mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-24 12:51:30 +00:00
7ab0a86a92
Changed, Sound Propagation mode: all sound zones are now shown when no sector is highlighted. Changed, Sound Environments mode: the mode is now available only in UDMF map format. Changed, Color Picker plugin: the plugin functionality is no longer available in Doom map format. Restored the ability to create superimposed lines by dragging them with "Snap to Geometry" mode disabled. Fixed, Sound Propagation mode: fixed a crash when a single-sided linedef had "Block Sound" flag. Fixed, Find & Replace mode: in some cases "Find Sector/Sidedef/Linedef/Thing flags" search modes failed to find map elements with required flags. Fixed, Edit Selection mode: in some cases incorrect geometry was created after applying multipart sector edit when "Replace with Dragged Geometry" mode was enabled. Fixed a crash caused by eventual GDI font objects overflow.
622 lines
20 KiB
C#
622 lines
20 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Types;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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public abstract class DragGeometryMode : BaseClassicMode
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Mouse position on map where dragging started
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private Vector2D dragstartmappos;
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//mxd. Offset from nearest grid intersection to dragstartmappos
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private Vector2D dragstartoffset;
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// Item used as reference for snapping to the grid
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protected Vertex dragitem;
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private Vector2D dragitemposition;
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// List of old vertex positions
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private List<Vector2D> oldpositions;
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private List<Vector2D> oldthingpositions; //mxd
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// List of selected items
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protected ICollection<Vertex> selectedverts;
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protected ICollection<Thing> selectedthings; //mxd
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// List of non-selected items
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protected ICollection<Vertex> unselectedverts;
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protected ICollection<Thing> unselectedthings; //mxd
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// List of things, which should be moved
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private ICollection<Thing> thingstodrag; //mxd
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//mxd. List of sectors
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private List<Sector> selectedsectors;
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// List of unstable lines
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protected ICollection<Linedef> unstablelines;
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// List of unselected lines
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protected ICollection<Linedef> snaptolines;
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// Text labels for all unstable lines
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protected LineLengthLabel[] labels;
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//mxd. Undo description
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protected string undodescription = "Drag geometry";
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// Keep track of view changes
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private float lastoffsetx;
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private float lastoffsety;
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private float lastscale;
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// Options
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private bool snaptogrid; // SHIFT to toggle
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private bool snaptonearest; // CTRL to enable
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private bool snaptogridincrement; //mxd. ALT to toggle
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private bool snaptocardinaldirection; //mxd. ALT-SHIFT to enable
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#endregion
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#region ================== Properties
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// Just keep the base mode button checked
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public override string EditModeButtonName { get { return General.Editing.PreviousStableMode.Name; } }
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#endregion
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#region ================== Constructor / Disposer
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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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if(labels != null)
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foreach(LineLengthLabel l in labels) l.Dispose();
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// Done
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base.Dispose();
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}
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}
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#endregion
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#region ================== Methods
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// Constructor to start dragging immediately
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protected void StartDrag(Vector2D dragstartmappos)
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{
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// Initialize
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this.dragstartmappos = dragstartmappos;
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Cursor.Current = Cursors.AppStarting;
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// We don't want to record this for undoing while we move the geometry around.
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// This will be set back to normal when we're done.
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General.Map.UndoRedo.IgnorePropChanges = true;
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// Make list of selected vertices and things
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selectedverts = General.Map.Map.GetMarkedVertices(true);
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selectedthings = General.Map.Map.GetSelectedThings(true); //mxd
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thingstodrag = (BuilderPlug.Me.SyncronizeThingEdit ? selectedthings : new List<Thing>()); //mxd
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// Make list of non-selected vertices and things
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// Non-selected vertices will be used for snapping to nearest items
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unselectedverts = General.Map.Map.GetMarkedVertices(false);
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unselectedthings = new List<Thing>(); //mxd
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foreach(Thing t in General.Map.ThingsFilter.VisibleThings) if(!t.Selected) unselectedthings.Add(t);
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// Get the nearest vertex for snapping
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dragitem = MapSet.NearestVertex(selectedverts, dragstartmappos);
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//mxd. Get drag offset
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dragstartoffset = General.Map.Grid.SnappedToGrid(dragitem.Position) - dragitem.Position;
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// Lines to snap to
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snaptolines = General.Map.Map.LinedefsFromMarkedVertices(true, false, false);
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// Make old positions list
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// We will use this as reference to move the vertices, or to move them back on cancel
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oldpositions = new List<Vector2D>(selectedverts.Count);
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foreach(Vertex v in selectedverts) oldpositions.Add(v.Position);
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//mxd
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oldthingpositions = new List<Vector2D>(thingstodrag.Count);
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foreach(Thing t in thingstodrag) oldthingpositions.Add(t.Position);
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// Also keep old position of the dragged item
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dragitemposition = dragitem.Position;
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// Keep view information
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lastoffsetx = renderer.OffsetX;
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lastoffsety = renderer.OffsetY;
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lastscale = renderer.Scale;
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// Make list of unstable lines only
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// These will have their length displayed during the drag
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unstablelines = MapSet.UnstableLinedefsFromVertices(selectedverts);
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//mxd. Collect selected sectors
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if(General.Map.UDMF)
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{
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ICollection<Linedef> selectedLines = General.Map.Map.LinedefsFromMarkedVertices(false, true, false);
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List<Sector> affectedSectors = new List<Sector>();
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foreach(Linedef l in selectedLines)
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{
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if(l.Front != null && l.Front.Sector != null && !affectedSectors.Contains(l.Front.Sector))
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affectedSectors.Add(l.Front.Sector);
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if(l.Back != null && l.Back.Sector != null && !affectedSectors.Contains(l.Back.Sector))
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affectedSectors.Add(l.Back.Sector);
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}
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selectedsectors = new List<Sector>();
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foreach(Sector s in affectedSectors)
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{
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bool selected = true;
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foreach(Sidedef side in s.Sidedefs)
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{
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if(!selectedLines.Contains(side.Line))
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{
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selected = false;
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break;
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}
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}
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if(selected) selectedsectors.Add(s);
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}
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}
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// Make text labels
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labels = new LineLengthLabel[unstablelines.Count];
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int index = 0;
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foreach(Linedef l in unstablelines)
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labels[index++] = new LineLengthLabel(l.Start.Position, l.End.Position);
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Cursor.Current = Cursors.Default;
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}
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// This moves the selected geometry relatively
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// Returns true when geometry has actually moved
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private bool MoveGeometryRelative(Vector2D offset, bool snapgrid, bool snapgridincrement, bool snapnearest, bool snapcardinal)
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{
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//mxd. If snap to cardinal directions is enabled, modify the offset
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if(snapcardinal)
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{
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float angle = Angle2D.DegToRad((General.ClampAngle((int)Angle2D.RadToDeg(offset.GetAngle()) + 44)) / 90 * 90);
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offset = new Vector2D(0, -offset.GetLength()).GetRotated(angle);
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snapgridincrement = true; // We don't want to move the geometry away from the cardinal directions
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}
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Vector2D oldpos = dragitem.Position;
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Vector2D anchorpos = dragitemposition + offset;
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Vector2D tl, br;
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// don't move if the offset contains invalid data
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if(!offset.IsFinite()) return false;
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// Find the outmost vertices
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tl = br = oldpositions[0];
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for(int i = 0; i < oldpositions.Count; i++)
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{
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if(oldpositions[i].x < tl.x) tl.x = (int)oldpositions[i].x;
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if(oldpositions[i].x > br.x) br.x = (int)oldpositions[i].x;
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if(oldpositions[i].y > tl.y) tl.y = (int)oldpositions[i].y;
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if(oldpositions[i].y < br.y) br.y = (int)oldpositions[i].y;
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}
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// Snap to nearest?
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if(snapnearest)
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{
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// Find nearest unselected vertex within range
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Vertex nv = MapSet.NearestVertexSquareRange(unselectedverts, anchorpos, BuilderPlug.Me.StitchRange / renderer.Scale);
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if(nv != null)
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{
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// Move the dragged item
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dragitem.Move(nv.Position);
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// Adjust the offset
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offset = nv.Position - dragitemposition;
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// Do not snap to grid!
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snapgrid = false;
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snaptogridincrement = false; //mxd
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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(snaptolines, anchorpos, 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(snapgrid || snapgridincrement)
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{
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// Get grid intersection coordinates
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List<Vector2D> coords = nl.GetGridIntersections(snapgridincrement ? dragstartoffset : new Vector2D());
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// mxd. Do the rest only if we actually have some coordinates
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if(coords.Count > 0)
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{
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// Find nearest grid intersection
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float found_distance = float.MaxValue;
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Vector2D found_coord = new Vector2D();
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foreach(Vector2D v in coords)
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{
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Vector2D delta = anchorpos - v;
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if(delta.GetLengthSq() < found_distance)
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{
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found_distance = delta.GetLengthSq();
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found_coord = v;
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}
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}
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// Move the dragged item
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dragitem.Move(found_coord);
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// Align to line here
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offset = found_coord - dragitemposition;
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// Do not snap to grid anymore
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snapgrid = false;
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snapgridincrement = false; //mxd
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}
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}
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else
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{
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// Move the dragged item
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dragitem.Move(nl.NearestOnLine(anchorpos));
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// Align to line here
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offset = nl.NearestOnLine(anchorpos) - dragitemposition;
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}
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}
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}
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}
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// Snap to grid or grid increment?
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if(snapgrid || snapgridincrement)
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{
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// Move the dragged item
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dragitem.Move(anchorpos);
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// Snap item to grid increment
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if(snapgridincrement) //mxd
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{
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dragitem.Move(General.Map.Grid.SnappedToGrid(dragitem.Position) - dragstartoffset);
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}
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else // Or to the grid itself
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{
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dragitem.SnapToGrid();
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}
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// Adjust the offset
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offset += dragitem.Position - anchorpos;
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}
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// Make sure the offset is inside the map boundaries
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if(offset.x + tl.x < General.Map.Config.LeftBoundary) offset.x = General.Map.Config.LeftBoundary - tl.x;
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if(offset.x + br.x > General.Map.Config.RightBoundary) offset.x = General.Map.Config.RightBoundary - br.x;
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if(offset.y + tl.y > General.Map.Config.TopBoundary) offset.y = General.Map.Config.TopBoundary - tl.y;
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if(offset.y + br.y < General.Map.Config.BottomBoundary) offset.y = General.Map.Config.BottomBoundary - br.y;
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// Drag item moved?
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if((!snapgrid && !snapgridincrement) || (dragitem.Position != oldpos))
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{
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int i = 0;
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// Move selected geometry
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foreach(Vertex v in selectedverts)
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{
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// Move vertex from old position relative to the mouse position change since drag start
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v.Move(oldpositions[i++] + offset);
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}
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//mxd. Move selected things
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i = 0;
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foreach(Thing t in thingstodrag)
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{
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t.Move(oldthingpositions[i++] + offset);
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}
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// Update labels
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int index = 0;
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foreach(Linedef l in unstablelines)
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labels[index++].Move(l.Start.Position, l.End.Position);
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// Moved
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return true;
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}
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// No changes
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return false;
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}
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// Cancelled
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public override void OnCancel()
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{
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// Move geometry back to original position
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MoveGeometryRelative(new Vector2D(0f, 0f), false, false, false, false);
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// Resume normal undo/redo recording
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General.Map.UndoRedo.IgnorePropChanges = false;
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// If only a single vertex was selected, deselect it now
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if(selectedverts.Count == 1) General.Map.Map.ClearSelectedVertices();
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// Update cached values
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General.Map.Map.Update();
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// Cancel base class
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base.OnCancel();
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// Return to vertices mode
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General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
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}
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// Mode engages
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public override void OnEngage()
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{
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base.OnEngage();
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EnableAutoPanning();
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renderer.SetPresentation(Presentation.Standard);
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}
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// Disenagaging
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public override void OnDisengage()
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{
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base.OnDisengage();
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DisableAutoPanning();
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// When not cancelled
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if(!cancelled)
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{
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Cursor.Current = Cursors.AppStarting;
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// Move geometry back to original position
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MoveGeometryRelative(new Vector2D(0f, 0f), false, false, false, false);
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// Resume normal undo/redo recording
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General.Map.UndoRedo.IgnorePropChanges = false;
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// Make undo for the dragging
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General.Map.UndoRedo.CreateUndo(undodescription);
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// Move selected geometry to final position
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MoveGeometryRelative(mousemappos - dragstartmappos, snaptogrid, snaptogridincrement, snaptonearest, snaptocardinaldirection);
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// Stitch geometry
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if(snaptonearest) General.Map.Map.StitchGeometry(General.Settings.MergeGeometryMode);
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// Snap to map format accuracy
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General.Map.Map.SnapAllToAccuracy();
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//mxd. Update floor/ceiling texture offsets and slopes?
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if(General.Map.UDMF)
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{
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Vector2D offset = dragitem.Position - dragitemposition;
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// Sectors may've been created/removed when applying dragging...
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HashSet<Sector> draggedsectors = new HashSet<Sector>(General.Map.Map.GetMarkedSectors(true));
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foreach(Sector ss in selectedsectors) if(!ss.IsDisposed) draggedsectors.Add(ss);
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// Update floor/ceiling texture offsets?
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if(BuilderPlug.Me.LockSectorTextureOffsetsWhileDragging)
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{
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foreach(Sector s in draggedsectors)
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{
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s.Fields.BeforeFieldsChange();
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// Update ceiling offset
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if(s.LongCeilTexture != MapSet.EmptyLongName)
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{
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ImageData texture = General.Map.Data.GetFlatImage(s.CeilTexture);
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if(texture != null)
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{
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float scalex = s.Fields.GetValue("xscaleceiling", 1.0f);
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float scaley = s.Fields.GetValue("yscaleceiling", 1.0f);
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if(scalex != 0 && scaley != 0)
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{
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Vector2D ceiloffset = new Vector2D(-offset.x, offset.y).GetRotated(-Angle2D.DegToRad((int)s.Fields.GetValue("rotationceiling", 0f)));
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ceiloffset.x += s.Fields.GetValue("xpanningceiling", 0f);
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ceiloffset.y += s.Fields.GetValue("ypanningceiling", 0f);
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int texturewidth = (int)Math.Round(texture.Width / scalex);
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int textureheight = (int)Math.Round(texture.Height / scaley);
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if(!s.Fields.ContainsKey("xpanningceiling")) s.Fields.Add("xpanningceiling", new UniValue(UniversalType.Float, (float)Math.Round(ceiloffset.x % texturewidth)));
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else s.Fields["xpanningceiling"].Value = (float)Math.Round(ceiloffset.x % texturewidth);
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if(!s.Fields.ContainsKey("ypanningceiling")) s.Fields.Add("ypanningceiling", new UniValue(UniversalType.Float, (float)Math.Round(ceiloffset.y % textureheight)));
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else s.Fields["ypanningceiling"].Value = (float)Math.Round(ceiloffset.y % textureheight);
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}
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}
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}
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// Update floor offset
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if(s.LongFloorTexture != MapSet.EmptyLongName)
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{
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ImageData texture = General.Map.Data.GetFlatImage(s.FloorTexture);
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if(texture != null)
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{
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float scalex = s.Fields.GetValue("xscalefloor", 1.0f);
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float scaley = s.Fields.GetValue("yscalefloor", 1.0f);
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if(scalex != 0 && scaley != 0)
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{
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Vector2D flooroffset = new Vector2D(-offset.x, offset.y).GetRotated(-Angle2D.DegToRad((int)s.Fields.GetValue("rotationfloor", 0f)));
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flooroffset.x += s.Fields.GetValue("xpanningfloor", 0f);
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flooroffset.y += s.Fields.GetValue("ypanningfloor", 0f);
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int texturewidth = (int)Math.Round(texture.Width / scalex);
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int textureheight = (int)Math.Round(texture.Height / scaley);
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if(!s.Fields.ContainsKey("xpanningfloor")) s.Fields.Add("xpanningfloor", new UniValue(UniversalType.Float, (float)Math.Round(flooroffset.x % texturewidth)));
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else s.Fields["xpanningfloor"].Value = (float)Math.Round(flooroffset.x % texturewidth);
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if(!s.Fields.ContainsKey("ypanningfloor")) s.Fields.Add("ypanningfloor", new UniValue(UniversalType.Float, (float)Math.Round(flooroffset.y % textureheight)));
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else s.Fields["ypanningfloor"].Value = (float)Math.Round(flooroffset.y % textureheight);
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}
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}
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}
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}
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}
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// Update slopes
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foreach(Sector s in draggedsectors)
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{
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// Update floor slope?
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if(s.FloorSlope.GetLengthSq() > 0 && !float.IsNaN(s.FloorSlopeOffset / s.FloorSlope.z))
|
|
{
|
|
Plane floor = new Plane(s.FloorSlope, s.FloorSlopeOffset);
|
|
Vector2D center = new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2);
|
|
s.FloorSlopeOffset = -Vector3D.DotProduct(s.FloorSlope, new Vector3D(center + offset, floor.GetZ(center)));
|
|
}
|
|
|
|
// Update ceiling slope?
|
|
if(s.CeilSlope.GetLengthSq() > 0 && !float.IsNaN(s.CeilSlopeOffset / s.CeilSlope.z))
|
|
{
|
|
Plane ceiling = new Plane(s.CeilSlope, s.CeilSlopeOffset);
|
|
Vector2D center = new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2);
|
|
s.CeilSlopeOffset = -Vector3D.DotProduct(s.CeilSlope, new Vector3D(center + offset, ceiling.GetZ(center)));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Update cached values
|
|
General.Map.Map.Update();
|
|
|
|
//mxd. Let the plugins know
|
|
General.Editing.AcceptMode();
|
|
|
|
// Done
|
|
Cursor.Current = Cursors.Default;
|
|
General.Map.IsChanged = true;
|
|
}
|
|
}
|
|
|
|
// This checks if the view offset/zoom changed and updates the check
|
|
protected bool CheckViewChanged()
|
|
{
|
|
// View changed?
|
|
bool viewchanged = (renderer.OffsetX != lastoffsetx || renderer.OffsetY != lastoffsety || renderer.Scale != lastscale);
|
|
|
|
// Keep view information
|
|
lastoffsetx = renderer.OffsetX;
|
|
lastoffsety = renderer.OffsetY;
|
|
lastscale = renderer.Scale;
|
|
|
|
// Return result
|
|
return viewchanged;
|
|
}
|
|
|
|
// This updates the dragging
|
|
private void Update()
|
|
{
|
|
snaptocardinaldirection = (General.Interface.ShiftState && General.Interface.AltState); //mxd
|
|
snaptogrid = (snaptocardinaldirection || General.Interface.ShiftState ^ General.Interface.SnapToGrid);
|
|
snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
|
|
snaptogridincrement = (!snaptocardinaldirection && General.Interface.AltState); //mxd
|
|
|
|
// Move selected geometry
|
|
if(MoveGeometryRelative(mousemappos - dragstartmappos, snaptogrid, snaptogridincrement, snaptonearest, snaptocardinaldirection))
|
|
{
|
|
// Update cached values
|
|
General.Map.Map.Update(true, false);
|
|
|
|
// Redraw
|
|
UpdateRedraw();
|
|
renderer.Present();
|
|
}
|
|
}
|
|
|
|
// This redraws only the required things
|
|
protected virtual void UpdateRedraw() { }
|
|
|
|
// When edit button is released
|
|
protected override void OnEditEnd()
|
|
{
|
|
// Just return to base mode, Disengage will be called automatically.
|
|
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
|
|
|
|
base.OnEditEnd();
|
|
}
|
|
|
|
// Mouse moving
|
|
public override void OnMouseMove(MouseEventArgs e)
|
|
{
|
|
base.OnMouseMove(e);
|
|
|
|
//mxd. Skip most of update jazz while panning
|
|
if(panning)
|
|
{
|
|
// Update labels
|
|
int index = 0;
|
|
foreach(Linedef l in unstablelines)
|
|
labels[index++].Move(l.Start.Position, l.End.Position);
|
|
}
|
|
else
|
|
{
|
|
Update();
|
|
}
|
|
}
|
|
// 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)) ||
|
|
(snaptogridincrement != General.Interface.AltState) ||
|
|
(snaptocardinaldirection != (General.Interface.AltState && General.Interface.ShiftState))) 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)) ||
|
|
(snaptogridincrement != General.Interface.AltState) ||
|
|
(snaptocardinaldirection != (General.Interface.AltState && General.Interface.ShiftState))) Update();
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|