mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-02 16:42:30 +00:00
712dbd03e8
Changed: current 2D position and zoom is now stored in the .dbs file when saving the map and restored when opening it (should this be turned into toggleable option?). Draw Lines mode, Draw Curve mode: you can now hold Alt - Shift to snap to 8 cardinal directions. Draw Rectangle mode, Draw Grid mode: you can now hold Alt - Shift to draw square shapes. Draw Ellipse mode: you can now hold Alt - Shift to draw circle shapes. You can now hold Alt - Shift to snap to 8 cardinal directions while dragging map objects. Fixed, Draw Lines mode: line angle is now displayed in 0..359 range (was -45..314). Fixed, Linedef info panel: line angle is now displayed in 0..359 range (was -45..314).
608 lines
20 KiB
C#
608 lines
20 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.Generic;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Types;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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public abstract class DragGeometryMode : BaseClassicMode
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Mouse position on map where dragging started
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private Vector2D dragstartmappos;
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//mxd. Offset from nearest grid intersection to dragstartmappos
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private Vector2D dragstartoffset;
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// Item used as reference for snapping to the grid
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protected Vertex dragitem;
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private Vector2D dragitemposition;
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// List of old vertex positions
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private List<Vector2D> oldpositions;
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private List<Vector2D> oldthingpositions; //mxd
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// List of selected items
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protected ICollection<Vertex> selectedverts;
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protected ICollection<Thing> selectedthings; //mxd
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// List of non-selected items
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protected ICollection<Vertex> unselectedverts;
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protected ICollection<Thing> unselectedthings; //mxd
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// List of things, which should be moved
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protected ICollection<Thing> thingstodrag; //mxd
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//mxd. List of sectors
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private List<Sector> selectedsectors;
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// List of unstable lines
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protected ICollection<Linedef> unstablelines;
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// List of unselected lines
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protected ICollection<Linedef> snaptolines;
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// Text labels for all unstable lines
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protected LineLengthLabel[] labels;
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// Keep track of view changes
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private float lastoffsetx;
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private float lastoffsety;
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private float lastscale;
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// Options
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private bool snaptogrid; // SHIFT to toggle
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private bool snaptonearest; // CTRL to enable
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private bool snaptogridincrement; //mxd. ALT to toggle
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private bool snaptocardinaldirection; //mxd. ALT-SHIFT to enable
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#endregion
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#region ================== Properties
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// Just keep the base mode button checked
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public override string EditModeButtonName { get { return General.Editing.PreviousStableMode.Name; } }
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#endregion
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#region ================== Constructor / Disposer
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// Disposer
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public override void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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if(labels != null)
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foreach(LineLengthLabel l in labels) l.Dispose();
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// Done
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base.Dispose();
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}
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}
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#endregion
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#region ================== Methods
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// Constructor to start dragging immediately
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protected void StartDrag(Vector2D dragstartmappos)
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{
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// Initialize
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this.dragstartmappos = dragstartmappos;
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Cursor.Current = Cursors.AppStarting;
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// We don't want to record this for undoing while we move the geometry around.
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// This will be set back to normal when we're done.
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General.Map.UndoRedo.IgnorePropChanges = true;
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// Make list of selected vertices and things
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selectedverts = General.Map.Map.GetMarkedVertices(true);
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selectedthings = General.Map.Map.GetSelectedThings(true); //mxd
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thingstodrag = GetThingsToDrag(); //mxd
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// Make list of non-selected vertices and things
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// Non-selected vertices will be used for snapping to nearest items
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unselectedverts = General.Map.Map.GetMarkedVertices(false);
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unselectedthings = new List<Thing>(); //mxd
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foreach(Thing t in General.Map.ThingsFilter.VisibleThings) if(!t.Selected) unselectedthings.Add(t);
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// Get the nearest vertex for snapping
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dragitem = MapSet.NearestVertex(selectedverts, dragstartmappos);
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//mxd. Get drag offset
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dragstartoffset = General.Map.Grid.SnappedToGrid(dragitem.Position) - dragitem.Position;
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// Lines to snap to
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snaptolines = General.Map.Map.LinedefsFromMarkedVertices(true, false, false);
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// Make old positions list
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// We will use this as reference to move the vertices, or to move them back on cancel
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oldpositions = new List<Vector2D>(selectedverts.Count);
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foreach(Vertex v in selectedverts) oldpositions.Add(v.Position);
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//mxd
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oldthingpositions = new List<Vector2D>(thingstodrag.Count);
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foreach(Thing t in thingstodrag) oldthingpositions.Add(t.Position);
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// Also keep old position of the dragged item
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dragitemposition = dragitem.Position;
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// Keep view information
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lastoffsetx = renderer.OffsetX;
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lastoffsety = renderer.OffsetY;
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lastscale = renderer.Scale;
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// Make list of unstable lines only
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// These will have their length displayed during the drag
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unstablelines = MapSet.UnstableLinedefsFromVertices(selectedverts);
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//mxd. Collect selected sectors
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if(General.Map.UDMF)
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{
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ICollection<Linedef> selectedLines = General.Map.Map.LinedefsFromMarkedVertices(false, true, false);
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List<Sector> affectedSectors = new List<Sector>();
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foreach(Linedef l in selectedLines)
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{
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if(l.Front != null && l.Front.Sector != null && !affectedSectors.Contains(l.Front.Sector))
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affectedSectors.Add(l.Front.Sector);
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if(l.Back != null && l.Back.Sector != null && !affectedSectors.Contains(l.Back.Sector))
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affectedSectors.Add(l.Back.Sector);
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}
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selectedsectors = new List<Sector>();
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foreach(Sector s in affectedSectors)
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{
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bool selected = true;
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foreach(Sidedef side in s.Sidedefs)
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{
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if(!selectedLines.Contains(side.Line))
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{
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selected = false;
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break;
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}
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}
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if(selected) selectedsectors.Add(s);
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}
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}
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// Make text labels
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labels = new LineLengthLabel[unstablelines.Count];
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int index = 0;
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foreach(Linedef l in unstablelines)
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labels[index++] = new LineLengthLabel(l.Start.Position, l.End.Position);
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Cursor.Current = Cursors.Default;
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}
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//mxd
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protected virtual ICollection<Thing> GetThingsToDrag()
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{
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return selectedthings;
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}
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// This moves the selected geometry relatively
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// Returns true when geometry has actually moved
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private bool MoveGeometryRelative(Vector2D offset, bool snapgrid, bool snapgridincrement, bool snapnearest, bool snapcardinal)
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{
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//mxd. If snap to cardinal directions is enabled, modify the offset
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if(snapcardinal)
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{
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float angle = Angle2D.DegToRad((General.ClampAngle((int)Angle2D.RadToDeg(offset.GetAngle()) + 22)) / 45 * 45);
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offset = new Vector2D(0, -offset.GetLength()).GetRotated(angle);
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}
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Vector2D oldpos = dragitem.Position;
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Vector2D anchorpos = dragitemposition + offset;
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Vector2D tl, br;
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// don't move if the offset contains invalid data
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if (!offset.IsFinite()) return false;
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// Find the outmost vertices
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tl = br = oldpositions[0];
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for (int i = 0; i < oldpositions.Count; i++)
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{
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if (oldpositions[i].x < tl.x) tl.x = (int)oldpositions[i].x;
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if (oldpositions[i].x > br.x) br.x = (int)oldpositions[i].x;
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if (oldpositions[i].y > tl.y) tl.y = (int)oldpositions[i].y;
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if (oldpositions[i].y < br.y) br.y = (int)oldpositions[i].y;
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}
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// Snap to nearest?
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if(snapnearest)
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{
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// Find nearest unselected vertex within range
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Vertex nv = MapSet.NearestVertexSquareRange(unselectedverts, anchorpos, BuilderPlug.Me.StitchRange / renderer.Scale);
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if(nv != null)
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{
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// Move the dragged item
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dragitem.Move(nv.Position);
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// Adjust the offset
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offset = nv.Position - dragitemposition;
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// Do not snap to grid!
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snapgrid = false;
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snaptogridincrement = false; //mxd
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}
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else
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{
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// Find the nearest unselected line within range
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Linedef nl = MapSet.NearestLinedefRange(snaptolines, anchorpos, BuilderPlug.Me.StitchRange / renderer.Scale);
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if(nl != null)
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{
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// Snap to grid?
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if(snapgrid || snapgridincrement)
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{
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// Get grid intersection coordinates
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List<Vector2D> coords = nl.GetGridIntersections(snapgridincrement ? dragstartoffset : new Vector2D());
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// mxd. Do the rest only if we actually have some coordinates
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if (coords.Count > 0)
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{
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// Find nearest grid intersection
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float found_distance = float.MaxValue;
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Vector2D found_coord = new Vector2D();
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foreach (Vector2D v in coords)
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{
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Vector2D delta = anchorpos - v;
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if (delta.GetLengthSq() < found_distance)
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{
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found_distance = delta.GetLengthSq();
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found_coord = v;
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}
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}
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// Move the dragged item
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dragitem.Move(found_coord);
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// Align to line here
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offset = found_coord - dragitemposition;
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// Do not snap to grid anymore
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snapgrid = false;
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snapgridincrement = false; //mxd
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}
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}
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else
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{
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// Move the dragged item
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dragitem.Move(nl.NearestOnLine(anchorpos));
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// Align to line here
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offset = nl.NearestOnLine(anchorpos) - dragitemposition;
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}
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}
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}
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}
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// Snap to grid or grid increment?
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if(snapgrid || snapgridincrement)
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{
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// Move the dragged item
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dragitem.Move(anchorpos);
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// Snap item to grid increment
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if(snapgridincrement) //mxd
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{
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dragitem.Move(General.Map.Grid.SnappedToGrid(dragitem.Position) - dragstartoffset);
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}
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else // Or to the grid itself
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{
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dragitem.SnapToGrid();
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}
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// Adjust the offset
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offset += dragitem.Position - anchorpos;
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}
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// Make sure the offset is inside the map boundaries
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if (offset.x + tl.x < General.Map.Config.LeftBoundary) offset.x = General.Map.Config.LeftBoundary - tl.x;
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if (offset.x + br.x > General.Map.Config.RightBoundary) offset.x = General.Map.Config.RightBoundary - br.x;
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if (offset.y + tl.y > General.Map.Config.TopBoundary) offset.y = General.Map.Config.TopBoundary - tl.y;
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if (offset.y + br.y < General.Map.Config.BottomBoundary) offset.y = General.Map.Config.BottomBoundary - br.y;
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// Drag item moved?
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if((!snapgrid && !snapgridincrement) || (dragitem.Position != oldpos))
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{
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int i = 0;
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// Move selected geometry
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foreach(Vertex v in selectedverts)
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{
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// Move vertex from old position relative to the mouse position change since drag start
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v.Move(oldpositions[i++] + offset);
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}
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//mxd. Move selected things
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i = 0;
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foreach(Thing t in thingstodrag)
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{
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t.Move(oldthingpositions[i++] + offset);
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}
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// Update labels
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int index = 0;
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foreach(Linedef l in unstablelines)
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labels[index++].Move(l.Start.Position, l.End.Position);
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// Moved
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return true;
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}
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// No changes
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return false;
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}
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// Cancelled
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public override void OnCancel()
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{
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// Move geometry back to original position
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MoveGeometryRelative(new Vector2D(0f, 0f), false, false, false, false);
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// Resume normal undo/redo recording
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General.Map.UndoRedo.IgnorePropChanges = false;
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// If only a single vertex was selected, deselect it now
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if(selectedverts.Count == 1) General.Map.Map.ClearSelectedVertices();
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// Update cached values
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General.Map.Map.Update();
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// Cancel base class
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base.OnCancel();
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// Return to vertices mode
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General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
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}
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// Mode engages
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public override void OnEngage()
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{
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base.OnEngage();
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EnableAutoPanning();
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renderer.SetPresentation(Presentation.Standard);
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}
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// Disenagaging
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public override void OnDisengage()
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{
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base.OnDisengage();
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DisableAutoPanning();
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// When not cancelled
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if(!cancelled)
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{
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Cursor.Current = Cursors.AppStarting;
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// Move geometry back to original position
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MoveGeometryRelative(new Vector2D(0f, 0f), false, false, false, false);
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// Resume normal undo/redo recording
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General.Map.UndoRedo.IgnorePropChanges = false;
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// Make undo for the dragging
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General.Map.UndoRedo.CreateUndo("Drag geometry");
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// Move selected geometry to final position
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MoveGeometryRelative(mousemappos - dragstartmappos, snaptogrid, snaptogridincrement, snaptonearest, snaptocardinaldirection);
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// Stitch geometry
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if(snaptonearest) General.Map.Map.StitchGeometry();
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// Make corrections for backward linedefs
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MapSet.FlipBackwardLinedefs(General.Map.Map.Linedefs);
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// Snap to map format accuracy
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General.Map.Map.SnapAllToAccuracy();
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//mxd. Update floor/ceiling texture offsets and slopes?
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if(General.Map.UDMF)
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{
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Vector2D offset = dragitem.Position - dragitemposition;
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// Update floor/ceiling texture offsets?
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if(BuilderPlug.Me.LockSectorTextureOffsetsWhileDragging)
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{
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foreach(Sector s in selectedsectors)
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{
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s.Fields.BeforeFieldsChange();
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// Update ceiling offset
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if(s.LongCeilTexture != MapSet.EmptyLongName)
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{
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ImageData texture = General.Map.Data.GetFlatImage(s.CeilTexture);
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if(texture != null)
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{
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float scalex = s.Fields.GetValue("xscaleceiling", 1.0f);
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float scaley = s.Fields.GetValue("yscaleceiling", 1.0f);
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if(scalex != 0 && scaley != 0)
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{
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Vector2D ceiloffset = new Vector2D(-offset.x, offset.y).GetRotated(-Angle2D.DegToRad((int)s.Fields.GetValue("rotationceiling", 0f)));
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ceiloffset.x += s.Fields.GetValue("xpanningceiling", 0f);
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ceiloffset.y += s.Fields.GetValue("ypanningceiling", 0f);
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int texturewidth = (int)Math.Round(texture.Width / scalex);
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int textureheight = (int)Math.Round(texture.Height / scaley);
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if(!s.Fields.ContainsKey("xpanningceiling")) s.Fields.Add("xpanningceiling", new UniValue(UniversalType.Float, (float)Math.Round(ceiloffset.x % texturewidth)));
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else s.Fields["xpanningceiling"].Value = (float)Math.Round(ceiloffset.x % texturewidth);
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if(!s.Fields.ContainsKey("ypanningceiling")) s.Fields.Add("ypanningceiling", new UniValue(UniversalType.Float, (float)Math.Round(ceiloffset.y % textureheight)));
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else s.Fields["ypanningceiling"].Value = (float)Math.Round(ceiloffset.y % textureheight);
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}
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}
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}
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// Update floor offset
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if(s.LongFloorTexture != MapSet.EmptyLongName)
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{
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ImageData texture = General.Map.Data.GetFlatImage(s.FloorTexture);
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if(texture != null)
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{
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float scalex = s.Fields.GetValue("xscalefloor", 1.0f);
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float scaley = s.Fields.GetValue("yscalefloor", 1.0f);
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if(scalex != 0 && scaley != 0)
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{
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Vector2D flooroffset = new Vector2D(-offset.x, offset.y).GetRotated(-Angle2D.DegToRad((int)s.Fields.GetValue("rotationfloor", 0f)));
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flooroffset.x += s.Fields.GetValue("xpanningfloor", 0f);
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flooroffset.y += s.Fields.GetValue("ypanningfloor", 0f);
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int texturewidth = (int)Math.Round(texture.Width / scalex);
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int textureheight = (int)Math.Round(texture.Height / scaley);
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if(!s.Fields.ContainsKey("xpanningfloor")) s.Fields.Add("xpanningfloor", new UniValue(UniversalType.Float, (float)Math.Round(flooroffset.x % texturewidth)));
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else s.Fields["xpanningfloor"].Value = (float)Math.Round(flooroffset.x % texturewidth);
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if(!s.Fields.ContainsKey("ypanningfloor")) s.Fields.Add("ypanningfloor", new UniValue(UniversalType.Float, (float)Math.Round(flooroffset.y % textureheight)));
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else s.Fields["ypanningfloor"].Value = (float)Math.Round(flooroffset.y % textureheight);
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}
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}
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}
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}
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}
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// Update slopes
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foreach(Sector s in selectedsectors)
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{
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// Update floor slope?
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if(s.FloorSlope.GetLengthSq() > 0 && !float.IsNaN(s.FloorSlopeOffset / s.FloorSlope.z))
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{
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Plane floor = new Plane(s.FloorSlope, s.FloorSlopeOffset);
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Vector2D center = new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2);
|
|
s.FloorSlopeOffset = -Vector3D.DotProduct(s.FloorSlope, new Vector3D(center + offset, floor.GetZ(center)));
|
|
}
|
|
|
|
// Update ceiling slope?
|
|
if(s.CeilSlope.GetLengthSq() > 0 && !float.IsNaN(s.CeilSlopeOffset / s.CeilSlope.z))
|
|
{
|
|
Plane ceiling = new Plane(s.CeilSlope, s.CeilSlopeOffset);
|
|
Vector2D center = new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2);
|
|
s.CeilSlopeOffset = -Vector3D.DotProduct(s.CeilSlope, new Vector3D(center + offset, ceiling.GetZ(center)));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Update cached values
|
|
General.Map.Map.Update();
|
|
|
|
// Done
|
|
Cursor.Current = Cursors.Default;
|
|
General.Map.IsChanged = true;
|
|
}
|
|
}
|
|
|
|
// This checks if the view offset/zoom changed and updates the check
|
|
protected 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 ^ General.Interface.AutoMerge;
|
|
snaptogridincrement = (!snaptocardinaldirection && General.Interface.AltState); //mxd
|
|
|
|
// Move selected geometry
|
|
if(MoveGeometryRelative(mousemappos - dragstartmappos, snaptogrid, snaptogridincrement, snaptonearest, snaptocardinaldirection))
|
|
{
|
|
// Update cached values
|
|
General.Map.Map.Update(true, false);
|
|
|
|
// Redraw
|
|
UpdateRedraw();
|
|
renderer.Present();
|
|
}
|
|
}
|
|
|
|
// This redraws only the required things
|
|
protected virtual void UpdateRedraw() { }
|
|
|
|
// When edit button is released
|
|
protected override void OnEditEnd()
|
|
{
|
|
// Just return to base mode, Disengage will be called automatically.
|
|
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
|
|
|
|
base.OnEditEnd();
|
|
}
|
|
|
|
// Mouse moving
|
|
public override void OnMouseMove(MouseEventArgs e)
|
|
{
|
|
base.OnMouseMove(e);
|
|
if(panning) return; //mxd. Skip all this jazz while panning
|
|
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 ^ General.Interface.AutoMerge)) ||
|
|
(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 ^ General.Interface.AutoMerge)) ||
|
|
(snaptogridincrement != General.Interface.AltState) ||
|
|
(snaptocardinaldirection != (General.Interface.AltState && General.Interface.ShiftState))) Update();
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|