mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
247 lines
5.7 KiB
C#
247 lines
5.7 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;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using System.Diagnostics;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Geometry;
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#endregion
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namespace CodeImp.DoomBuilder.Editing
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{
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public class GridSetup
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{
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#region ================== Constants
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private const int DEFAULT_GRID_SIZE = 32;
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public const int SOURCE_TEXTURES = 0;
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public const int SOURCE_FLATS = 1;
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#endregion
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#region ================== Variables
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// Grid
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private int gridsize;
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private float gridsizef;
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private float gridsizefinv;
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// Background
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private string background = "";
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private int backsource;
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private ImageData backimage = new NullImage();
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private int backoffsetx, backoffsety;
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// Disposing
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private bool isdisposed;
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#endregion
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#region ================== Properties
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public int GridSize { get { return gridsize; } }
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public float GridSizeF { get { return gridsizef; } }
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internal string BackgroundName { get { return background; } }
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internal int BackgroundSource { get { return backsource; } }
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internal ImageData Background { get { return backimage; } }
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internal int BackgroundX { get { return backoffsetx; } }
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internal int BackgroundY { get { return backoffsety; } }
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internal bool Disposed { get { return isdisposed; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal GridSetup()
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{
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// Initialize
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SetGridSize(DEFAULT_GRID_SIZE);
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// Register actions
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General.Actions.BindMethods(this);
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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internal void Dispose()
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{
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if(!isdisposed)
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{
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// Clean up
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backimage = null;
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// Unregister actions
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General.Actions.UnbindMethods(this);
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Methods
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// This sets the grid size
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internal void SetGridSize(int size)
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{
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// Change grid
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this.gridsize = size;
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this.gridsizef = (float)gridsize;
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this.gridsizefinv = 1f / gridsizef;
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// Update in main window
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General.MainWindow.UpdateGrid(gridsize);
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}
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// This sets the background
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internal void SetBackground(string name, int source)
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{
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// Set background
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if(name == null) name = "";
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this.backsource = source;
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this.background = name;
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// Find this image
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LinkBackground();
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}
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// This sets the background offset
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internal void SetBackgroundOffset(int offsetx, int offsety)
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{
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// Set background offset
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this.backoffsetx = offsetx;
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this.backoffsety = offsety;
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}
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// This finds and links the background image
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internal void LinkBackground()
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{
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// From textures?
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if(backsource == SOURCE_TEXTURES)
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{
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// Get this texture
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backimage = General.Map.Data.GetTextureImage(background);
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}
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// From flats?
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else if(backsource == SOURCE_FLATS)
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{
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// Get this flat
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backimage = General.Map.Data.GetFlatImage(background);
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}
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// Make sure it is loaded
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backimage.LoadImage();
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backimage.CreateTexture();
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}
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// This returns the next higher coordinate
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public float GetHigher(float offset)
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{
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return (float)Math.Round((offset + (gridsizef * 0.5f)) * gridsizefinv) * gridsizef;
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}
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// This returns the next lower coordinate
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public float GetLower(float offset)
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{
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return (float)Math.Round((offset - (gridsizef * 0.5f)) * gridsizefinv) * gridsizef;
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}
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// This snaps to the nearest grid coordinate
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public Vector2D SnappedToGrid(Vector2D v)
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{
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return GridSetup.SnappedToGrid(v, gridsizef, gridsizefinv);
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}
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// This snaps to the nearest grid coordinate
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public static Vector2D SnappedToGrid(Vector2D v, float gridsize, float gridsizeinv)
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{
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return new Vector2D((float)Math.Round(v.x * gridsizeinv) * gridsize,
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(float)Math.Round(v.y * gridsizeinv) * gridsize);
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}
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#endregion
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#region ================== Actions
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// This shows the grid setup dialog
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[BeginAction("gridsetup")]
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internal void ShowGridSetup()
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{
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// Show preferences dialog
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GridSetupForm gridform = new GridSetupForm();
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if(gridform.ShowDialog(General.MainWindow) == DialogResult.OK)
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{
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// Redraw display
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General.MainWindow.RedrawDisplay();
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}
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// Done
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gridform.Dispose();
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}
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// This changes grid size
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[BeginAction("gridinc")]
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internal void IncreaseGrid()
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{
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// Not lower than 2
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if(gridsize >= 4)
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{
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// Change grid
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SetGridSize(gridsize >> 1);
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// Redraw display
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General.MainWindow.RedrawDisplay();
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}
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}
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// This changes grid size
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[BeginAction("griddec")]
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internal void DecreaseGrid()
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{
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// Not higher than 1024
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if(gridsize <= 512)
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{
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// Change grid
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SetGridSize(gridsize << 1);
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// Redraw display
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General.MainWindow.RedrawDisplay();
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}
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}
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#endregion
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}
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}
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