mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 22:22:32 +00:00
9c7b8e4e3c
Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score. Visual mode, UDMF: UDMF scale is now applied when rendering sprites. Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info. Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly. Classic modes: display was not updated after loading a sprite. Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
159 lines
4.2 KiB
C#
159 lines
4.2 KiB
C#
//Downloaded from
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//Visual C# Kicks - http://vckicks.110mb.com
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//The Code Project - http://www.codeproject.com
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using System;
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using System.Drawing;
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using System.Drawing.Drawing2D;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Geometry;
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namespace CodeImp.DoomBuilder.GZBuilder.Controls
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{
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public partial class AngleControl : UserControl
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{
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private int angle;
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private Rectangle drawRegion;
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private Point origin;
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//UI colors
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private readonly Color fillColor = Color.FromArgb(90, 255, 255, 255);
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private readonly Color fillInactiveColor = SystemColors.InactiveCaption;
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private readonly Color outlineColor = Color.FromArgb(86, 103, 141);
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private readonly Color outlineInactiveColor = SystemColors.InactiveBorder;
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public AngleControl()
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{
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InitializeComponent();
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this.DoubleBuffered = true;
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}
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private void AngleSelector_Load(object sender, EventArgs e)
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{
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setDrawRegion();
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}
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private void AngleSelector_SizeChanged(object sender, EventArgs e)
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{
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this.Height = this.Width; //Keep it a square
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setDrawRegion();
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}
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private void setDrawRegion()
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{
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drawRegion = new Rectangle(0, 0, this.Width, this.Height);
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drawRegion.X += 2;
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drawRegion.Y += 2;
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drawRegion.Width -= 4;
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drawRegion.Height -= 4;
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int offset = 2;
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origin = new Point(drawRegion.Width / 2 + offset, drawRegion.Height / 2 + offset);
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this.Refresh();
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}
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public int Angle
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{
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get { return angle; }
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set
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{
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angle = value;
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this.Refresh();
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}
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}
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public delegate void AngleChangedDelegate();
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public event AngleChangedDelegate AngleChanged;
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private static PointF DegreesToXY(float degrees, float radius, Point origin)
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{
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PointF xy = new PointF();
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float radians = degrees * Angle2D.PI / 180.0f;
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xy.X = (float)Math.Cos(radians) * radius + origin.X;
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xy.Y = (float)Math.Sin(-radians) * radius + origin.Y;
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return xy;
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}
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private static int XYToDegrees(Point xy, Point origin)
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{
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float xDiff = xy.X - origin.X;
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float yDiff = xy.Y - origin.Y;
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return ((int)Math.Round(Math.Atan2(-yDiff, xDiff) * 180.0 / Angle2D.PI) + 360) % 360;
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}
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protected override void OnPaint(PaintEventArgs e)
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{
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Graphics g = e.Graphics;
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Pen outline;
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Pen needle;
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SolidBrush fill;
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Brush center;
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if (this.Enabled) {
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outline = new Pen(outlineColor, 2.0f);
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fill = new SolidBrush(fillColor);
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needle = Pens.Black;
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center = Brushes.Black;
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} else {
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outline = new Pen(outlineInactiveColor, 2.0f);
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fill = new SolidBrush(fillInactiveColor);
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needle = Pens.DarkGray;
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center = Brushes.DarkGray;
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}
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PointF anglePoint = DegreesToXY(angle, origin.X - 2, origin);
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Rectangle originSquare = new Rectangle(origin.X - 1, origin.Y - 1, 3, 3);
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//Draw
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g.SmoothingMode = SmoothingMode.AntiAlias;
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g.DrawEllipse(outline, drawRegion);
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g.FillEllipse(fill, drawRegion);
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g.DrawLine(needle, origin, anglePoint);
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g.SmoothingMode = SmoothingMode.HighSpeed; //Make the square edges sharp
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g.FillRectangle(center, originSquare);
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fill.Dispose();
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outline.Dispose();
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base.OnPaint(e);
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}
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private void AngleSelector_MouseDown(object sender, MouseEventArgs e) {
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int thisAngle = XYToDegrees(new Point(e.X, e.Y), origin);
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if (e.Button == MouseButtons.Left) {
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thisAngle = (int)Math.Round(thisAngle / 45f) * 45;
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if(thisAngle == 360) thisAngle = 0;
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}
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if(thisAngle != this.Angle) {
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this.Angle = thisAngle;
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if(!this.DesignMode && AngleChanged != null) AngleChanged(); //Raise event
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this.Refresh();
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}
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}
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private void AngleSelector_MouseMove(object sender, MouseEventArgs e) {
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if (e.Button == MouseButtons.Left || e.Button == MouseButtons.Right) {
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int thisAngle = XYToDegrees(new Point(e.X, e.Y), origin);
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if(e.Button == MouseButtons.Left) {
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thisAngle = (int)Math.Round(thisAngle / 45f) * 45;
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if (thisAngle == 360) thisAngle = 0;
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}
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if(thisAngle != this.Angle) {
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this.Angle = thisAngle;
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if(!this.DesignMode && AngleChanged != null) AngleChanged(); //Raise event
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this.Refresh();
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}
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}
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}
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}
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}
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