UltimateZoneBuilder/Source/Plugins/BuilderModes/ClassicModes/DrawCurveMode.cs
MaxED e487a9c80a Added Draw Grid mode.
When Draw Rectangle or Draw Ellipse mode is enabled, it's settings are now shown in side panel.
Draw Ellipse mode: increased maximum number of sides to 512.
Changed the way tags are shown in Tag Selector controls. Tags without labels are now shown as a number (not "Tag N"), and tags with label are now shown as "N (label)", not "label (N)".
Tag labels are now shown in Thing, Sector and Linedef info panels.
Once again changed the way things are rendered while dragged.
Rearranged the label in PairedIntControl and PairedFieldControl (it is now behind numeric controls).
Optimized MapSet.GetSectorByCoordinates().
2014-01-16 09:32:05 +00:00

263 lines
8.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Windows;
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(DisplayName = "Draw Curve Mode",
SwitchAction = "drawcurvemode",
AllowCopyPaste = false,
Volatile = true,
Optional = false)]
public class DrawCurveMode : DrawGeometryMode
{
private HintLabel hintLabel;
private Curve curve;
private static int segmentLength = 32;
private int minSegmentLength = 16;
private int maxSegmentLength = 4096; //just some arbitrary number
public DrawCurveMode() : base() {
hintLabel = new HintLabel();
}
public override void Dispose() {
if(!isdisposed && hintLabel != null)
hintLabel.Dispose();
base.Dispose();
}
protected override void Update() {
PixelColor stitchcolor = General.Colors.Highlight;
PixelColor losecolor = General.Colors.Selection;
PixelColor color;
snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
DrawnVertex curp = GetCurrentPosition();
float vsize = ((float)renderer.VertexSize + 1.0f) / renderer.Scale;
float vsizeborder = ((float)renderer.VertexSize + 3.0f) / renderer.Scale;
// The last label's end must go to the mouse cursor
if(labels.Count > 0)
labels[labels.Count - 1].End = curp.pos;
// Render drawing lines
if(renderer.StartOverlay(true)) {
// Go for all points to draw lines
if(points.Count > 0) {
//update curve
List<Vector2D> verts = new List<Vector2D>();
for(int i = 0; i < points.Count; i++)
verts.Add(points[i].pos);
if(curp.pos != verts[verts.Count-1])
verts.Add(curp.pos);
curve = CurveTools.CurveThroughPoints(verts, 0.5f, 0.75f, segmentLength);
// Render lines
for(int i = 1; i < curve.Shape.Count; i++) {
// Determine line color
color = snaptonearest ? stitchcolor : losecolor;
// Render line
renderer.RenderLine(curve.Shape[i - 1], curve.Shape[i], LINE_THICKNESS, color, true);
}
//render "inactive" vertices
for(int i = 1; i < curve.Shape.Count - 1; i++) {
// Determine vertex color
color = !snaptonearest ? stitchcolor : losecolor;
// Render vertex
renderer.RenderRectangleFilled(new RectangleF(curve.Shape[i].x - vsize, curve.Shape[i].y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
}
}
if(points.Count > 0) {
// Render vertices
for(int i = 0; i < points.Count; i++) {
// Determine vertex color
color = points[i].stitch ? stitchcolor : losecolor;
// Render vertex
renderer.RenderRectangleFilled(new RectangleF(points[i].pos.x - vsize, points[i].pos.y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
}
}
// Determine point color
color = snaptonearest ? stitchcolor : losecolor;
// Render vertex at cursor
renderer.RenderRectangleFilled(new RectangleF(curp.pos.x - vsize, curp.pos.y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
// Go for all labels
foreach(LineLengthLabel l in labels)
renderer.RenderText(l.TextLabel);
//Render info label
hintLabel.Start = new Vector2D(mousemappos.x + (32 / renderer.Scale), mousemappos.y - (16 / renderer.Scale));
hintLabel.End = new Vector2D(mousemappos.x + (96 / renderer.Scale), mousemappos.y);
hintLabel.Text = "SEG LEN: " + segmentLength;
renderer.RenderText(hintLabel.TextLabel);
// Done
renderer.Finish();
}
// Done
renderer.Present();
}
public override void OnAccept() {
Cursor.Current = Cursors.AppStarting;
General.Settings.FindDefaultDrawSettings();
// When points have been drawn
if(points.Count > 0) {
// Make undo for the draw
General.Map.UndoRedo.CreateUndo("Curve draw");
// Make an analysis and show info
string[] adjectives = new string[]
{ "beautiful", "lovely", "romantic", "stylish", "cheerful", "comical",
"awesome", "accurate", "adorable", "adventurous", "attractive", "cute",
"elegant", "glamorous", "gorgeous", "handsome", "magnificent", "unusual",
"outstanding", "mysterious", "amusing", "charming", "fantastic", "jolly" };
string word = adjectives[points.Count % adjectives.Length];
word = (points.Count > adjectives.Length) ? "very " + word : word;
string a = ((word[0] == 'a') || (word[0] == 'e') || (word[0] == 'o') || (word[0] == 'u')) ? "an " : "a ";
General.Interface.DisplayStatus(StatusType.Action, "Created " + a + word + " curve.");
List<DrawnVertex> verts = new List<DrawnVertex>();
//if we have a curve...
if(points.Count > 2){
//is it a closed curve?
int lastPoint = 0;
if(points[0].pos == points[points.Count - 1].pos) {
lastPoint = curve.Segments.Count;
} else {
lastPoint = curve.Segments.Count - 1;
}
for(int i = 0; i < lastPoint; i++) {
int next = (i == curve.Segments.Count - 1 ? 0 : i + 1);
bool stitch = points[i].stitch && points[next].stitch;
bool stitchline = points[i].stitchline && points[next].stitchline;
//add segment points except the last one
for(int c = 0; c < curve.Segments[i].Points.Length - 1; c++) {
DrawnVertex dv = new DrawnVertex();
dv.pos = curve.Segments[i].Points[c];
dv.stitch = stitch;
dv.stitchline = stitchline;
verts.Add(dv);
}
}
//add last point
DrawnVertex end = new DrawnVertex();
end.pos = curve.Segments[lastPoint - 1].End;
end.stitch = verts[verts.Count - 1].stitch;
end.stitchline = verts[verts.Count - 1].stitchline;
verts.Add(end);
}else{
verts = points;
}
// Make the drawing
if(!Tools.DrawLines(verts, true, BuilderPlug.Me.AutoAlignTextureOffsetsOnCreate)) //mxd
{
// Drawing failed
// NOTE: I have to call this twice, because the first time only cancels this volatile mode
General.Map.UndoRedo.WithdrawUndo();
General.Map.UndoRedo.WithdrawUndo();
return;
}
// Snap to map format accuracy
General.Map.Map.SnapAllToAccuracy();
// Clear selection
General.Map.Map.ClearAllSelected();
// Update cached values
General.Map.Map.Update();
// Edit new sectors?
List<Sector> newsectors = General.Map.Map.GetMarkedSectors(true);
if(BuilderPlug.Me.EditNewSector && (newsectors.Count > 0))
General.Interface.ShowEditSectors(newsectors);
// Update the used textures
General.Map.Data.UpdateUsedTextures();
// Map is changed
General.Map.IsChanged = true;
}
// Done
Cursor.Current = Cursors.Default;
// Return to original mode
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
}
//mxd. Setup hints for current editing mode
protected override void SetupHints() {
string selectKey = Actions.Action.GetShortcutKeyDesc("builder_classicselect");
string editKey = Actions.Action.GetShortcutKeyDesc("builder_classicedit");
string acceptKey = Actions.Action.GetShortcutKeyDesc("builder_acceptmode");
string cancelKey = Actions.Action.GetShortcutKeyDesc("builder_cancelmode");
string removeKey = Actions.Action.GetShortcutKeyDesc("buildermodes_removepoint");
string incSub = Actions.Action.GetShortcutKeyDesc("buildermodes_increasesubdivlevel");
string decSub = Actions.Action.GetShortcutKeyDesc("buildermodes_decreasesubdivlevel");
hints = new[]{"Press " + selectKey + " to place a vertex",
"Use " + incSub + " and " + decSub + " to change detail level of the curve",
"Press " + removeKey + " to remove last vertex",
"Press " + acceptKey + " to accept",
"Press " + cancelKey + " or " + editKey + " to cancel"
};
}
//ACTIONS
[BeginAction("increasesubdivlevel")]
protected virtual void increaseSubdivLevel() {
if(segmentLength < maxSegmentLength) {
int increment = Math.Max(minSegmentLength, segmentLength / 32 * 16);
segmentLength += increment;
if(segmentLength > maxSegmentLength)
segmentLength = maxSegmentLength;
Update();
}
}
[BeginAction("decreasesubdivlevel")]
protected virtual void decreaseSubdivLevel() {
if(segmentLength > minSegmentLength) {
int increment = Math.Max(minSegmentLength, segmentLength / 32 * 16);
segmentLength -= increment;
if(segmentLength < minSegmentLength)
segmentLength = minSegmentLength;
Update();
}
}
}
}