UltimateZoneBuilder/Source/Plugins/BuilderModes/ClassicModes/DragThingsMode.cs
MaxED 04de976acf Added, Visual mode: added support for FLATSPRITE, ROLLSPRITE, WALLSPRITE and DONTFLIP sprite rendering flags. Removed the older GLOOME-specific implementation.
Changed, "Align Things to Nearest Linedef" action: the action can now also align things with FLATSPRITE and WALLSPRITE flags (previously only things with attached models were aligned).
Changed, "Align Things to Nearest Linedef" action: the action can now align things to the middle part of double-sided linedef, if it has a middle texture assigned.
2016-07-04 18:25:47 +00:00

519 lines
15 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
// No action or button for this mode, it is automatic.
// The EditMode attribute does not have to be specified unless the
// mode must be activated by class name rather than direct instance.
// In that case, just specifying the attribute like this is enough:
// [EditMode]
[EditMode(DisplayName = "Drag Things",
AllowCopyPaste = false,
Volatile = true)]
public sealed class DragThingsMode : BaseClassicMode
{
#region ================== Constants
#endregion
#region ================== Variables
// Mode to return to
private readonly EditMode basemode;
// Mouse position on map where dragging started
private readonly Vector2D dragstartmappos;
//mxd. Offset from nearest grid intersection to dragstartmappos
private readonly Vector2D dragstartoffset;
// Item used as reference for snapping to the grid
private readonly Thing dragitem;
private readonly Vector2D dragitemposition;
// List of old thing positions
private readonly List<Vector2D> oldpositions;
//mxd
private bool makeundo;
//mxd
private class AlignData
{
public readonly int InitialAngle;
public int CurrentAngle;
public readonly float InitialHeight;
public float CurrentHeight;
public PointF Position = PointF.Empty;
public bool Active;
public AlignData(Thing t)
{
InitialAngle = t.AngleDoom;
InitialHeight = t.Position.z;
}
}
private AlignData aligndata;
// List of selected items
private readonly ICollection<Thing> selectedthings;
// List of non-selected items
private readonly ICollection<Thing> unselectedthings;
// Keep track of view changes
private float lastoffsetx;
private float lastoffsety;
private float lastscale;
// Options
private bool snaptogrid; // SHIFT to toggle
private bool snaptonearest; // CTRL to enable
private bool snaptogridincrement; //mxd. ALT to toggle
private bool snaptocardinaldirection; //mxd. ALT-SHIFT to enable
#endregion
#region ================== Properties
// Just keep the base mode button checked
public override string EditModeButtonName { get { return basemode.GetType().Name; } }
#endregion
#region ================== Constructor / Disposer
// Constructor to start dragging immediately
public DragThingsMode(EditMode basemode, Vector2D dragstartmappos, bool makeundo)
{
// Initialize
this.dragstartmappos = dragstartmappos;
this.basemode = basemode;
this.makeundo = makeundo; //mxd
Cursor.Current = Cursors.AppStarting;
// Mark what we are dragging
General.Map.Map.ClearAllMarks(false);
General.Map.Map.MarkSelectedThings(true, true);
// Get selected things
selectedthings = General.Map.Map.GetMarkedThings(true);
unselectedthings = new List<Thing>();
foreach(Thing t in General.Map.ThingsFilter.VisibleThings) if(!t.Marked) unselectedthings.Add(t);
// Get the nearest thing for snapping
dragitem = MapSet.NearestThing(selectedthings, dragstartmappos);
// Make old positions list
// We will use this as reference to move the vertices, or to move them back on cancel
oldpositions = new List<Vector2D>(selectedthings.Count);
foreach(Thing t in selectedthings) oldpositions.Add(t.Position);
// Also keep old position of the dragged item
dragitemposition = dragitem.Position;
//mxd. Get drag offset
dragstartoffset = General.Map.Grid.SnappedToGrid(dragitem.Position) - dragitemposition;
// Keep view information
lastoffsetx = renderer.OffsetX;
lastoffsety = renderer.OffsetY;
lastscale = renderer.Scale;
Cursor.Current = Cursors.Default;
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Done
base.Dispose();
}
}
#endregion
#region ================== Methods
// This moves the selected things relatively
// Returns true when things has actually moved
private bool MoveThingsRelative(Vector2D offset, bool snapgrid, bool snapgridincrement, bool snapnearest, bool snapcardinal)
{
//mxd. If snap to cardinal directions is enabled, modify the offset
if(snapcardinal)
{
float angle = Angle2D.DegToRad((General.ClampAngle((int)Angle2D.RadToDeg(offset.GetAngle()) + 44)) / 90 * 90);
offset = new Vector2D(0, -offset.GetLength()).GetRotated(angle);
snapgridincrement = true; // We don't want to move Things away from the cardinal directions
}
Vector2D oldpos = dragitem.Position;
Vector2D tl, br;
// don't move if the offset contains invalid data
if(!offset.IsFinite()) return false;
// Find the outmost things
tl = br = oldpositions[0];
for(int i = 0; i < oldpositions.Count; i++)
{
if(oldpositions[i].x < tl.x) tl.x = (int)oldpositions[i].x;
if(oldpositions[i].x > br.x) br.x = (int)oldpositions[i].x;
if(oldpositions[i].y > tl.y) tl.y = (int)oldpositions[i].y;
if(oldpositions[i].y < br.y) br.y = (int)oldpositions[i].y;
}
// Snap to nearest?
if(snapnearest)
{
// Find nearest unselected item within selection range
Thing nearest = MapSet.NearestThingSquareRange(unselectedthings, mousemappos, BuilderPlug.Me.StitchRange / renderer.Scale);
if(nearest != null)
{
// Move the dragged item
dragitem.Move((Vector2D)nearest.Position);
// Adjust the offset
offset = (Vector2D)nearest.Position - dragitemposition;
// Do not snap to grid!
snapgrid = false;
snapgridincrement = false; //mxd
}
}
// Snap to grid?
if(snapgrid || snapgridincrement)
{
// Move the dragged item
dragitem.Move(dragitemposition + offset);
// Snap item to grid increment (mxd)
if(snapgridincrement)
{
dragitem.Move(General.Map.Grid.SnappedToGrid(dragitemposition + offset) - dragstartoffset);
}
else // Or to the grid itself
{
dragitem.SnapToGrid();
}
// Adjust the offset
offset += (Vector2D)dragitem.Position - (dragitemposition + offset);
}
// Make sure the offset is inside the map boundaries
if(offset.x + tl.x < General.Map.Config.LeftBoundary) offset.x = General.Map.Config.LeftBoundary - tl.x;
if(offset.x + br.x > General.Map.Config.RightBoundary) offset.x = General.Map.Config.RightBoundary - br.x;
if(offset.y + tl.y > General.Map.Config.TopBoundary) offset.y = General.Map.Config.TopBoundary - tl.y;
if(offset.y + br.y < General.Map.Config.BottomBoundary) offset.y = General.Map.Config.BottomBoundary - br.y;
// Drag item moved?
if((!snapgrid && !snapgridincrement) || ((Vector2D)dragitem.Position != oldpos))
{
int i = 0;
// Move selected geometry
foreach(Thing t in selectedthings)
{
// Move vertex from old position relative to the
// mouse position change since drag start
t.Move(oldpositions[i] + offset);
// Next
i++;
}
// Moved
return true;
}
else
{
// No changes
return false;
}
}
// This redraws the display
public override void OnRedrawDisplay()
{
if(CheckViewChanged())
{
renderer.RedrawSurface();
// Render lines and vertices
if(renderer.StartPlotter(true))
{
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
renderer.PlotVerticesSet(General.Map.Map.Vertices);
renderer.Finish();
}
}
// Render things
UpdateRedraw();
renderer.Present();
}
// This redraws only changed things
private void UpdateRedraw()
{
//mxd. Added, so grid can be rendered properly if the user changes grid size while dragging (very useful and important, I know)
if(renderer.StartPlotter(true))
{
// Render lines and vertices
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
renderer.PlotVerticesSet(General.Map.Map.Vertices);
// Done
renderer.Finish();
}
// Render things
if(renderer.StartThings(true))
{
// Render things
renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, General.Settings.HiddenThingsAlpha);
renderer.RenderThingSet(unselectedthings, General.Settings.ActiveThingsAlpha);
renderer.RenderThingSet(selectedthings, General.Settings.ActiveThingsAlpha);
// Draw the dragged item highlighted
// This is important to know, because this item is used
// for snapping to the grid and snapping to nearest items
renderer.RenderThing(dragitem, General.Colors.Highlight, General.Settings.ActiveThingsAlpha);
// Done
renderer.Finish();
}
}
// Cancelled
public override void OnCancel()
{
// Move geometry back to original position
MoveThingsRelative(new Vector2D(0f, 0f), false, false, false, false);
// If only a single vertex was selected, deselect it now
if(selectedthings.Count == 1) General.Map.Map.ClearSelectedThings();
// Update cached values
General.Map.Map.Update();
// Cancel base class
base.OnCancel();
// Return to vertices mode
General.Editing.ChangeMode(basemode);
}
// Mode engages
public override void OnEngage()
{
base.OnEngage();
renderer.SetPresentation(Presentation.Things);
}
// Disenagaging
public override void OnDisengage()
{
base.OnDisengage();
Cursor.Current = Cursors.AppStarting;
// When not cancelled
if(!cancelled)
{
// Move geometry back to original position
MoveThingsRelative(new Vector2D(0f, 0f), false, false, false, false);
//mxd. Revert aligning
if(aligndata != null && aligndata.Active)
{
aligndata.CurrentAngle = dragitem.AngleDoom; //mxd
dragitem.Rotate(aligndata.InitialAngle);
aligndata.CurrentHeight = dragitem.Position.z; //mxd
dragitem.Move(dragitem.Position.x, dragitem.Position.y, aligndata.InitialHeight);
}
// Make undo for the dragging
if(makeundo) //mxd
General.Map.UndoRedo.CreateUndo((selectedthings.Count == 1 ? "Drag thing" : "Drag " + selectedthings.Count + " things"));
// Move selected geometry to final position
if(aligndata != null && aligndata.Active) //mxd. Apply aligning
{
if(!aligndata.Position.IsEmpty)
dragitem.Move(aligndata.Position.X, aligndata.Position.Y, aligndata.CurrentHeight);
else
dragitem.Move(dragitem.Position.x, dragitem.Position.y, aligndata.CurrentHeight);
dragitem.Rotate(aligndata.CurrentAngle);
}
else
{
MoveThingsRelative(mousemappos - dragstartmappos, snaptogrid, snaptogridincrement, snaptonearest, snaptocardinaldirection);
}
//mxd. Snap selected things to map format accuracy
foreach(Thing thing in selectedthings) thing.SnapToAccuracy(false);
// Map is changed
General.Map.IsChanged = true;
}
// Hide highlight info
General.Interface.HideInfo();
// Done
Cursor.Current = Cursors.Default;
}
// This checks if the view offset/zoom changed and updates the check
private 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;
snaptogridincrement = (!snaptocardinaldirection && General.Interface.AltState); //mxd
//mxd. Snap to nearest linedef
if(selectedthings.Count == 1 && snaptonearest && !snaptocardinaldirection
&& Thing.AlignableRenderModes.Contains(dragitem.RenderMode)
&& MoveThingsRelative(mousemappos - dragstartmappos, snaptogrid, snaptogridincrement, false, false))
{
Linedef l = General.Map.Map.NearestLinedefRange(oldpositions[0] + mousemappos - dragstartmappos, BuilderPlug.Me.StitchRange / renderer.Scale);
bool restoresettings = false;
if(aligndata == null) aligndata = new AlignData(dragitem);
if(l != null)
{
if(Tools.TryAlignThingToLine(dragitem, l))
{
aligndata.Position = new PointF(dragitem.Position.x, dragitem.Position.y);
aligndata.Active = true;
}
else if(dragitem.AngleDoom != aligndata.InitialAngle) //restore initial angle?
{
restoresettings = true;
}
}
else if(dragitem.AngleDoom != aligndata.InitialAngle) //restore initial angle?
{
restoresettings = true;
}
if(restoresettings)
{
aligndata.Position = PointF.Empty;
aligndata.Active = false;
dragitem.Rotate(aligndata.InitialAngle);
}
UpdateRedraw();// Redraw
renderer.Present();
return;
}
// Move selected geometry
if(MoveThingsRelative(mousemappos - dragstartmappos, snaptogrid, snaptogridincrement, snaptonearest, snaptocardinaldirection))
{
// Redraw
UpdateRedraw();
renderer.Present();
}
}
// When edit button is released
protected override void OnEditEnd()
{
// Just return to vertices mode, geometry will be merged on disengage.
General.Editing.ChangeMode(basemode);
base.OnEditEnd();
}
// Mouse moving
public override void OnMouseMove(MouseEventArgs e)
{
base.OnMouseMove(e);
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 ||
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 ||
snaptogridincrement != General.Interface.AltState ||
snaptocardinaldirection != (General.Interface.AltState && General.Interface.ShiftState)) Update();
}
#endregion
}
}