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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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2287 lines
72 KiB
C#
Executable file
2287 lines
72 KiB
C#
Executable file
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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.Drawing;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Controls;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.Windows;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[EditMode(DisplayName = "Edit Selection Mode",
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SwitchAction = "editselectionmode",
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ButtonImage = "Selection3.png",
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ButtonOrder = 1,
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ButtonGroup = "002_modify",
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Volatile = true,
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UseByDefault = true,
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Optional = false)]
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public class EditSelectionMode : BaseClassicMode
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{
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#region ================== Enums
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private enum ModifyMode
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{
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None,
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Dragging,
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Resizing,
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Rotating
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}
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private enum Grip
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{
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None,
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Main,
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SizeN,
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SizeS,
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SizeE,
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SizeW,
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RotateLT,
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RotateRT,
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RotateRB,
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RotateLB
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}
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internal enum HeightAdjustMode
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{
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NONE,
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ADJUST_FLOORS,
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ADJUST_CEILINGS,
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ADJUST_BOTH,
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}
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#endregion
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#region ================== Structs (mxd)
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private struct SectorTextureInfo
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{
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public readonly SurfaceTextureInfo Floor;
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public readonly SurfaceTextureInfo Ceiling;
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public SectorTextureInfo(Sector s)
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{
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// Get transform properties
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Floor.Offset = new Vector2D(UniFields.GetFloat(s.Fields, "xpanningfloor", 0.0), UniFields.GetFloat(s.Fields, "ypanningfloor", 0.0));
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Ceiling.Offset = new Vector2D(UniFields.GetFloat(s.Fields, "xpanningceiling", 0.0), UniFields.GetFloat(s.Fields, "ypanningceiling", 0.0));
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Floor.Scale = new Vector2D(UniFields.GetFloat(s.Fields, "xscalefloor", 1.0), -UniFields.GetFloat(s.Fields, "yscalefloor", 1.0));
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Ceiling.Scale = new Vector2D(UniFields.GetFloat(s.Fields, "xscaleceiling", 1.0), -UniFields.GetFloat(s.Fields, "yscaleceiling", 1.0));
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Floor.Rotation = Angle2D.DegToRad(UniFields.GetFloat(s.Fields, "rotationfloor", 0.0));
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Ceiling.Rotation = Angle2D.DegToRad(UniFields.GetFloat(s.Fields, "rotationceiling", 0.0));
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// Get texture sizes
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Floor.TextureSize = GetTextureSize(s.LongFloorTexture);
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Ceiling.TextureSize = GetTextureSize(s.LongCeilTexture);
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// Surface name
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Floor.Part = "floor";
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Ceiling.Part = "ceiling";
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}
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private static Size GetTextureSize(long hash)
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{
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ImageData texture = General.Map.Data.GetFlatImage(hash);
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if((texture == null) || (texture == General.Map.Data.WhiteTexture) ||
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(texture.Width <= 0) || (texture.Height <= 0) || !texture.IsImageLoaded)
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{
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return new Size();
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}
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return new Size((int)Math.Round(texture.ScaledWidth), (int)Math.Round(texture.ScaledHeight));
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}
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}
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private struct SurfaceTextureInfo
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{
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public Vector2D Offset;
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public Vector2D Scale;
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public Size TextureSize;
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public double Rotation;
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public string Part;
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}
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#endregion
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#region ================== Constants
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private const float GRIP_SIZE = 9.0f;
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private const float ZERO_SIZE_ADDITION = 20.0f;
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private const byte RECTANGLE_ALPHA = 60;
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private const byte EXTENSION_LINE_ALPHA = 150;
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private readonly Cursor[] RESIZE_CURSORS = { Cursors.SizeNS, Cursors.SizeNWSE, Cursors.SizeWE, Cursors.SizeNESW };
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#endregion
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#region ================== Variables
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// Modes
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private bool modealreadyswitching;
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private bool clearselection; //mxd
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private bool pasting;
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private bool autodrag; //mxd
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private PasteOptions pasteoptions;
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private HeightAdjustMode heightadjustmode; //mxd
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// Docker
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private EditSelectionPanel panel;
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private Docker docker;
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// Highlighted vertex
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private MapElement highlighted;
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private Vector2D highlightedpos;
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// Selection
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private ICollection<Vertex> selectedvertices;
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private ICollection<Thing> selectedthings;
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private Dictionary<Sector, SectorTextureInfo> selectedsectors; //mxd
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private List<int> fixedrotationthingtypes; //mxd
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private ICollection<Linedef> selectedlines;
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private List<Vector2D> vertexpos;
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private List<Vector2D> thingpos;
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private List<double> thingangle;
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private ICollection<Vertex> unselectedvertices;
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private ICollection<Linedef> unselectedlines;
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private ICollection<Linedef> unstablelines; //mxd
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// Modification
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private double rotation;
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private Vector2D offset;
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private Vector2D size;
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private Vector2D scale = new Vector2D(1.0f, 1.0f); //mxd
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private Vector2D baseoffset;
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private Vector2D basesize;
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private bool linesflipped;
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private bool usepreciseposition; //mxd
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//mxd. Texture modification
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private static bool transformflooroffsets;
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private static bool transformceiloffsets;
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private static bool rotateflooroffsets;
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private static bool rotateceiloffsets;
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private static bool scaleflooroffsets;
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private static bool scaleceiloffsets;
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private Vector2D selectioncenter;
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private Vector2D selectionbasecenter;
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// Modifying Modes
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private ModifyMode mode;
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private Vector2D dragoffset;
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private Vector2D resizefilter;
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private Vector2D resizevector;
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private Vector2D edgevector;
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private Line2D resizeaxis;
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private int stickcorner;
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private double rotategripangle;
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private bool autopanning;
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// Rectangle components
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private Vector2D[] originalcorners; // lefttop, righttop, rightbottom, leftbottom
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private Vector2D[] corners;
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private FlatVertex[] cornerverts;
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private RectangleF[] resizegrips; // top, right, bottom, left
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private RectangleF[] rotategrips; // lefttop, righttop, rightbottom, leftbottom
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private Line2D extensionline;
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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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#endregion
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#region ================== Properties
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public override object HighlightedObject { get { return highlighted; } }
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public bool Pasting { get { return pasting; } set { pasting = value; } }
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public PasteOptions PasteOptions { get { return pasteoptions; } set { pasteoptions = value.Copy(); } }
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//mxd. Modification
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internal bool UsePrecisePosition { get { return usepreciseposition; } set { usepreciseposition = value; } }
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//mxd. Texture offset properties
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internal bool TransformFloorOffsets { get { return transformflooroffsets; } set { transformflooroffsets = value; UpdateAllChanges(); } }
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internal bool TransformCeilingOffsets { get { return transformceiloffsets; } set { transformceiloffsets = value; UpdateAllChanges(); } }
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internal bool RotateFloorOffsets { get { return rotateflooroffsets; } set { rotateflooroffsets = value; UpdateAllChanges(); } }
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internal bool RotateCeilingOffsets { get { return rotateceiloffsets; } set { rotateceiloffsets = value; UpdateAllChanges(); } }
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internal bool ScaleFloorOffsets { get { return scaleflooroffsets; } set { scaleflooroffsets = value; UpdateAllChanges(); } }
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internal bool ScaleCeilingOffsets { get { return scaleceiloffsets; } set { scaleceiloffsets = value; UpdateAllChanges(); } }
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//mxd. Height offset mode
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internal HeightAdjustMode SectorHeightAdjustMode { get { return heightadjustmode; } set { heightadjustmode = value; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public EditSelectionMode()
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{
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// Initialize
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mode = ModifyMode.None;
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}
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//mxd. Another constructor. Used indirectly from ImportObjAsTerrainMode.OnAccept.
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public EditSelectionMode(bool pasting)
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{
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// Initialize
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this.pasting = pasting;
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this.mode = ModifyMode.None;
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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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// Dispose base
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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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// The following functions set different properties and update
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public void SetAbsPosX(double posx)
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{
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offset.x = posx;
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UpdateAllChanges();
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}
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public void SetAbsPosY(double posy)
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{
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offset.y = posy;
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UpdateAllChanges();
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}
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public void SetRelPosX(double posx)
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{
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offset.x = posx + baseoffset.x;
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UpdateAllChanges();
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}
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public void SetRelPosY(double posy)
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{
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offset.y = posy + baseoffset.y;
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UpdateAllChanges();
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}
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public void SetAbsSizeX(double sizex)
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{
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size.x = sizex;
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UpdateAllChanges();
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}
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public void SetAbsSizeY(double sizey)
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{
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size.y = sizey;
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UpdateAllChanges();
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}
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public void SetRelSizeX(double sizex)
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{
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size.x = basesize.x * (sizex / 100.0f);
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UpdateAllChanges();
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}
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public void SetRelSizeY(double sizey)
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{
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size.y = basesize.y * (sizey / 100.0f);
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UpdateAllChanges();
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}
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public void SetAbsRotation(double absrot)
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{
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rotation = absrot;
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UpdateAllChanges();
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}
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// This updates all after changes were made
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private void UpdateAllChanges()
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{
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UpdateGeometry();
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UpdateRectangleComponents();
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if(General.Map.UDMF) UpdateTextureTransform(); //mxd
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General.Map.Map.Update();
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General.Interface.RedrawDisplay();
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}
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// This highlights a new vertex
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private void Highlight(MapElement h)
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{
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// Undraw previous highlight
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if(highlighted != null && !highlighted.IsDisposed)
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{
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if(highlighted is Vertex)
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{
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if(renderer.StartPlotter(false))
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{
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renderer.PlotVertex((Vertex)highlighted, renderer.DetermineVertexColor((Vertex)highlighted));
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renderer.Finish();
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}
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}
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else
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{
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if(renderer.StartThings(false))
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{
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renderer.RenderThing((Thing)highlighted, renderer.DetermineThingColor((Thing)highlighted), General.Settings.ActiveThingsAlpha);
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renderer.Finish();
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}
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}
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}
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// Set new highlight
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highlighted = h;
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// Render highlighted item
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if(highlighted != null && !highlighted.IsDisposed)
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{
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if(highlighted is Vertex)
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{
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if(renderer.StartPlotter(false))
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{
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renderer.PlotVertex((Vertex)highlighted, ColorCollection.HIGHLIGHT);
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renderer.Finish();
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}
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}
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else
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{
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if(renderer.StartThings(false))
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{
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renderer.RenderThing((Thing)highlighted, General.Colors.Highlight, General.Settings.ActiveThingsAlpha);
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renderer.Finish();
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}
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}
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}
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// Done
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renderer.Present();
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}
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// This updates the selection
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private void Update()
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{
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// biwa. This is a fix for autodrag, since it will actually fire OnMouseLeave and would crash when Update is called while the
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// mouse is outside the window. This does *not* happen when dragging without autodrag.
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if (!mouseinside) return;
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// Not in any modifying mode?
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if(mode == ModifyMode.None)
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{
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// Check what grip the mouse is over
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// and change cursor accordingly
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Grip mousegrip = (autodrag ? Grip.Main : CheckMouseGrip()); //mxd. We only want to move when starting auto-dragging
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switch(mousegrip)
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{
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case Grip.Main:
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// Find the nearest vertex within highlight range
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Vertex v = MapSet.NearestVertex(selectedvertices, mousemappos);
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// Find the nearest thing within range
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Thing t = MapSet.NearestThing(selectedthings, mousemappos);
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// Highlight the one that is closer
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if((v != null) && (t != null))
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{
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if(v.DistanceToSq(mousemappos) < t.DistanceToSq(mousemappos))
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{
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if(v != highlighted) Highlight(v);
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}
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else
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{
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if(t != highlighted) Highlight(t);
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}
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}
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else if(v != null)
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{
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if(v != highlighted) Highlight(v);
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}
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else
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{
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if(t != highlighted) Highlight(t);
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}
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General.Interface.SetCursor(Cursors.Hand);
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break;
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case Grip.RotateLB:
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case Grip.RotateLT:
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case Grip.RotateRB:
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case Grip.RotateRT:
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Highlight(null);
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General.Interface.SetCursor(Cursors.Cross);
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break;
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case Grip.SizeE:
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case Grip.SizeS:
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case Grip.SizeW:
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case Grip.SizeN:
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// Pick the best matching cursor depending on rotation and side
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double resizeangle = rotation;
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if((mousegrip == Grip.SizeE) || (mousegrip == Grip.SizeW)) resizeangle += Angle2D.PIHALF;
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resizeangle = Angle2D.Normalized(resizeangle);
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if(resizeangle > Angle2D.PI) resizeangle -= Angle2D.PI;
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resizeangle = Math.Abs(resizeangle + Angle2D.PI / 8.000001f);
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int cursorindex = (int)Math.Floor((resizeangle / Angle2D.PI) * 4.0f) % 4;
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General.Interface.SetCursor(RESIZE_CURSORS[cursorindex]);
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Highlight(null);
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break;
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default:
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Highlight(null);
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General.Interface.SetCursor(Cursors.Default);
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break;
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}
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}
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else
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{
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Vector2D snappedmappos = mousemappos;
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bool dosnaptogrid = snaptogrid;
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// Options
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snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
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snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
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// Change to crosshair cursor so we can clearly see around the mouse cursor
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General.Interface.SetCursor(Cursors.Cross);
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// Check what modifying mode we are in
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switch(mode)
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{
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// Dragging
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case ModifyMode.Dragging:
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// Change offset without snapping
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offset = mousemappos - dragoffset;
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// Calculate transformed position of highlighted vertex
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Vector2D transformedpos = TransformedPoint(highlightedpos);
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// Snap to nearest vertex?
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if(snaptonearest && (highlighted != null))
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{
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double vrange = BuilderPlug.Me.StitchRange / renderer.Scale;
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// Try the nearest vertex
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Vertex nv = MapSet.NearestVertexSquareRange(unselectedvertices, transformedpos, vrange);
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if(nv != null)
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{
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// Change offset to snap to target
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offset += nv.Position - transformedpos;
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dosnaptogrid = false;
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}
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else
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{
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// Find the nearest unselected line within range
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Linedef nl = MapSet.NearestLinedefRange(unselectedlines, transformedpos, BuilderPlug.Me.StitchRange / renderer.Scale);
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if(nl != null)
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{
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// Snap to grid?
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if(dosnaptogrid)
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{
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// Get grid intersection coordinates
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List<Vector2D> coords = nl.GetGridIntersections();
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// Find nearest grid intersection
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double found_distance = double.MaxValue;
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Vector2D found_pos = new Vector2D(double.NaN, double.NaN);
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foreach(Vector2D v in coords)
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{
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Vector2D dist = transformedpos - v;
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if(dist.GetLengthSq() < found_distance)
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{
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// Found a better match
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found_distance = dist.GetLengthSq();
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found_pos = v;
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// Do not snap to grid anymore
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dosnaptogrid = false;
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}
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}
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// Found something?
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if(!double.IsNaN(found_pos.x))
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{
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// Change offset to snap to target
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offset += found_pos - transformedpos;
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}
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}
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else
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{
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// Change offset to snap onto the line
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offset += nl.NearestOnLine(transformedpos) - transformedpos;
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}
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}
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}
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}
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// Snap to grid?
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if(dosnaptogrid && (highlighted != null))
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{
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// Change offset to align to grid
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offset += General.Map.Grid.SnappedToGrid(transformedpos) - transformedpos;
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}
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// Update
|
|
UpdateGeometry();
|
|
UpdateRectangleComponents();
|
|
General.Interface.RedrawDisplay();
|
|
break;
|
|
|
|
// Resizing
|
|
case ModifyMode.Resizing:
|
|
// Snap to nearest vertex?
|
|
if(snaptonearest)
|
|
{
|
|
float vrange = BuilderPlug.Me.StitchRange / renderer.Scale;
|
|
|
|
// Try the nearest vertex
|
|
Vertex nv = MapSet.NearestVertexSquareRange(unselectedvertices, snappedmappos, vrange);
|
|
if(nv != null)
|
|
{
|
|
snappedmappos = nv.Position;
|
|
dosnaptogrid = false;
|
|
}
|
|
}
|
|
|
|
// Snap to grid?
|
|
if(dosnaptogrid)
|
|
{
|
|
// Aligned to grid
|
|
snappedmappos = General.Map.Grid.SnappedToGrid(snappedmappos);
|
|
}
|
|
|
|
// Keep corner position
|
|
Vector2D oldcorner = corners[stickcorner];
|
|
|
|
// Change size with the scale from the ruler
|
|
double newscale = resizeaxis.GetNearestOnLine(snappedmappos);
|
|
size = (basesize * resizefilter) * newscale + size * (1.0f - resizefilter);
|
|
|
|
//mxd. Update scale
|
|
newscale = 1f / newscale;
|
|
if(double.IsInfinity(newscale) || double.IsNaN(newscale)) newscale = 99999f;
|
|
scale = (newscale * resizefilter) + scale * (1.0f - resizefilter);
|
|
if(double.IsInfinity(scale.x) || double.IsNaN(scale.x)) scale.x = 99999f;
|
|
if(double.IsInfinity(scale.y) || double.IsNaN(scale.y)) scale.y = 99999f;
|
|
|
|
// Adjust corner position
|
|
Vector2D newcorner = TransformedPoint(originalcorners[stickcorner]);
|
|
offset -= newcorner - oldcorner;
|
|
|
|
// Show the extension line so that the user knows what it is aligning to
|
|
Vector2D sizefiltered = (size * resizefilter);
|
|
double sizelength = sizefiltered.x + sizefiltered.y;
|
|
Line2D edgeline = new Line2D(resizeaxis.v1 + resizevector * sizelength, resizeaxis.v1 + resizevector * sizelength - edgevector);
|
|
double nearestonedge = edgeline.GetNearestOnLine(snappedmappos);
|
|
if(nearestonedge > 0.5f)
|
|
extensionline = new Line2D(edgeline.v1, snappedmappos);
|
|
else
|
|
extensionline = new Line2D(edgeline.v2, snappedmappos);
|
|
|
|
// Update
|
|
UpdateGeometry();
|
|
UpdateRectangleComponents();
|
|
General.Interface.RedrawDisplay();
|
|
break;
|
|
|
|
// Rotating
|
|
case ModifyMode.Rotating:
|
|
// Get angle from mouse to center
|
|
Vector2D center = offset + size * 0.5f;
|
|
Vector2D delta = snappedmappos - center;
|
|
rotation = delta.GetAngle() - rotategripangle;
|
|
|
|
// Snap rotation to grip?
|
|
if(dosnaptogrid)
|
|
{
|
|
// We make 24 vectors that the rotation can snap to
|
|
double founddistance = double.MaxValue;
|
|
double foundrotation = rotation;
|
|
Vector3D rotvec = Vector2D.FromAngle(rotation);
|
|
|
|
for(int i = 0; i < 24; i++)
|
|
{
|
|
// Make the vectors
|
|
double angle = i * Angle2D.PI * 0.08333333333f; //mxd. 15-degree increments
|
|
Vector2D gridvec = Vector2D.FromAngle(angle);
|
|
|
|
// Check distance
|
|
double dist = 2.0f - Vector2D.DotProduct(gridvec, rotvec);
|
|
if(dist < founddistance)
|
|
{
|
|
foundrotation = angle;
|
|
founddistance = dist;
|
|
}
|
|
}
|
|
|
|
// Keep rotation
|
|
rotation = foundrotation;
|
|
}
|
|
|
|
// Update
|
|
UpdateGeometry();
|
|
UpdateRectangleComponents();
|
|
General.Interface.RedrawDisplay();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// This checks and returns the grip the mouse pointer is in
|
|
private Grip CheckMouseGrip()
|
|
{
|
|
if(PointInRectF(resizegrips[0], mousemappos)) return Grip.SizeN;
|
|
if(PointInRectF(resizegrips[2], mousemappos)) return Grip.SizeS;
|
|
if(PointInRectF(resizegrips[1], mousemappos)) return Grip.SizeE;
|
|
if(PointInRectF(resizegrips[3], mousemappos)) return Grip.SizeW;
|
|
if(PointInRectF(rotategrips[0], mousemappos)) return Grip.RotateLT;
|
|
if(PointInRectF(rotategrips[1], mousemappos)) return Grip.RotateRT;
|
|
if(PointInRectF(rotategrips[2], mousemappos)) return Grip.RotateRB;
|
|
if(PointInRectF(rotategrips[3], mousemappos)) return Grip.RotateLB;
|
|
if(Tools.PointInPolygon(corners, mousemappos)) return Grip.Main;
|
|
return Grip.None;
|
|
}
|
|
|
|
// This applies the current rotation and resize to a point
|
|
private Vector2D TransformedPoint(Vector2D p)
|
|
{
|
|
// Resize
|
|
p = (p - baseoffset) * (size / basesize) + baseoffset;
|
|
|
|
// Rotate
|
|
Vector2D center = baseoffset + size * 0.5f;
|
|
Vector2D po = p - center;
|
|
p = po.GetRotated(rotation);
|
|
p += center;
|
|
|
|
// Translate
|
|
p += offset - baseoffset;
|
|
|
|
return p;
|
|
}
|
|
|
|
// This applies the current rotation and resize to a point
|
|
private Vector2D TransformedPointNoScale(Vector2D p)
|
|
{
|
|
// Rotate
|
|
Vector2D center = baseoffset + size * 0.5f;
|
|
Vector2D po = p - center;
|
|
p = po.GetRotated(rotation);
|
|
p += center;
|
|
|
|
// Translate
|
|
p += offset - baseoffset;
|
|
|
|
return p;
|
|
}
|
|
|
|
// This applies the current rotation and resize to a point
|
|
private Vector2D TransformedPointNoRotate(Vector2D p)
|
|
{
|
|
// Resize
|
|
p = (p - baseoffset) * (size / basesize) + baseoffset;
|
|
|
|
// Translate
|
|
p += offset - baseoffset;
|
|
|
|
return p;
|
|
}
|
|
|
|
// This applies the current rotation and resize to a point
|
|
private Vector2D TransformedPointNoRotateNoScale(Vector2D p)
|
|
{
|
|
// Translate
|
|
p += offset - baseoffset;
|
|
|
|
return p;
|
|
}
|
|
|
|
// This checks if a point is in a rect
|
|
private static bool PointInRectF(RectangleF rect, Vector2D point)
|
|
{
|
|
return !(point.x < rect.Left || point.x > rect.Right || point.y < rect.Top || point.y > rect.Bottom); //mxd
|
|
}
|
|
|
|
// This updates the values in the panel
|
|
private void UpdatePanel()
|
|
{
|
|
Vector2D relsize = (size / basesize) * 100.0f;
|
|
if(panel != null)
|
|
panel.ShowCurrentValues(offset, offset - baseoffset, size, relsize, rotation);
|
|
}
|
|
|
|
// This moves all things and vertices to match the current transformation
|
|
private void UpdateGeometry()
|
|
{
|
|
double[] newthingangle = thingangle.ToArray();
|
|
int index;
|
|
|
|
// Flip things horizontally
|
|
if(size.x < 0.0f)
|
|
{
|
|
for(index = 0; index < newthingangle.Length; index++)
|
|
{
|
|
// Check quadrant
|
|
if((newthingangle[index] >= 0f) && (newthingangle[index] < Angle2D.PIHALF))
|
|
newthingangle[index] = newthingangle[index] - (newthingangle[index] * 2);
|
|
else if((newthingangle[index] >= Angle2D.PIHALF) && (newthingangle[index] <= Angle2D.PI))
|
|
newthingangle[index] = newthingangle[index] + (Angle2D.PI - newthingangle[index]) * 2;
|
|
else if((newthingangle[index] >= Angle2D.PI) && (newthingangle[index] <= Angle2D.PI + Angle2D.PIHALF))
|
|
newthingangle[index] = newthingangle[index] - (newthingangle[index] - Angle2D.PI) * 2;
|
|
else
|
|
newthingangle[index] = newthingangle[index] + (Angle2D.PI2 - newthingangle[index]) * 2;
|
|
}
|
|
}
|
|
|
|
// Flip things vertically
|
|
if(size.y < 0.0f)
|
|
{
|
|
for(index = 0; index < newthingangle.Length; index++)
|
|
{
|
|
// Check quadrant
|
|
if((newthingangle[index] >= 0f) && (newthingangle[index] < Angle2D.PIHALF))
|
|
newthingangle[index] = newthingangle[index] + (Angle2D.PI - newthingangle[index] * 2);
|
|
else if((newthingangle[index] >= Angle2D.PIHALF) && (newthingangle[index] <= Angle2D.PI))
|
|
newthingangle[index] = newthingangle[index] - (newthingangle[index] - Angle2D.PIHALF) * 2;
|
|
else if((newthingangle[index] >= Angle2D.PI) && (newthingangle[index] <= Angle2D.PI + Angle2D.PIHALF))
|
|
newthingangle[index] = newthingangle[index] + (Angle2D.PI - (newthingangle[index] - Angle2D.PI) * 2);
|
|
else
|
|
newthingangle[index] = newthingangle[index] - (newthingangle[index] - (Angle2D.PI + Angle2D.PIHALF)) * 2;
|
|
}
|
|
}
|
|
|
|
// We use optimized versions of the TransformedPoint depending on what needs to be done.
|
|
// This is mainly done because 0.0 rotation and 1.0 scale may still give slight inaccuracies.
|
|
bool norotate = Math.Abs(rotation) < 0.0001f;
|
|
bool noscale = Math.Abs(size.x - basesize.x) + Math.Abs(size.y - basesize.y) < 0.0001f;
|
|
if(norotate && noscale)
|
|
{
|
|
index = 0;
|
|
foreach(Vertex v in selectedvertices)
|
|
{
|
|
v.Move(TransformedPointNoRotateNoScale(vertexpos[index++]));
|
|
}
|
|
index = 0;
|
|
foreach(Thing t in selectedthings)
|
|
{
|
|
t.Move(TransformedPointNoRotateNoScale(thingpos[index++]));
|
|
}
|
|
}
|
|
else if(norotate)
|
|
{
|
|
index = 0;
|
|
foreach(Vertex v in selectedvertices)
|
|
{
|
|
v.Move(TransformedPointNoRotate(vertexpos[index++]));
|
|
}
|
|
index = 0;
|
|
foreach(Thing t in selectedthings)
|
|
{
|
|
t.Move(TransformedPointNoRotate(thingpos[index++]));
|
|
}
|
|
}
|
|
else if(noscale)
|
|
{
|
|
index = 0;
|
|
foreach(Vertex v in selectedvertices)
|
|
{
|
|
v.Move(TransformedPointNoScale(vertexpos[index++]));
|
|
}
|
|
index = 0;
|
|
foreach(Thing t in selectedthings)
|
|
{
|
|
newthingangle[index] = Angle2D.Normalized(newthingangle[index] + rotation);
|
|
t.Move(TransformedPointNoScale(thingpos[index++]));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
index = 0;
|
|
foreach(Vertex v in selectedvertices)
|
|
{
|
|
v.Move(TransformedPoint(vertexpos[index++]));
|
|
}
|
|
index = 0;
|
|
foreach(Thing t in selectedthings)
|
|
{
|
|
newthingangle[index] = Angle2D.Normalized(newthingangle[index] + rotation);
|
|
t.Move(TransformedPoint(thingpos[index++]));
|
|
}
|
|
}
|
|
|
|
// This checks if the lines should be flipped
|
|
bool shouldbeflipped = (size.x < 0.0f) ^ (size.y < 0.0f);
|
|
if(shouldbeflipped != linesflipped) FlipLinedefs();
|
|
|
|
// Apply new thing rotations
|
|
index = 0;
|
|
foreach(Thing t in selectedthings)
|
|
{
|
|
//mxd. Added special Polyobj Anchor handling and Doom angle clamping
|
|
if(!fixedrotationthingtypes.Contains(t.Type))
|
|
{
|
|
int newangle = Angle2D.RealToDoom(Angle2D.Normalized(newthingangle[index]));
|
|
if(General.Map.Config.DoomThingRotationAngles) newangle = newangle / 45 * 45;
|
|
t.Rotate(newangle);
|
|
}
|
|
|
|
index++;
|
|
}
|
|
|
|
UpdatePanel();
|
|
General.Map.Map.Update(true, false);
|
|
}
|
|
|
|
//mxd. This updates texture transforms for all sectors
|
|
private void UpdateTextureTransform()
|
|
{
|
|
foreach(KeyValuePair<Sector, SectorTextureInfo> group in selectedsectors)
|
|
{
|
|
group.Key.Fields.BeforeFieldsChange();
|
|
|
|
// Apply transforms
|
|
UpdateTextureTransform(group.Key.Fields, group.Value.Ceiling, transformceiloffsets, rotateceiloffsets, scaleceiloffsets);
|
|
UpdateTextureTransform(group.Key.Fields, group.Value.Floor, transformflooroffsets, rotateflooroffsets, scaleflooroffsets);
|
|
|
|
// Update cache
|
|
group.Key.UpdateNeeded = true;
|
|
group.Key.UpdateCache();
|
|
}
|
|
|
|
// Map was changed
|
|
General.Map.IsChanged = true;
|
|
}
|
|
|
|
//mxd. This updates texture transforms in given UniFields
|
|
private void UpdateTextureTransform(UniFields fields, SurfaceTextureInfo si, bool transformoffsets, bool rotateoffsets, bool scaleoffsets)
|
|
{
|
|
// Get offset-ready values
|
|
double texrotation = Angle2D.PI2 - rotation;
|
|
|
|
// Update texture offsets
|
|
if (transformoffsets)
|
|
{
|
|
double trotation = rotateoffsets ? (si.Rotation + texrotation) : (si.Rotation);
|
|
Vector2D offset = selectioncenter.GetRotated(trotation);
|
|
|
|
fields["xpanning" + si.Part] = new UniValue(UniversalType.Float, Math.Round(-offset.x, General.Map.FormatInterface.VertexDecimals));
|
|
fields["ypanning" + si.Part] = new UniValue(UniversalType.Float, Math.Round(offset.y, General.Map.FormatInterface.VertexDecimals));
|
|
|
|
}
|
|
// Restore texture offsets
|
|
else
|
|
{
|
|
fields["xpanning" + si.Part] = new UniValue(UniversalType.Float, si.Offset.x);
|
|
fields["ypanning" + si.Part] = new UniValue(UniversalType.Float, si.Offset.y);
|
|
}
|
|
|
|
// Update rotation
|
|
if(rotateoffsets)
|
|
fields["rotation" + si.Part] = new UniValue(UniversalType.AngleDegreesFloat, General.ClampAngle(Math.Round(Angle2D.RadToDeg(si.Rotation + texrotation), General.Map.FormatInterface.VertexDecimals)));
|
|
// Restore rotation
|
|
else
|
|
fields["rotation" + si.Part] = new UniValue(UniversalType.AngleDegreesFloat, Angle2D.RadToDeg(si.Rotation));
|
|
|
|
// Update scale
|
|
if(scaleoffsets)
|
|
{
|
|
fields["xscale" + si.Part] = new UniValue(UniversalType.Float, Math.Round(si.Scale.x * scale.x, General.Map.FormatInterface.VertexDecimals));
|
|
fields["yscale" + si.Part] = new UniValue(UniversalType.Float, Math.Round(-si.Scale.y * scale.y, General.Map.FormatInterface.VertexDecimals));
|
|
}
|
|
// Restore scale
|
|
else
|
|
{
|
|
fields["xscale" + si.Part] = new UniValue(UniversalType.Float, si.Scale.x);
|
|
fields["yscale" + si.Part] = new UniValue(UniversalType.Float, -si.Scale.y);
|
|
}
|
|
}
|
|
|
|
//mxd. This restores texture transforms for all sectors
|
|
private void RestoreTextureTransform()
|
|
{
|
|
foreach(KeyValuePair<Sector, SectorTextureInfo> group in selectedsectors)
|
|
{
|
|
group.Key.Fields.BeforeFieldsChange();
|
|
|
|
// Revert transforms
|
|
RestoreTextureTransform(group.Key.Fields, group.Value.Ceiling);
|
|
RestoreTextureTransform(group.Key.Fields, group.Value.Floor);
|
|
|
|
// Update cache
|
|
group.Key.UpdateNeeded = true;
|
|
group.Key.UpdateCache();
|
|
}
|
|
}
|
|
|
|
//mxd. This restores texture transforms in given UniFields
|
|
private static void RestoreTextureTransform(UniFields fields, SurfaceTextureInfo si)
|
|
{
|
|
fields["rotation" + si.Part] = new UniValue(UniversalType.AngleDegreesFloat, Angle2D.RadToDeg(si.Rotation));
|
|
fields["xscale" + si.Part] = new UniValue(UniversalType.Float, si.Scale.x);
|
|
fields["yscale" + si.Part] = new UniValue(UniversalType.Float, -si.Scale.y);
|
|
fields["xpanning" + si.Part] = new UniValue(UniversalType.Float, si.Offset.x);
|
|
fields["ypanning" + si.Part] = new UniValue(UniversalType.Float, si.Offset.y);
|
|
}
|
|
|
|
// This updates the selection rectangle components
|
|
private void UpdateRectangleComponents()
|
|
{
|
|
float gripsize = GRIP_SIZE / renderer.Scale;
|
|
PixelColor rectcolor = General.Colors.Highlight.WithAlpha(RECTANGLE_ALPHA);
|
|
|
|
// Original (untransformed) corners
|
|
originalcorners = new Vector2D[4];
|
|
originalcorners[0] = new Vector2D(baseoffset.x, baseoffset.y);
|
|
originalcorners[1] = new Vector2D(baseoffset.x + basesize.x, baseoffset.y);
|
|
originalcorners[2] = new Vector2D(baseoffset.x + basesize.x, baseoffset.y + basesize.y);
|
|
originalcorners[3] = new Vector2D(baseoffset.x, baseoffset.y + basesize.y);
|
|
|
|
// Corners
|
|
corners = new Vector2D[4];
|
|
for(int i = 0; i < 4; i++)
|
|
corners[i] = TransformedPoint(originalcorners[i]);
|
|
|
|
// Vertices
|
|
cornerverts = new FlatVertex[6];
|
|
for(int i = 0; i < 6; i++)
|
|
{
|
|
cornerverts[i] = new FlatVertex();
|
|
cornerverts[i].z = 1.0f;
|
|
cornerverts[i].c = rectcolor.ToInt();
|
|
}
|
|
cornerverts[0].x = (float)corners[0].x;
|
|
cornerverts[0].y = (float)corners[0].y;
|
|
cornerverts[1].x = (float)corners[1].x;
|
|
cornerverts[1].y = (float)corners[1].y;
|
|
cornerverts[2].x = (float)corners[2].x;
|
|
cornerverts[2].y = (float)corners[2].y;
|
|
cornerverts[3].x = (float)corners[0].x;
|
|
cornerverts[3].y = (float)corners[0].y;
|
|
cornerverts[4].x = (float)corners[2].x;
|
|
cornerverts[4].y = (float)corners[2].y;
|
|
cornerverts[5].x = (float)corners[3].x;
|
|
cornerverts[5].y = (float)corners[3].y;
|
|
|
|
// Middle points between corners
|
|
Vector2D middle01 = corners[0] + (corners[1] - corners[0]) * 0.5f;
|
|
Vector2D middle12 = corners[1] + (corners[2] - corners[1]) * 0.5f;
|
|
Vector2D middle23 = corners[2] + (corners[3] - corners[2]) * 0.5f;
|
|
Vector2D middle30 = corners[3] + (corners[0] - corners[3]) * 0.5f;
|
|
|
|
// Resize grips
|
|
resizegrips = new RectangleF[4];
|
|
resizegrips[0] = new RectangleF((float)(middle01.x - gripsize * 0.5f),
|
|
(float)(middle01.y - gripsize * 0.5f),
|
|
gripsize, gripsize);
|
|
resizegrips[1] = new RectangleF((float)(middle12.x - gripsize * 0.5f),
|
|
(float)(middle12.y - gripsize * 0.5f),
|
|
gripsize, gripsize);
|
|
resizegrips[2] = new RectangleF((float)(middle23.x - gripsize * 0.5f),
|
|
(float)(middle23.y - gripsize * 0.5f),
|
|
gripsize, gripsize);
|
|
resizegrips[3] = new RectangleF((float)(middle30.x - gripsize * 0.5f),
|
|
(float)(middle30.y - gripsize * 0.5f),
|
|
gripsize, gripsize);
|
|
|
|
// Rotate grips
|
|
rotategrips = new RectangleF[4];
|
|
rotategrips[0] = new RectangleF((float)(corners[0].x - gripsize * 0.5f),
|
|
(float)(corners[0].y - gripsize * 0.5f),
|
|
gripsize, gripsize);
|
|
rotategrips[1] = new RectangleF((float)(corners[1].x - gripsize * 0.5f),
|
|
(float)(corners[1].y - gripsize * 0.5f),
|
|
gripsize, gripsize);
|
|
rotategrips[2] = new RectangleF((float)(corners[2].x - gripsize * 0.5f),
|
|
(float)(corners[2].y - gripsize * 0.5f),
|
|
gripsize, gripsize);
|
|
rotategrips[3] = new RectangleF((float)(corners[3].x - gripsize * 0.5f),
|
|
(float)(corners[3].y - gripsize * 0.5f),
|
|
gripsize, gripsize);
|
|
|
|
//mxd. Update selection center
|
|
selectioncenter = new Vector2D(offset.x + size.x * 0.5f, offset.y + size.y * 0.5f);
|
|
}
|
|
|
|
// This flips all linedefs in the selection (used for mirroring)
|
|
private void FlipLinedefs()
|
|
{
|
|
//mxd. Check if we need to flip sidedefs
|
|
bool flipsides = false;
|
|
HashSet<Linedef> selectedlineshash = new HashSet<Linedef>(selectedlines);
|
|
foreach(Vertex v in selectedvertices)
|
|
{
|
|
foreach(Linedef l in v.Linedefs)
|
|
{
|
|
if(!selectedlineshash.Contains(l))
|
|
{
|
|
flipsides = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Flip linedefs
|
|
foreach(Linedef ld in selectedlines)
|
|
{
|
|
ld.FlipVertices();
|
|
if(flipsides) ld.FlipSidedefs(); //mxd
|
|
}
|
|
|
|
// Done
|
|
linesflipped = !linesflipped;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a transformed Vector2D
|
|
/// </summary>
|
|
/// <param name="v">The Vector2D to transform</param>
|
|
/// <returns>Transformed Vector2D</returns>
|
|
private Vector2D GetTransformedVector(Vector2D v)
|
|
{
|
|
// We use optimized versions of the TransformedPoint depending on what needs to be done.
|
|
// This is mainly done because 0.0 rotation and 1.0 scale may still give slight inaccuracies.
|
|
bool norotate = Math.Abs(rotation) < 0.0001f;
|
|
bool noscale = Math.Abs(size.x - basesize.x) + Math.Abs(size.y - basesize.y) < 0.0001f;
|
|
|
|
if (norotate && noscale)
|
|
{
|
|
return new Vector2D(TransformedPointNoRotateNoScale(v));
|
|
}
|
|
else if (norotate)
|
|
{
|
|
return new Vector2D(TransformedPointNoRotate(v));
|
|
}
|
|
else if (noscale)
|
|
{
|
|
return new Vector2D(TransformedPointNoScale(v));
|
|
}
|
|
else
|
|
{
|
|
return new Vector2D(TransformedPoint(v));
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Sector height adjust methods (mxd)
|
|
|
|
//x = floor height, y = ceiling height
|
|
private static Point GetOutsideHeights(HashSet<Sector> sectors)
|
|
{
|
|
Sector target = null;
|
|
Point result = new Point { X = int.MinValue, Y = int.MinValue };
|
|
foreach(Sector s in sectors)
|
|
{
|
|
foreach(Sidedef side in s.Sidedefs)
|
|
{
|
|
// Don't compare with our own stuff, among other things
|
|
if(side.Other == null || side.Other.Sector == null || sectors.Contains(side.Other.Sector)) continue;
|
|
if(target == null)
|
|
{
|
|
target = side.Other.Sector;
|
|
result.X = target.FloorHeight;
|
|
result.Y = target.CeilHeight;
|
|
}
|
|
else if(target != side.Other.Sector)
|
|
{
|
|
// Compare heights
|
|
if(target.FloorHeight != side.Other.Sector.FloorHeight)
|
|
result.X = int.MinValue;
|
|
if(target.CeilHeight != side.Other.Sector.CeilHeight)
|
|
result.Y = int.MinValue;
|
|
|
|
// We can stop now...
|
|
if(result.X == int.MinValue && result.Y == int.MinValue)
|
|
return result;
|
|
}
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
private static void AdjustSectorsHeight(HashSet<Sector> toadjust, HeightAdjustMode adjustmode, int oldfloorheight, int oldceilheight)
|
|
{
|
|
// Adjust only when selection is inside a single sector
|
|
if(adjustmode == HeightAdjustMode.NONE || oldfloorheight == int.MinValue || oldceilheight == int.MinValue) return;
|
|
Point outsideheights = GetOutsideHeights(toadjust);
|
|
if(outsideheights.X == int.MinValue && outsideheights.Y == int.MinValue) return;
|
|
|
|
// Height differences
|
|
int floorheightdiff = (outsideheights.X == int.MinValue ? int.MinValue : outsideheights.X - oldfloorheight);
|
|
int ceilheightdiff = (outsideheights.Y == int.MinValue ? int.MinValue : outsideheights.Y - oldceilheight);
|
|
|
|
switch(adjustmode)
|
|
{
|
|
case HeightAdjustMode.ADJUST_FLOORS:
|
|
if(floorheightdiff != int.MinValue)
|
|
{
|
|
foreach(Sector s in toadjust) AdjustSectorHeight(s, floorheightdiff, int.MinValue);
|
|
}
|
|
break;
|
|
|
|
case HeightAdjustMode.ADJUST_CEILINGS:
|
|
if(ceilheightdiff != int.MinValue)
|
|
{
|
|
foreach(Sector s in toadjust) AdjustSectorHeight(s, int.MinValue, ceilheightdiff);
|
|
}
|
|
break;
|
|
|
|
case HeightAdjustMode.ADJUST_BOTH:
|
|
foreach(Sector s in toadjust) AdjustSectorHeight(s, floorheightdiff, ceilheightdiff);
|
|
break;
|
|
|
|
default:
|
|
throw new NotImplementedException("Unknown HeightAdjustMode: " + adjustmode);
|
|
}
|
|
}
|
|
|
|
private static void AdjustSectorHeight(Sector s, int flooroffset, int ceiloffset)
|
|
{
|
|
// Adjust floor height
|
|
if(flooroffset != int.MinValue)
|
|
{
|
|
// Adjust regular height
|
|
s.FloorHeight += flooroffset;
|
|
|
|
if(General.Map.UDMF)
|
|
{
|
|
// Adjust slope height?
|
|
if(s.FloorSlope.GetLengthSq() > 0 && !double.IsNaN(s.FloorSlopeOffset / s.FloorSlope.z))
|
|
{
|
|
s.FloorSlopeOffset -= flooroffset * Math.Sin(s.FloorSlope.GetAngleZ());
|
|
}
|
|
// Adjust vertex height?
|
|
else if(s.Sidedefs.Count == 3)
|
|
{
|
|
// Collect verts
|
|
HashSet<Vertex> verts = new HashSet<Vertex>();
|
|
foreach(Sidedef side in s.Sidedefs)
|
|
{
|
|
verts.Add(side.Line.Start);
|
|
verts.Add(side.Line.End);
|
|
}
|
|
|
|
// Offset verts
|
|
foreach(Vertex v in verts)
|
|
{
|
|
if(!double.IsNaN(v.ZFloor)) v.ZFloor += flooroffset;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Adjust ceiling height
|
|
if(ceiloffset != int.MinValue)
|
|
{
|
|
// Adjust regular height
|
|
s.CeilHeight += ceiloffset;
|
|
|
|
if(General.Map.UDMF)
|
|
{
|
|
// Adjust slope height?
|
|
if(s.CeilSlope.GetLengthSq() > 0 && !double.IsNaN(s.CeilSlopeOffset / s.CeilSlope.z))
|
|
{
|
|
s.CeilSlopeOffset -= ceiloffset * Math.Sin(s.CeilSlope.GetAngleZ());
|
|
}
|
|
// Adjust vertex height?
|
|
else if(s.Sidedefs.Count == 3)
|
|
{
|
|
// Collect verts
|
|
HashSet<Vertex> verts = new HashSet<Vertex>();
|
|
foreach(Sidedef side in s.Sidedefs)
|
|
{
|
|
verts.Add(side.Line.Start);
|
|
verts.Add(side.Line.End);
|
|
}
|
|
|
|
// Offset verts
|
|
foreach(Vertex v in verts)
|
|
{
|
|
if(!double.IsNaN(v.ZCeiling)) v.ZCeiling += ceiloffset;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Events
|
|
|
|
public override void OnHelp()
|
|
{
|
|
General.ShowHelp("e_editselection.html");
|
|
}
|
|
|
|
// Mode engages
|
|
public override void OnEngage()
|
|
{
|
|
base.OnEngage();
|
|
|
|
autodrag = (pasting && mouseinside && BuilderPlug.Me.AutoDragOnPaste);
|
|
snaptonearest = General.Interface.AutoMerge; //mxd
|
|
selectedsectors = new Dictionary<Sector, SectorTextureInfo>(); //mxd
|
|
|
|
// Add toolbar buttons
|
|
General.Interface.BeginToolbarUpdate(); //mxd
|
|
General.Interface.AddButton(BuilderPlug.Me.MenusForm.FlipSelectionH);
|
|
General.Interface.AddButton(BuilderPlug.Me.MenusForm.FlipSelectionV);
|
|
General.Interface.EndToolbarUpdate(); //mxd
|
|
|
|
//mxd. Get EditPanel-related settings
|
|
usepreciseposition = General.Settings.ReadPluginSetting("editselectionmode.usepreciseposition", true);
|
|
heightadjustmode = (HeightAdjustMode)General.Settings.ReadPluginSetting("editselectionmode.heightadjustmode", (int)HeightAdjustMode.NONE);
|
|
|
|
// Add docker
|
|
panel = new EditSelectionPanel(this);
|
|
docker = new Docker("editselection", "Edit Selection", panel);
|
|
General.Interface.AddDocker(docker, true);
|
|
General.Interface.SelectDocker(docker);
|
|
|
|
// We don't want to record this for undoing while we move the geometry around.
|
|
// This will be set back to normal when we're done.
|
|
General.Map.UndoRedo.IgnorePropChanges = true;
|
|
|
|
// Convert geometry selection
|
|
General.Map.Map.ClearAllMarks(false);
|
|
General.Map.Map.MarkSelectedVertices(true, true);
|
|
General.Map.Map.MarkSelectedThings(true, true);
|
|
General.Map.Map.MarkSelectedLinedefs(true, true);
|
|
General.Map.Map.MarkSelectedSectors(true, true);
|
|
ICollection<Vertex> verts = General.Map.Map.GetVerticesFromLinesMarks(true);
|
|
foreach(Vertex v in verts) v.Marked = true;
|
|
ICollection<Sector> sectors = General.Map.Map.GetSelectedSectors(true); //mxd
|
|
|
|
foreach(Sector s in sectors)
|
|
{
|
|
foreach(Sidedef sd in s.Sidedefs)
|
|
{
|
|
sd.Line.Marked = true;
|
|
sd.Line.Start.Marked = true;
|
|
sd.Line.End.Marked = true;
|
|
}
|
|
}
|
|
selectedvertices = General.Map.Map.GetMarkedVertices(true);
|
|
selectedthings = General.Map.Map.GetMarkedThings(true);
|
|
unselectedvertices = General.Map.Map.GetMarkedVertices(false);
|
|
|
|
// Make sure everything is selected so that it turns up red
|
|
foreach(Vertex v in selectedvertices) v.Selected = true;
|
|
ICollection<Linedef> markedlines = General.Map.Map.LinedefsFromMarkedVertices(false, true, false);
|
|
foreach(Linedef l in markedlines) l.Selected = true;
|
|
selectedlines = General.Map.Map.LinedefsFromMarkedVertices(false, true, false);
|
|
unselectedlines = General.Map.Map.LinedefsFromMarkedVertices(true, false, false);
|
|
unstablelines = (pasting ? new List<Linedef>() : General.Map.Map.LinedefsFromMarkedVertices(false, false, true)); //mxd
|
|
|
|
if (General.Map.UDMF)
|
|
{
|
|
foreach (Sector s in General.Map.Map.GetSectorsFromLinedefs(selectedlines))
|
|
selectedsectors.Add(s, new SectorTextureInfo(s));
|
|
}
|
|
|
|
// Array to keep original coordinates
|
|
vertexpos = new List<Vector2D>(selectedvertices.Count);
|
|
thingpos = new List<Vector2D>(selectedthings.Count);
|
|
thingangle = new List<double>(selectedthings.Count);
|
|
fixedrotationthingtypes = new List<int>(); //mxd
|
|
|
|
// A selection must be made!
|
|
if((selectedvertices.Count > 0) || (selectedthings.Count > 0))
|
|
{
|
|
// Initialize offset and size
|
|
offset.x = float.MaxValue;
|
|
offset.y = float.MaxValue;
|
|
Vector2D right;
|
|
right.x = float.MinValue;
|
|
right.y = float.MinValue;
|
|
|
|
foreach(Vertex v in selectedvertices)
|
|
{
|
|
// Find left-top and right-bottom
|
|
if(v.Position.x < offset.x) offset.x = v.Position.x;
|
|
if(v.Position.y < offset.y) offset.y = v.Position.y;
|
|
if(v.Position.x > right.x) right.x = v.Position.x;
|
|
if(v.Position.y > right.y) right.y = v.Position.y;
|
|
|
|
// Keep original coordinates
|
|
vertexpos.Add(v.Position);
|
|
}
|
|
|
|
foreach(Thing t in selectedthings)
|
|
{
|
|
// Find left-top and right-bottom
|
|
if((t.Position.x - t.Size) < offset.x) offset.x = t.Position.x - t.Size;
|
|
if((t.Position.y - t.Size) < offset.y) offset.y = t.Position.y - t.Size;
|
|
if((t.Position.x + t.Size) > right.x) right.x = t.Position.x + t.Size;
|
|
if((t.Position.y + t.Size) > right.y) right.y = t.Position.y + t.Size;
|
|
|
|
if(!fixedrotationthingtypes.Contains(t.Type)) //mxd
|
|
{
|
|
ThingTypeInfo tti = General.Map.Data.GetThingInfoEx(t.Type);
|
|
if(tti != null && tti.FixedRotation) fixedrotationthingtypes.Add(t.Type);
|
|
}
|
|
|
|
// Keep original coordinates
|
|
thingpos.Add(t.Position);
|
|
thingangle.Add(t.Angle);
|
|
}
|
|
|
|
// Calculate size
|
|
size = right - offset;
|
|
|
|
// If the width of a dimension is zero, add a little
|
|
if(Math.Abs(size.x) < 1.0f)
|
|
{
|
|
size.x += ZERO_SIZE_ADDITION;
|
|
offset.x -= ZERO_SIZE_ADDITION / 2;
|
|
}
|
|
|
|
if(Math.Abs(size.y) < 1.0f)
|
|
{
|
|
size.y += ZERO_SIZE_ADDITION;
|
|
offset.y -= ZERO_SIZE_ADDITION / 2;
|
|
}
|
|
|
|
basesize = size;
|
|
baseoffset = offset;
|
|
selectionbasecenter = new Vector2D(offset.x + size.x * 0.5f, offset.y + size.y * 0.5f); //mxd
|
|
|
|
// When pasting, we want to move the geometry so it is visible
|
|
if(pasting)
|
|
{
|
|
// Mouse in screen?
|
|
if(mouseinside)
|
|
{
|
|
offset = mousemappos - size / 2;
|
|
}
|
|
else
|
|
{
|
|
Vector2D viewmappos = new Vector2D(renderer.OffsetX, renderer.OffsetY);
|
|
offset = viewmappos - size / 2;
|
|
}
|
|
|
|
if(General.Interface.SnapToGrid) //mxd
|
|
offset = General.Map.Grid.SnappedToGrid(offset);
|
|
|
|
UpdateGeometry();
|
|
General.Map.Data.UpdateUsedTextures();
|
|
|
|
if(!autodrag) General.Map.Map.Update();
|
|
}
|
|
|
|
// Set presentation
|
|
if(selectedthings.Count > 0)
|
|
renderer.SetPresentation(Presentation.Things);
|
|
else
|
|
renderer.SetPresentation(Presentation.Standard);
|
|
|
|
// Update
|
|
panel.ShowOriginalValues(baseoffset, basesize);
|
|
panel.SetTextureTransformSettings(General.Map.UDMF); //mxd
|
|
panel.SetHeightAdjustMode(heightadjustmode, sectors.Count > 0); //mxd
|
|
UpdateRectangleComponents();
|
|
UpdatePanel();
|
|
Update();
|
|
|
|
// When pasting and mouse is in screen, drag selection immediately
|
|
if(autodrag)
|
|
{
|
|
OnSelectBegin();
|
|
autodrag = false; //mxd. Don't need this any more
|
|
}
|
|
}
|
|
else
|
|
{
|
|
General.Interface.MessageBeep(MessageBeepType.Default);
|
|
General.Interface.DisplayStatus(StatusType.Info, "A selection is required for this action.");
|
|
|
|
// Cancel now
|
|
General.Editing.CancelMode();
|
|
}
|
|
}
|
|
|
|
// Cancel mode
|
|
public override void OnCancel()
|
|
{
|
|
base.OnCancel();
|
|
|
|
// Paste operation?
|
|
if(pasting)
|
|
{
|
|
// Resume normal undo/redo recording
|
|
General.Map.UndoRedo.IgnorePropChanges = false;
|
|
|
|
General.Map.Map.BeginAddRemove(); //mxd
|
|
|
|
// Remove the geometry
|
|
foreach(Vertex v in selectedvertices) v.Dispose();
|
|
foreach(Thing t in selectedthings) t.Dispose();
|
|
|
|
General.Map.Map.EndAddRemove(); //mxd
|
|
|
|
// Withdraw the undo
|
|
if(General.Map.UndoRedo.NextUndo != null)
|
|
General.Map.UndoRedo.WithdrawUndo();
|
|
}
|
|
else
|
|
{
|
|
// Reset geometry in original position
|
|
int index = 0;
|
|
foreach(Vertex v in selectedvertices)
|
|
v.Move(vertexpos[index++]);
|
|
|
|
index = 0;
|
|
foreach(Thing t in selectedthings)
|
|
{
|
|
t.Rotate(thingangle[index]);
|
|
t.Move(thingpos[index++]);
|
|
}
|
|
|
|
//mxd. Reset texture offsets to original values
|
|
if(General.Map.UDMF) RestoreTextureTransform();
|
|
|
|
// Resume normal undo/redo recording
|
|
General.Map.UndoRedo.IgnorePropChanges = false;
|
|
}
|
|
|
|
General.Map.Map.Update(true, true);
|
|
|
|
// Return to previous stable mode
|
|
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
|
|
}
|
|
|
|
// When accepted
|
|
public override void OnAccept()
|
|
{
|
|
base.OnAccept();
|
|
|
|
// Anything to do?
|
|
if((selectedthings.Count > 0) || (selectedvertices.Count > 0))
|
|
{
|
|
Vector2D tl = new Vector2D(General.Map.Config.RightBoundary, General.Map.Config.BottomBoundary);
|
|
Vector2D br = new Vector2D(General.Map.Config.LeftBoundary, General.Map.Config.RightBoundary);
|
|
|
|
foreach(Vertex v in selectedvertices)
|
|
{
|
|
if(v.Position.x < tl.x) tl.x = (int)v.Position.x;
|
|
if(v.Position.x > br.x) br.x = (int)v.Position.x;
|
|
if(v.Position.y > tl.y) tl.y = (int)v.Position.y;
|
|
if(v.Position.y < br.y) br.y = (int)v.Position.y;
|
|
}
|
|
|
|
foreach(Thing t in selectedthings)
|
|
{
|
|
if(t.Position.x < tl.x) tl.x = (int)t.Position.x;
|
|
if(t.Position.x > br.x) br.x = (int)t.Position.x;
|
|
if(t.Position.y > tl.y) tl.y = (int)t.Position.y;
|
|
if(t.Position.y < br.y) br.y = (int)t.Position.y;
|
|
}
|
|
|
|
// Check if the selection is outside the map boundaries
|
|
if(tl.x < General.Map.Config.LeftBoundary || br.x > General.Map.Config.RightBoundary ||
|
|
tl.y > General.Map.Config.TopBoundary || br.y < General.Map.Config.BottomBoundary)
|
|
{
|
|
General.Interface.DisplayStatus(StatusType.Warning, "Error: selection out of map boundaries.");
|
|
|
|
// If we're in the process of switching to another mode, reset to selection
|
|
// to its old position
|
|
if(modealreadyswitching)
|
|
{
|
|
// Reset geometry in original position
|
|
int index = 0;
|
|
foreach(Vertex v in selectedvertices)
|
|
v.Move(vertexpos[index++]);
|
|
|
|
index = 0;
|
|
foreach(Thing t in selectedthings)
|
|
{
|
|
t.Rotate(thingangle[index]);
|
|
t.Move(thingpos[index++]);
|
|
}
|
|
|
|
//mxd. Reset texture offsets to their original position
|
|
if(General.Map.UDMF) RestoreTextureTransform();
|
|
|
|
// Resume normal undo/redo recording
|
|
General.Map.UndoRedo.IgnorePropChanges = false;
|
|
General.Map.Map.Update(true, true);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
Cursor.Current = Cursors.AppStarting;
|
|
|
|
if(!pasting)
|
|
{
|
|
// Reset geometry in original position to create an undo
|
|
if(linesflipped) FlipLinedefs(); // Flip linedefs back if they were flipped
|
|
int index = 0;
|
|
foreach(Vertex v in selectedvertices)
|
|
v.Move(vertexpos[index++]);
|
|
|
|
index = 0;
|
|
foreach(Thing t in selectedthings)
|
|
{
|
|
t.Rotate(thingangle[index]);
|
|
t.Move(thingpos[index++]);
|
|
}
|
|
|
|
//mxd. Reset texture offsets to their original position
|
|
if(General.Map.UDMF) RestoreTextureTransform();
|
|
|
|
General.Map.Map.Update(true, true);
|
|
|
|
// Make undo
|
|
General.Map.UndoRedo.CreateUndo("Edit selection");
|
|
}
|
|
|
|
// Resume normal undo/redo recording
|
|
General.Map.UndoRedo.IgnorePropChanges = false;
|
|
|
|
// Mark selected geometry
|
|
General.Map.Map.ClearAllMarks(false);
|
|
General.Map.Map.MarkAllSelectedGeometry(true, true, true, true, false);
|
|
|
|
//mxd. Update sector slopes?
|
|
// Do this after UpdateGeometry() because it makes calculating the new slopes much easier
|
|
if (General.Map.UDMF)
|
|
{
|
|
Dictionary<Sector, List<Sector>> controlsectors = new Dictionary<Sector, List<Sector>>();
|
|
|
|
// Create cache of 3D floor control sectors that reference the selected sectors. Only do it if not pasting, since the slopes
|
|
// will only be updated when not pasting, since it'd otherwise screw up the original slopes
|
|
if (!pasting)
|
|
{
|
|
foreach (Linedef ld in General.Map.Map.Linedefs)
|
|
{
|
|
if (ld.Action != 160) // Action 160 defines a 3D floor
|
|
continue;
|
|
|
|
if (ld.Args[0] == 0) // First argument of the action is the sector tag. 0 is not a valid value
|
|
continue;
|
|
|
|
Sector cs = ld.Front.Sector;
|
|
|
|
// Skip sectors that don't have a slope
|
|
if ((cs.FloorSlope.GetLengthSq() <= 0 || double.IsNaN(cs.FloorSlopeOffset / cs.FloorSlope.z)) && (cs.CeilSlope.GetLengthSq() <= 0 || double.IsNaN(cs.CeilSlopeOffset / cs.CeilSlope.z)))
|
|
continue;
|
|
|
|
foreach (Sector s in selectedsectors.Keys)
|
|
{
|
|
if (!s.Tags.Contains(ld.Args[0]))
|
|
continue;
|
|
|
|
if (!controlsectors.ContainsKey(s))
|
|
controlsectors.Add(s, new List<Sector>());
|
|
|
|
controlsectors[s].Add(cs);
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (Sector s in selectedsectors.Keys)
|
|
{
|
|
// Manually update the sector bounding boxes, because they still contain the old values
|
|
s.UpdateBBox();
|
|
|
|
// Update floor slope?
|
|
if (s.FloorSlope.GetLengthSq() > 0 && !double.IsNaN(s.FloorSlopeOffset / s.FloorSlope.z))
|
|
{
|
|
// Flip the plane normal if necessary
|
|
Vector3D normal = s.FloorSlope;
|
|
if (size.x < 0.0f) normal.x *= -1;
|
|
if (size.y < 0.0f) normal.y *= -1;
|
|
|
|
double angle = normal.GetAngleXY() + rotation + Angle2D.PIHALF;
|
|
|
|
// Get the center of the *new* sector position. Use the z value of the center *old* sector position
|
|
Vector2D originalcenter = new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2);
|
|
Vector3D newcenter = GetTransformedVector(originalcenter);
|
|
newcenter.z = new Plane(s.FloorSlope, s.FloorSlopeOffset).GetZ(originalcenter);
|
|
|
|
Plane p = new Plane(newcenter, angle, -s.FloorSlope.GetAngleZ(), true);
|
|
s.FloorSlope = p.Normal;
|
|
s.FloorSlopeOffset = p.Offset;
|
|
}
|
|
|
|
// Update the slopes of 3D floor control sectors. Only do it if not pasting, since it'd otherwise screw up the original slopes
|
|
if (!pasting && controlsectors.ContainsKey(s))
|
|
{
|
|
foreach (Sector cs in controlsectors[s])
|
|
{
|
|
if (cs.FloorSlope.GetLengthSq() <= 0 || double.IsNaN(cs.FloorSlopeOffset / cs.FloorSlope.z))
|
|
continue;
|
|
|
|
// Flip the plane normal if necessary
|
|
Vector3D normal = cs.FloorSlope;
|
|
if (size.x < 0.0f) normal.x *= -1;
|
|
if (size.y < 0.0f) normal.y *= -1;
|
|
|
|
double angle = normal.GetAngleXY() + rotation + Angle2D.PIHALF;
|
|
|
|
// Get the center of the *new* tagged sector position. Use the z value of the center *old* tagged sector position
|
|
Vector2D originalcenter = new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2);
|
|
Vector3D newcenter = GetTransformedVector(originalcenter);
|
|
newcenter.z = new Plane(cs.FloorSlope, cs.FloorSlopeOffset).GetZ(originalcenter);
|
|
|
|
Plane p = new Plane(newcenter, angle, -cs.FloorSlope.GetAngleZ(), true);
|
|
cs.FloorSlope = p.Normal;
|
|
cs.FloorSlopeOffset = p.Offset;
|
|
}
|
|
}
|
|
|
|
// Update ceiling slope?
|
|
if (s.CeilSlope.GetLengthSq() > 0 && !double.IsNaN(s.CeilSlopeOffset / s.CeilSlope.z))
|
|
{
|
|
// Flip the plane normal if necessary
|
|
Vector3D normal = s.CeilSlope;
|
|
if (size.x < 0.0f) normal.x *= -1;
|
|
if (size.y < 0.0f) normal.y *= -1;
|
|
|
|
double angle = normal.GetAngleXY() + rotation + Angle2D.PIHALF;
|
|
|
|
// Get the center of the *new* sector position. Use the z value of the center *old* sector position
|
|
Vector2D originalcenter = new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2);
|
|
Vector3D newcenter = GetTransformedVector(originalcenter);
|
|
newcenter.z = new Plane(s.CeilSlope, s.CeilSlopeOffset).GetZ(originalcenter);
|
|
|
|
Plane p = new Plane(newcenter, angle, -s.CeilSlope.GetAngleZ(), false);
|
|
s.CeilSlope = p.Normal;
|
|
s.CeilSlopeOffset = p.Offset;
|
|
}
|
|
|
|
// Update the slopes of 3D floor control sectors. Only do it if not pasting, since it'd otherwise screw up the original slopes
|
|
if (!pasting && controlsectors.ContainsKey(s))
|
|
{
|
|
foreach (Sector cs in controlsectors[s])
|
|
{
|
|
if (cs.CeilSlope.GetLengthSq() <= 0 || double.IsNaN(cs.CeilSlopeOffset / cs.CeilSlope.z))
|
|
continue;
|
|
|
|
// Flip the plane normal if necessary
|
|
Vector3D normal = cs.CeilSlope;
|
|
if (size.x < 0.0f) normal.x *= -1;
|
|
if (size.y < 0.0f) normal.y *= -1;
|
|
|
|
double angle = normal.GetAngleXY() + rotation + Angle2D.PIHALF;
|
|
|
|
// Get the center of the *new* tagged sector position. Use the z value of the center *old* tagged sector position
|
|
Vector2D originalcenter = new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2);
|
|
Vector3D newcenter = GetTransformedVector(originalcenter);
|
|
newcenter.z = new Plane(cs.CeilSlope, cs.CeilSlopeOffset).GetZ(originalcenter);
|
|
|
|
Plane p = new Plane(newcenter, angle, -cs.CeilSlope.GetAngleZ(), false);
|
|
cs.CeilSlope = p.Normal;
|
|
cs.CeilSlopeOffset = p.Offset;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Move geometry to new position
|
|
UpdateGeometry();
|
|
|
|
//mxd. Update floor/ceiling texture settings
|
|
if (General.Map.UDMF) UpdateTextureTransform();
|
|
|
|
General.Map.Map.Update(true, true);
|
|
|
|
//mxd
|
|
int oldoutsidefloorheight = int.MinValue;
|
|
int oldoutsideceilingheight = int.MinValue;
|
|
|
|
// When pasting, we want to join with the parent sector
|
|
// where the sidedefs are referencing a virtual sector
|
|
if(pasting)
|
|
{
|
|
Sector parent = null;
|
|
Sector vsector = null;
|
|
General.Settings.FindDefaultDrawSettings();
|
|
|
|
// Go for all sidedes in the new geometry
|
|
List<Sidedef> newsides = General.Map.Map.GetMarkedSidedefs(true);
|
|
List<Linedef> oldlines = General.Map.Map.GetMarkedLinedefs(false); //mxd
|
|
|
|
//mxd. Let's use a blockmap...
|
|
RectangleF area = MapSet.CreateArea(oldlines);
|
|
BlockMap<BlockEntry> blockmap = new BlockMap<BlockEntry>(area);
|
|
blockmap.AddLinedefsSet(oldlines);
|
|
|
|
foreach(Sidedef s in newsides)
|
|
{
|
|
// Connected to a virtual sector?
|
|
if(s.Marked && s.Sector.Fields.ContainsKey(MapSet.VirtualSectorField))
|
|
{
|
|
bool joined = false;
|
|
|
|
// Keep reference to virtual sector
|
|
vsector = s.Sector;
|
|
|
|
// Not virtual on both sides?
|
|
// Pascal 3-1-08: I can't remember why I have this check here, but it causes problems when
|
|
// pasting a single linedef that refers to the same sector on both sides (the line then
|
|
// loses both its sidedefs because it doesn't join any sector)
|
|
//if((s.Other != null) && !s.Other.Sector.Fields.ContainsKey(MapSet.VirtualSectorField))
|
|
{
|
|
// Find out in which sector this was pasted
|
|
Vector2D testpoint = s.Line.GetSidePoint(!s.IsFront);
|
|
Linedef nl = MapSet.NearestLinedef(blockmap, testpoint); //mxd
|
|
if(nl != null)
|
|
{
|
|
Sidedef joinsidedef = (nl.SideOfLine(testpoint) <= 0 ? nl.Front : nl.Back);
|
|
|
|
// Join?
|
|
if(joinsidedef != null)
|
|
{
|
|
// Join!
|
|
s.SetSector(joinsidedef.Sector);
|
|
s.Marked = false;
|
|
joined = true;
|
|
|
|
// If we have no parent sector yet, then this is it!
|
|
if(parent == null) parent = joinsidedef.Sector;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Not joined any sector?
|
|
if(!joined)
|
|
{
|
|
Linedef l = s.Line;
|
|
|
|
// Remove the sidedef
|
|
s.Dispose();
|
|
|
|
// Correct the linedef
|
|
if((l.Front == null) && (l.Back != null))
|
|
{
|
|
l.FlipVertices();
|
|
l.FlipSidedefs();
|
|
}
|
|
|
|
// Correct the sided flags
|
|
l.ApplySidedFlags();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Do we have a virtual and parent sector?
|
|
if((vsector != null) && (parent != null))
|
|
{
|
|
//mxd. Store floor/ceiling height
|
|
oldoutsidefloorheight = vsector.FloorHeight;
|
|
oldoutsideceilingheight = vsector.CeilHeight;
|
|
}
|
|
|
|
// Remove any virtual sectors
|
|
General.Map.Map.RemoveVirtualSectors();
|
|
}
|
|
else
|
|
{
|
|
//mxd. Get floor/ceiling height from outside sectors
|
|
if(unstablelines.Count == 0 && heightadjustmode != HeightAdjustMode.NONE)
|
|
{
|
|
// Get affected sectors
|
|
HashSet<Sector> affectedsectors = new HashSet<Sector>(General.Map.Map.GetSelectedSectors(true));
|
|
|
|
Point outsideheights = GetOutsideHeights(affectedsectors);
|
|
oldoutsidefloorheight = outsideheights.X;
|
|
oldoutsideceilingheight = outsideheights.Y;
|
|
}
|
|
}
|
|
|
|
//mxd. We'll need sidedefs marked by StitchGeometry, not all sidedefs from selection...
|
|
General.Map.Map.ClearMarkedSidedefs(false);
|
|
|
|
// Snap to map format accuracy. We need to do that before stitching geometry because vertices that are very very slightly off the grid (like 0.00001) can
|
|
// cause problems with BlockMapGetBlockCoordinates in the 32bit version
|
|
General.Map.Map.SnapAllToAccuracy(General.Map.UDMF && usepreciseposition);
|
|
|
|
// Stitch geometry
|
|
General.Map.Map.StitchGeometry(General.Settings.MergeGeometryMode);
|
|
|
|
// Snap to map format accuracy
|
|
General.Map.Map.SnapAllToAccuracy(General.Map.UDMF && usepreciseposition);
|
|
|
|
//mxd. Get new lines from linedef marks...
|
|
HashSet<Linedef> newlines = new HashSet<Linedef>(General.Map.Map.GetMarkedLinedefs(true));
|
|
|
|
//mxd. Marked lines were created during linedef splitting
|
|
HashSet<Linedef> changedlines = new HashSet<Linedef>(selectedlines);
|
|
changedlines.UnionWith(newlines);
|
|
|
|
//mxd. Update sector height?
|
|
if(changedlines.Count > 0 && heightadjustmode != HeightAdjustMode.NONE
|
|
&& oldoutsidefloorheight != int.MinValue && oldoutsideceilingheight != int.MinValue)
|
|
{
|
|
// Sectors may've been created/removed when applying dragging...
|
|
HashSet<Sector> draggedsectors = new HashSet<Sector>(General.Map.Map.GetMarkedSectors(true));
|
|
foreach(Sector ss in selectedsectors.Keys) if(!ss.IsDisposed) draggedsectors.Add(ss);
|
|
|
|
// Change floor/ceiling height
|
|
AdjustSectorsHeight(draggedsectors, heightadjustmode, oldoutsidefloorheight, oldoutsideceilingheight);
|
|
}
|
|
|
|
// Update cached values
|
|
General.Map.Data.UpdateUsedTextures();
|
|
General.Map.Map.Update();
|
|
General.Map.ThingsFilter.Update();
|
|
|
|
// Make normal selection?
|
|
General.Map.Map.ClearAllSelected();
|
|
if(!clearselection) //mxd
|
|
{
|
|
foreach(Vertex v in selectedvertices) if(!v.IsDisposed) v.Selected = true;
|
|
foreach(Linedef l in selectedlines) { if(!l.IsDisposed) { l.Start.Selected = true; l.End.Selected = true; } }
|
|
foreach(Thing t in selectedthings) if(!t.IsDisposed) t.Selected = true;
|
|
}
|
|
General.Map.Map.SelectionType = SelectionType.Vertices | SelectionType.Things;
|
|
|
|
// Done
|
|
selectedvertices = new List<Vertex>();
|
|
selectedthings = new List<Thing>();
|
|
selectedlines = new List<Linedef>();
|
|
Cursor.Current = Cursors.Default;
|
|
General.Map.IsChanged = true;
|
|
}
|
|
|
|
if(!modealreadyswitching)
|
|
{
|
|
// Return to previous stable mode
|
|
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
|
|
}
|
|
}
|
|
|
|
// Mode disengages
|
|
public override void OnDisengage()
|
|
{
|
|
base.OnDisengage();
|
|
|
|
// Remove toolbar buttons
|
|
General.Interface.BeginToolbarUpdate(); //mxd
|
|
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.FlipSelectionH);
|
|
General.Interface.RemoveButton(BuilderPlug.Me.MenusForm.FlipSelectionV);
|
|
General.Interface.EndToolbarUpdate(); //mxd
|
|
|
|
//mxd. Save EditPanel-related settings
|
|
General.Settings.WritePluginSetting("editselectionmode.usepreciseposition", usepreciseposition);
|
|
General.Settings.WritePluginSetting("editselectionmode.heightadjustmode", (int)heightadjustmode);
|
|
|
|
// Remove docker
|
|
General.Interface.RemoveDocker(docker);
|
|
panel.Dispose();
|
|
panel = null;
|
|
|
|
// When not cancelled manually, we assume it is accepted
|
|
if(!cancelled)
|
|
{
|
|
modealreadyswitching = true;
|
|
//this.OnAccept(); // BAD! Any other plugins won't know this mode was accepted
|
|
General.Editing.AcceptMode();
|
|
}
|
|
|
|
// Update
|
|
General.Map.ThingsFilter.Update();
|
|
General.Interface.RedrawDisplay();
|
|
|
|
// Hide highlight info
|
|
General.Interface.HideInfo();
|
|
General.Interface.SetCursor(Cursors.Default);
|
|
}
|
|
|
|
// This redraws the display
|
|
public override void OnRedrawDisplay()
|
|
{
|
|
UpdateRectangleComponents();
|
|
|
|
renderer.RedrawSurface();
|
|
|
|
// Render lines
|
|
if(renderer.StartPlotter(true))
|
|
{
|
|
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
|
|
renderer.PlotVerticesSet(General.Map.Map.Vertices);
|
|
if(highlighted is Vertex) renderer.PlotVertex((Vertex)highlighted, ColorCollection.HIGHLIGHT);
|
|
renderer.Finish();
|
|
}
|
|
|
|
// Render things
|
|
if(renderer.StartThings(true))
|
|
{
|
|
renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, General.Settings.HiddenThingsAlpha);
|
|
renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, General.Settings.ActiveThingsAlpha);
|
|
if(highlighted is Thing) renderer.RenderThing((Thing)highlighted, General.Colors.Highlight, General.Settings.ActiveThingsAlpha);
|
|
renderer.Finish();
|
|
}
|
|
|
|
// Render selection
|
|
if(renderer.StartOverlay(true))
|
|
{
|
|
// Rectangle
|
|
PixelColor rectcolor = General.Colors.Highlight.WithAlpha(RECTANGLE_ALPHA);
|
|
renderer.RenderGeometry(cornerverts, null, true);
|
|
renderer.RenderLine(corners[0], corners[1], 4, rectcolor, true);
|
|
renderer.RenderLine(corners[1], corners[2], 4, rectcolor, true);
|
|
renderer.RenderLine(corners[2], corners[3], 4, rectcolor, true);
|
|
renderer.RenderLine(corners[3], corners[0], 4, rectcolor, true);
|
|
|
|
// Extension line
|
|
if(extensionline.GetLengthSq() > 0.0f)
|
|
renderer.RenderLine(extensionline.v1, extensionline.v2, 1, General.Colors.Indication.WithAlpha(EXTENSION_LINE_ALPHA), true);
|
|
|
|
// Grips
|
|
for(int i = 0; i < 4; i++)
|
|
{
|
|
renderer.RenderRectangleFilled(resizegrips[i], General.Colors.Background, true);
|
|
renderer.RenderRectangle(resizegrips[i], 2, General.Colors.Highlight, true);
|
|
renderer.RenderRectangleFilled(rotategrips[i], General.Colors.Background, true);
|
|
renderer.RenderRectangle(rotategrips[i], 2, General.Colors.Indication, true);
|
|
}
|
|
|
|
renderer.Finish();
|
|
}
|
|
|
|
renderer.Present();
|
|
}
|
|
|
|
// Mouse moves
|
|
public override void OnMouseMove(MouseEventArgs e)
|
|
{
|
|
base.OnMouseMove(e);
|
|
if(panning) return; //mxd. Skip all this jazz while panning
|
|
Update();
|
|
}
|
|
|
|
// Mouse leaves the display
|
|
public override void OnMouseLeave(EventArgs e)
|
|
{
|
|
base.OnMouseLeave(e);
|
|
|
|
// Reset cursor
|
|
General.Interface.SetCursor(Cursors.Default);
|
|
}
|
|
|
|
// When edit button is pressed
|
|
protected override void OnEditBegin()
|
|
{
|
|
base.OnEditBegin();
|
|
OnSelectBegin();
|
|
}
|
|
|
|
// When edit button is released
|
|
protected override void OnEditEnd()
|
|
{
|
|
base.OnEditEnd();
|
|
OnSelectEnd();
|
|
}
|
|
|
|
// When select button is pressed
|
|
protected override void OnSelectBegin()
|
|
{
|
|
base.OnSelectBegin();
|
|
|
|
if(mode != ModifyMode.None) return;
|
|
|
|
// Used in many cases:
|
|
Vector2D center = offset + size * 0.5f;
|
|
Vector2D delta;
|
|
|
|
// Check what grip the mouse is over
|
|
Grip mousegrip = (autodrag ? Grip.Main : CheckMouseGrip()); //mxd. We only want to move when starting auto-dragging
|
|
switch(mousegrip)
|
|
{
|
|
// Drag main rectangle
|
|
case Grip.Main:
|
|
|
|
// Find the original position of the highlighted element
|
|
if(highlighted is Vertex)
|
|
{
|
|
int index = 0;
|
|
foreach(Vertex v in selectedvertices)
|
|
{
|
|
if(v == highlighted)
|
|
{
|
|
highlightedpos = vertexpos[index];
|
|
break;
|
|
}
|
|
index++;
|
|
}
|
|
}
|
|
else if(highlighted is Thing)
|
|
{
|
|
int index = 0;
|
|
foreach(Thing t in selectedthings)
|
|
{
|
|
if(t == highlighted)
|
|
{
|
|
highlightedpos = thingpos[index];
|
|
break;
|
|
}
|
|
index++;
|
|
}
|
|
}
|
|
|
|
dragoffset = mousemappos - offset;
|
|
mode = ModifyMode.Dragging;
|
|
|
|
EnableAutoPanning();
|
|
autopanning = true;
|
|
break;
|
|
|
|
// Resize
|
|
case Grip.SizeN:
|
|
|
|
// The resize vector is a unit vector in the direction of the resize.
|
|
// We multiply this with the sign of the current size, because the
|
|
// corners may be reversed when the selection is flipped.
|
|
resizevector = corners[1] - corners[2];
|
|
resizevector = resizevector.GetNormal() * Math.Sign(size.y);
|
|
|
|
// The edgevector is a vector with length and direction of the edge perpendicular to the resizevector
|
|
edgevector = corners[1] - corners[0];
|
|
|
|
// Make the resize axis. This is a line with the length and direction
|
|
// of basesize used to calculate the resize percentage.
|
|
resizeaxis = new Line2D(corners[2], corners[2] + resizevector * basesize.y);
|
|
|
|
// Original axis filter
|
|
resizefilter = new Vector2D(0.0f, 1.0f);
|
|
|
|
// This is the corner that must stay in the same position
|
|
stickcorner = 2;
|
|
|
|
Highlight(null);
|
|
mode = ModifyMode.Resizing;
|
|
|
|
EnableAutoPanning();
|
|
autopanning = true;
|
|
break;
|
|
|
|
// Resize
|
|
case Grip.SizeE:
|
|
// See description above
|
|
resizevector = corners[1] - corners[0];
|
|
resizevector = resizevector.GetNormal() * Math.Sign(size.x);
|
|
edgevector = corners[1] - corners[2];
|
|
resizeaxis = new Line2D(corners[0], corners[0] + resizevector * basesize.x);
|
|
resizefilter = new Vector2D(1.0f, 0.0f);
|
|
stickcorner = 0;
|
|
Highlight(null);
|
|
mode = ModifyMode.Resizing;
|
|
|
|
EnableAutoPanning();
|
|
autopanning = true;
|
|
break;
|
|
|
|
// Resize
|
|
case Grip.SizeS:
|
|
// See description above
|
|
resizevector = corners[2] - corners[1];
|
|
resizevector = resizevector.GetNormal() * Math.Sign(size.y);
|
|
edgevector = corners[2] - corners[3];
|
|
resizeaxis = new Line2D(corners[1], corners[1] + resizevector * basesize.y);
|
|
resizefilter = new Vector2D(0.0f, 1.0f);
|
|
stickcorner = 0;
|
|
Highlight(null);
|
|
mode = ModifyMode.Resizing;
|
|
|
|
EnableAutoPanning();
|
|
autopanning = true;
|
|
break;
|
|
|
|
// Resize
|
|
case Grip.SizeW:
|
|
// See description above
|
|
resizevector = corners[0] - corners[1];
|
|
resizevector = resizevector.GetNormal() * Math.Sign(size.x);
|
|
edgevector = corners[0] - corners[3];
|
|
resizeaxis = new Line2D(corners[1], corners[1] + resizevector * basesize.x);
|
|
resizefilter = new Vector2D(1.0f, 0.0f);
|
|
stickcorner = 1;
|
|
Highlight(null);
|
|
mode = ModifyMode.Resizing;
|
|
|
|
EnableAutoPanning();
|
|
autopanning = true;
|
|
break;
|
|
|
|
// Rotate
|
|
case Grip.RotateLB:
|
|
delta = corners[3] - center;
|
|
rotategripangle = delta.GetAngle() - rotation;
|
|
Highlight(null);
|
|
mode = ModifyMode.Rotating;
|
|
|
|
EnableAutoPanning();
|
|
autopanning = true;
|
|
break;
|
|
|
|
// Rotate
|
|
case Grip.RotateLT:
|
|
delta = corners[0] - center;
|
|
rotategripangle = delta.GetAngle() - rotation;
|
|
Highlight(null);
|
|
mode = ModifyMode.Rotating;
|
|
|
|
EnableAutoPanning();
|
|
autopanning = true;
|
|
break;
|
|
|
|
// Rotate
|
|
case Grip.RotateRB:
|
|
delta = corners[2] - center;
|
|
rotategripangle = delta.GetAngle() - rotation;
|
|
Highlight(null);
|
|
mode = ModifyMode.Rotating;
|
|
|
|
EnableAutoPanning();
|
|
autopanning = true;
|
|
break;
|
|
|
|
// Rotate
|
|
case Grip.RotateRT:
|
|
delta = corners[1] - center;
|
|
rotategripangle = delta.GetAngle() - rotation;
|
|
Highlight(null);
|
|
mode = ModifyMode.Rotating;
|
|
|
|
EnableAutoPanning();
|
|
autopanning = true;
|
|
break;
|
|
|
|
// Outside the selection?
|
|
default:
|
|
// Accept and be done with it
|
|
General.Editing.AcceptMode();
|
|
break;
|
|
}
|
|
}
|
|
|
|
// When selected button is released
|
|
protected override void OnSelectEnd()
|
|
{
|
|
base.OnSelectEnd();
|
|
|
|
// Remove extension line
|
|
extensionline = new Line2D();
|
|
|
|
if(autopanning)
|
|
{
|
|
DisableAutoPanning();
|
|
autopanning = false;
|
|
}
|
|
|
|
// No modifying mode
|
|
mode = ModifyMode.None;
|
|
|
|
//mxd. Update floor/ceiling texture settings
|
|
if(General.Map.UDMF) UpdateTextureTransform();
|
|
|
|
// Redraw
|
|
General.Map.Map.Update();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
// When a key is released
|
|
public override void OnKeyUp(KeyEventArgs e)
|
|
{
|
|
base.OnKeyUp(e);
|
|
if((snaptogrid != (General.Interface.ShiftState ^ General.Interface.SnapToGrid)) ||
|
|
(snaptonearest != (General.Interface.CtrlState ^ General.Interface.AutoMerge))) Update();
|
|
}
|
|
|
|
// When a key is pressed
|
|
public override void OnKeyDown(KeyEventArgs e)
|
|
{
|
|
base.OnKeyDown(e);
|
|
if((snaptogrid != (General.Interface.ShiftState ^ General.Interface.SnapToGrid)) ||
|
|
(snaptonearest != (General.Interface.CtrlState ^ General.Interface.AutoMerge))) Update();
|
|
}
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
#region ================== Actions
|
|
|
|
// This clears the selection
|
|
[BeginAction("clearselection", BaseAction = true)]
|
|
public void ClearSelection()
|
|
{
|
|
//mxd. Accept changes
|
|
clearselection = true;
|
|
General.Editing.AcceptMode();
|
|
|
|
//mxd. Clear selection info
|
|
General.Interface.DisplayStatus(StatusType.Selection, string.Empty);
|
|
}
|
|
|
|
// Flip vertically
|
|
[BeginAction("flipselectionv")]
|
|
public void FlipVertically()
|
|
{
|
|
// Flip the selection
|
|
offset.y += size.y;
|
|
size.y = -size.y;
|
|
|
|
// Update
|
|
UpdateGeometry();
|
|
UpdateRectangleComponents();
|
|
General.Map.Map.Update();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
// Flip horizontally
|
|
[BeginAction("flipselectionh")]
|
|
public void FlipHorizontally()
|
|
{
|
|
// Flip the selection
|
|
offset.x += size.x;
|
|
size.x = -size.x;
|
|
|
|
// Update
|
|
UpdateGeometry();
|
|
UpdateRectangleComponents();
|
|
General.Map.Map.Update();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|