;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Geometry;
#endregion
namespace CodeImp.DoomBuilder.Editing
{
public class GridSetup
{
#region ================== Constants
private const int DEFAULT_GRID_SIZE = 32;
public const int SOURCE_TEXTURES = 0;
public const int SOURCE_FLATS = 1;
#endregion
#region ================== Variables
// Grid
private int gridsize;
private float gridsizef;
private float gridsizefinv;
// Background
private string background = "";
private int backsource;
private ImageData backimage = new NullImage();
private int backoffsetx, backoffsety;
#endregion
#region ================== Properties
public int GridSize { get { return gridsize; } }
public float GridSizeF { get { return gridsizef; } }
internal string BackgroundName { get { return background; } }
internal int BackgroundSource { get { return backsource; } }
internal ImageData Background { get { return backimage; } }
internal int BackgroundX { get { return backoffsetx; } }
internal int BackgroundY { get { return backoffsety; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal GridSetup()
{
// Initialize
SetGridSize(DEFAULT_GRID_SIZE);
// We have no destructor
GC.SuppressFinalize(this);
}
#endregion
#region ================== Methods
// This sets the grid size
internal void SetGridSize(int size)
{
// Change grid
this.gridsize = size;
this.gridsizef = (float)gridsize;
this.gridsizefinv = 1f / gridsizef;
// Update in main window
General.MainWindow.UpdateGrid(gridsize);
}
// This sets the background
internal void SetBackground(string name, int source)
{
// Set background
if(name == null) name = "";
this.backsource = source;
this.background = name;
// Find this image
LinkBackground();
}
// This sets the background offset
internal void SetBackgroundOffset(int offsetx, int offsety)
{
// Set background offset
this.backoffsetx = offsetx;
this.backoffsety = offsety;
}
// This finds and links the background image
internal void LinkBackground()
{
// From textures?
if(backsource == SOURCE_TEXTURES)
{
// Get this texture
backimage = General.Map.Data.GetTextureImage(background);
}
// From flats?
else if(backsource == SOURCE_FLATS)
{
// Get this flat
backimage = General.Map.Data.GetFlatImage(background);
}
// Make sure it is loaded
backimage.LoadImage();
backimage.CreateTexture();
}
// This returns the next higher coordinate
public float GetHigher(float offset)
{
return (float)Math.Round((offset + (gridsizef * 0.5f)) * gridsizefinv) * gridsizef;
}
// This returns the next lower coordinate
public float GetLower(float offset)
{
return (float)Math.Round((offset - (gridsizef * 0.5f)) * gridsizefinv) * gridsizef;
}
// This snaps to the nearest grid coordinate
public Vector2D SnappedToGrid(Vector2D v)
{
return GridSetup.SnappedToGrid(v, gridsizef, gridsizefinv);
}
// This snaps to the nearest grid coordinate
public static Vector2D SnappedToGrid(Vector2D v, float gridsize, float gridsizeinv)
{
return new Vector2D((float)Math.Round(v.x * gridsizeinv) * gridsize,
(float)Math.Round(v.y * gridsizeinv) * gridsize);
}
#endregion
}
}