UltimateZoneBuilder/Source/Plugins/BuilderModes/ClassicModes/DrawGridMode.cs
MaxED 43f191872a Draw Grid mode: added "Horizontal Interpolation" and "Vertical Interpolation" toolbar menus.
Fixed, Sectors mode, UDMF: surface cache was not updated after applying floor/ceiling brightness gradients.
Cosmetic, Sectors mode, UDMF: brightness gradient modes now have more descriptive names.
Internal, InterpolationTools: replaced EaseInOutSine equation with one, which actually works.
2015-01-16 23:37:20 +00:00

514 lines
15 KiB
C#

#region ================== Namespaces
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Windows;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(DisplayName = "Draw Grid Mode",
SwitchAction = "drawgridmode",
ButtonImage = "DrawGridMode.png", //mxd
ButtonOrder = int.MinValue + 5, //mxd
ButtonGroup = "000_drawing", //mxd
AllowCopyPaste = false,
Volatile = true,
Optional = false)]
public class DrawGridMode : DrawGeometryMode
{
#region ================== Variables
private static int horizontalSlices = 3;
private static int verticalSlices = 3;
private static bool triangulate;
private static bool gridlock;
private static InterpolationTools.Mode horizontalinterpolation = InterpolationTools.Mode.LINEAR;
private static InterpolationTools.Mode verticalinterpolation = InterpolationTools.Mode.LINEAR;
private readonly List<DrawnVertex[]> gridpoints;
private HintLabel hintLabel;
private int width;
private int height;
private int slicesH;
private int slicesV;
private Vector2D start;
private Vector2D end;
//interface
private readonly DrawGridOptionsPanel panel;
#endregion
#region ================== Constructor
public DrawGridMode()
{
snaptogrid = true;
gridpoints = new List<DrawnVertex[]>();
//Options docker
panel = new DrawGridOptionsPanel();
panel.MaxHorizontalSlices = (int)General.Map.FormatInterface.MaxCoordinate;
panel.MaxVerticalSlices = (int)General.Map.FormatInterface.MaxCoordinate;
panel.OnValueChanged += OptionsPanelOnValueChanged;
panel.OnGridLockChanged += OptionsPanelOnOnGridLockChanged;
}
#endregion
#region ================== Events
public override void OnEngage()
{
base.OnEngage();
//setup settings panel
panel.Triangulate = triangulate;
panel.LockToGrid = gridlock;
panel.HorizontalSlices = horizontalSlices - 1;
panel.VerticalSlices = verticalSlices - 1;
panel.HorizontalInterpolationMode = horizontalinterpolation;
panel.VerticalInterpolationMode = verticalinterpolation;
panel.Register();
}
public override void OnDisengage()
{
base.OnDisengage();
panel.Unregister();
}
override public void OnAccept()
{
Cursor.Current = Cursors.AppStarting;
General.Settings.FindDefaultDrawSettings();
// When we have a shape...
if(gridpoints.Count > 0)
{
// Make undo for the draw
General.Map.UndoRedo.CreateUndo("Grid draw");
// Make an analysis and show info
string[] adjectives = new[] { "gloomy", "sad", "unhappy", "lonely", "troubled", "depressed", "heartsick", "glum", "pessimistic", "bitter", "downcast" }; // aaand my english vocabulary ends here :)
string word = adjectives[new Random().Next(adjectives.Length - 1)];
string a = (word[0] == 'u' ? "an " : "a ");
General.Interface.DisplayStatus(StatusType.Action, "Created " + a + word + " grid.");
List<Sector> newsectors = new List<Sector>();
foreach (DrawnVertex[] shape in gridpoints)
{
if(!Tools.DrawLines(shape, true, BuilderPlug.Me.AutoAlignTextureOffsetsOnCreate))
{
// 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;
}
// Update cached values after each step...
General.Map.Map.Update();
newsectors.AddRange(General.Map.Map.GetMarkedSectors(true));
}
// Snap to map format accuracy
General.Map.Map.SnapAllToAccuracy();
// Clear selection
General.Map.Map.ClearAllSelected();
// Edit new sectors?
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);
}
private void OptionsPanelOnValueChanged(object sender, EventArgs eventArgs)
{
triangulate = panel.Triangulate;
horizontalSlices = panel.HorizontalSlices + 1;
verticalSlices = panel.VerticalSlices + 1;
horizontalinterpolation = panel.HorizontalInterpolationMode;
verticalinterpolation = panel.VerticalInterpolationMode;
Update();
}
private void OptionsPanelOnOnGridLockChanged(object sender, EventArgs eventArgs)
{
gridlock = panel.LockToGrid;
General.Hints.ShowHints(this.GetType(), (gridlock ? "gridlockhelp" : "general"));
Update();
}
public override void OnHelp()
{
General.ShowHelp("/gzdb/features/classic_modes/mode_drawgrid.html");
}
#endregion
#region ================== Methods
override protected void Update()
{
PixelColor stitchcolor = General.Colors.Highlight;
PixelColor losecolor = General.Colors.Selection;
// We WANT snaptogrid and DON'T WANT snaptonearest when lock to grid is enabled
snaptogrid = gridlock || (General.Interface.ShiftState ^ General.Interface.SnapToGrid);
snaptonearest = !gridlock && (General.Interface.CtrlState ^ General.Interface.AutoMerge);
DrawnVertex curp;
if (points.Count == 1)
{
// Handle the case when start point is not on current grid.
Vector2D gridoffset = General.Map.Grid.SnappedToGrid(points[0].pos) - points[0].pos;
curp = GetCurrentPosition(mousemappos + gridoffset, snaptonearest, snaptogrid, renderer, points);
curp.pos -= gridoffset;
}
else
{
curp = GetCurrentPosition();
}
float vsize = (renderer.VertexSize + 1.0f) / renderer.Scale;
// Render drawing lines
if(renderer.StartOverlay(true))
{
PixelColor color = snaptonearest ? stitchcolor : losecolor;
if(points.Count == 1)
{
UpdateReferencePoints(points[0], curp);
List<Vector2D[]> shapes = GetShapes(start, end);
//render shape
foreach (Vector2D[] shape in shapes)
{
for(int i = 1; i < shape.Length; i++)
renderer.RenderLine(shape[i - 1], shape[i], LINE_THICKNESS, color, true);
}
//vertices
foreach (Vector2D[] shape in shapes)
{
for (int i = 0; i < shape.Length; i++)
renderer.RenderRectangleFilled(new RectangleF(shape[i].x - vsize, shape[i].y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
}
//and labels
Vector2D[] labelCoords = new[] { start, new Vector2D(end.x, start.y), end, new Vector2D(start.x, end.y), start };
for(int i = 1; i < 5; i++)
{
SetLabelPosition(labels[i - 1], labelCoords[i], labelCoords[i - 1]);
renderer.RenderText(labels[i - 1].TextLabel);
}
//render hint
if (horizontalSlices > 1 || verticalSlices > 1)
{
hintLabel.Text = "H: " + (slicesH - 1) + "; V: " + (slicesV - 1);
if(width > hintLabel.Text.Length * vsize && height > 16 * vsize)
{
float vPos = start.y + height / 2.0f;
hintLabel.Start = new Vector2D(start.x, vPos);
hintLabel.End = new Vector2D(end.x, vPos);
renderer.RenderText(hintLabel.TextLabel);
}
}
}
else
{
// Render vertex at cursor
renderer.RenderRectangleFilled(new RectangleF(curp.pos.x - vsize, curp.pos.y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
}
// Done
renderer.Finish();
}
// Done
renderer.Present();
}
// This draws a point at a specific location
override public bool DrawPointAt(Vector2D pos, bool stitch, bool stitchline)
{
if(pos.x < General.Map.Config.LeftBoundary || pos.x > General.Map.Config.RightBoundary ||
pos.y > General.Map.Config.TopBoundary || pos.y < General.Map.Config.BottomBoundary)
return false;
DrawnVertex newpoint = new DrawnVertex();
newpoint.pos = pos;
newpoint.stitch = true;
newpoint.stitchline = stitchline;
points.Add(newpoint);
if(points.Count == 1)
{
// Add labels
labels.AddRange(new[] { new LineLengthLabel(false), new LineLengthLabel(false), new LineLengthLabel(false), new LineLengthLabel(false) });
hintLabel = new HintLabel();
Update();
}
else if(points[0].pos == points[1].pos)
{
// Nothing is drawn
FinishDraw();
}
else
{
// Handle the case when start point is not on current grid.
Vector2D gridoffset = General.Map.Grid.SnappedToGrid(points[0].pos) - points[0].pos;
newpoint = GetCurrentPosition(mousemappos + gridoffset, snaptonearest, snaptogrid, renderer, points);
newpoint.pos -= gridoffset;
// Create vertices for final shape.
UpdateReferencePoints(points[0], newpoint);
List<Vector2D[]> shapes = GetShapes(start, end);
foreach (Vector2D[] shape in shapes)
{
DrawnVertex[] verts = new DrawnVertex[shape.Length];
for(int i = 0; i < shape.Length; i++)
{
newpoint = new DrawnVertex();
newpoint.pos = shape[i];
newpoint.stitch = true;
newpoint.stitchline = stitchline;
verts[i] = newpoint;
}
gridpoints.Add(verts);
}
FinishDraw();
}
return true;
}
private List<Vector2D[]> GetShapes(Vector2D s, Vector2D e)
{
//no shape
if(s == e) return new List<Vector2D[]>();
//setup slices
if(gridlock)
{
slicesH = width / General.Map.Grid.GridSize;
slicesV = height / General.Map.Grid.GridSize;
}
else
{
slicesH = horizontalSlices;
slicesV = verticalSlices;
}
//create a segmented line
List<Vector2D[]> shapes;
if(width == 0 || height == 0)
{
if (slicesH > 0 && width > 0)
{
shapes = new List<Vector2D[]>();
int step = width / slicesH;
for (int w = 0; w < slicesH; w++)
{
shapes.Add(new[] { new Vector2D((int)s.x + step * w, (int)s.y), new Vector2D((int)s.x + step * w + step, (int)s.y) });
}
return shapes;
}
if (slicesV > 0 && height > 0)
{
shapes = new List<Vector2D[]>();
int step = height / slicesV;
for (int h = 0; h < slicesV; h++)
{
shapes.Add(new[] {new Vector2D((int) s.x, (int) s.y + step * h), new Vector2D((int) s.x, (int) s.y + step * h + step)});
}
return shapes;
}
//create a line
return new List<Vector2D[]> {new[] {s, e}};
}
//create shape
List<Vector2D> rect = new List<Vector2D> { s, new Vector2D((int)s.x, (int)e.y), e, new Vector2D((int)e.x, (int)s.y), s };
if(!gridlock && slicesH == 1 && slicesV == 1)
{
if(triangulate) rect.AddRange(new[] { s, e });
return new List<Vector2D[]> { rect.ToArray() };
}
//create blocks
shapes = new List<Vector2D[]> { rect.ToArray() };
RectangleF[,] blocks = new RectangleF[slicesH, slicesV];
for(int w = 0; w < slicesH; w++)
{
for(int h = 0; h < slicesV; h++)
{
float left = InterpolationTools.Interpolate(s.x, e.x, (float)w / slicesH, horizontalinterpolation);
float top = InterpolationTools.Interpolate(s.y, e.y, (float)h / slicesV, verticalinterpolation);
float right = InterpolationTools.Interpolate(s.x, e.x, (w + 1.0f) / slicesH, horizontalinterpolation);
float bottom = InterpolationTools.Interpolate(s.y, e.y, (h + 1.0f)/ slicesV, verticalinterpolation);
blocks[w, h] = RectangleF.FromLTRB(left, top, right, bottom);
}
}
//add subdivisions
if(slicesH > 1)
{
for(int w = 1; w < slicesH; w++)
{
int px = (int) Math.Round(blocks[w, 0].X);
shapes.Add(new[] {new Vector2D(px, s.y), new Vector2D(px, e.y)});
}
}
if(slicesV > 1)
{
for(int h = 1; h < slicesV; h++)
{
int py = (int) Math.Round(blocks[0, h].Y);
shapes.Add(new[] { new Vector2D(s.x, py), new Vector2D(e.x, py) });
}
}
//triangulate?
if (triangulate)
{
bool startflip = ((int)Math.Round(((s.x + e.y) / General.Map.Grid.GridSize) % 2) == 0);
bool flip = startflip;
for(int w = 0; w < slicesH; w++)
{
for(int h = slicesV - 1; h > -1; h--)
{
if (flip)
shapes.Add(new[] { new Vector2D(blocks[w, h].X, blocks[w, h].Y), new Vector2D(blocks[w, h].Right, blocks[w, h].Bottom) });
else
shapes.Add(new[] { new Vector2D(blocks[w, h].Right, blocks[w, h].Y), new Vector2D(blocks[w, h].X, blocks[w, h].Bottom) });
flip = !flip;
}
startflip = !startflip;
flip = startflip;
}
}
return shapes;
}
//update bottom-left and top-right points, which define drawing shape
private void UpdateReferencePoints(DrawnVertex p1, DrawnVertex p2)
{
if(!p1.pos.IsFinite() || !p2.pos.IsFinite()) return;
if (p1.pos.x < p2.pos.x)
{
start.x = p1.pos.x;
end.x = p2.pos.x;
}
else
{
start.x = p2.pos.x;
end.x = p1.pos.x;
}
if (p1.pos.y < p2.pos.y)
{
start.y = p1.pos.y;
end.y = p2.pos.y;
}
else
{
start.y = p2.pos.y;
end.y = p1.pos.y;
}
width = (int)(end.x - start.x);
height = (int)(end.y - start.y);
}
#endregion
#region ================== Actions
[BeginAction("increasebevel")]
protected void IncreaseBevel()
{
if(!gridlock && (points.Count < 2 || horizontalSlices < width - 2) && horizontalSlices - 1 < panel.MaxHorizontalSlices)
{
horizontalSlices++;
panel.HorizontalSlices = horizontalSlices - 1;
Update();
}
}
[BeginAction("decreasebevel")]
protected void DecreaseBevel()
{
if(!gridlock && horizontalSlices > 1)
{
horizontalSlices--;
panel.HorizontalSlices = horizontalSlices - 1;
Update();
}
}
[BeginAction("increasesubdivlevel")]
protected void IncreaseSubdivLevel()
{
if(!gridlock && (points.Count < 2 || verticalSlices < height - 2) && verticalSlices - 1 < panel.MaxVerticalSlices)
{
verticalSlices++;
panel.VerticalSlices = verticalSlices - 1;
Update();
}
}
[BeginAction("decreasesubdivlevel")]
protected void DecreaseSubdivLevel()
{
if(!gridlock && verticalSlices > 1)
{
verticalSlices--;
panel.VerticalSlices = verticalSlices - 1;
Update();
}
}
#endregion
}
}