mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-12 13:12:20 +00:00
178e4db217
- added option to move floor/ceiling when aiming at sidedef in Visual Mode - added option to edit sector/thing properties immediately after creating a new one - fixed a bug in the ImageBrowserControl - Tools.DrawLines now keeps created sectors marked (this is still to be changed so it does not include already existing sectors) - fixed resize and alignment problem with all windows when used with high screen DPI (large fonts)
605 lines
16 KiB
C#
605 lines
16 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 CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Config;
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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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[EditMode(DisplayName = "Things Mode",
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SwitchAction = "thingsmode", // Action name used to switch to this mode
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ButtonImage = "ThingsMode.png", // Image resource name for the button
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ButtonOrder = int.MinValue + 300, // Position of the button (lower is more to the left)
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ButtonGroup = "000_editing",
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UseByDefault = true)]
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public class ThingsMode : BaseClassicMode
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{
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#region ================== Constants
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public const float THING_HIGHLIGHT_RANGE = 10f;
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#endregion
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#region ================== Variables
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// Highlighted item
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private Thing highlighted;
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private Association[] association = new Association[Thing.NUM_ARGS];
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private Association highlightasso = new Association();
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// Interface
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private bool editpressed;
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private bool thinginserted;
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Disposer
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#endregion
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#region ================== Methods
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// Cancel mode
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public override void OnCancel()
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{
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base.OnCancel();
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// Return to this mode
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General.Editing.ChangeMode(new ThingsMode());
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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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renderer.SetPresentation(Presentation.Things);
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// Convert geometry selection to linedefs selection
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General.Map.Map.ClearAllMarks(false);
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General.Map.Map.MarkSelectedVertices(true, true);
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ICollection<Linedef> lines = General.Map.Map.LinedefsFromMarkedVertices(false, true, false);
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foreach(Linedef l in lines) l.Selected = true;
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General.Map.Map.ClearSelectedSectors();
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General.Map.Map.ClearSelectedVertices();
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}
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// Mode disengages
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public override void OnDisengage()
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{
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base.OnDisengage();
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// Going to EditSelectionMode?
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if(General.Editing.NewMode is EditSelectionMode)
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{
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// No selection made? But we have a highlight!
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if((General.Map.Map.GetSelectedThings(true).Count == 0) && (highlighted != null))
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{
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// Make the highlight the selection
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highlighted.Selected = true;
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}
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}
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// Hide highlight info
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General.Interface.HideInfo();
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}
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// This redraws the display
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public override void OnRedrawDisplay()
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{
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renderer.RedrawSurface();
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// Render lines and vertices
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if(renderer.StartPlotter(true))
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{
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renderer.PlotLinedefSet(General.Map.Map.Linedefs);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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for(int i = 0; i < Thing.NUM_ARGS; i++) BuilderPlug.Me.PlotAssociations(renderer, association[i]);
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if((highlighted != null) && !highlighted.IsDisposed) BuilderPlug.Me.PlotReverseAssociations(renderer, highlightasso);
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renderer.Finish();
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}
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// Render things
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if(renderer.StartThings(true))
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{
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renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA);
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renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, 1.0f);
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for(int i = 0; i < Thing.NUM_ARGS; i++) BuilderPlug.Me.RenderAssociations(renderer, association[i]);
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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BuilderPlug.Me.RenderReverseAssociations(renderer, highlightasso);
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renderer.RenderThing(highlighted, General.Colors.Highlight, 1.0f);
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}
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renderer.Finish();
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}
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// Selecting?
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if(selecting)
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{
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// Render selection
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if(renderer.StartOverlay(true))
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{
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RenderMultiSelection();
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renderer.Finish();
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}
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}
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renderer.Present();
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}
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// This highlights a new item
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protected void Highlight(Thing t)
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{
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bool completeredraw = false;
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LinedefActionInfo action = null;
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// Often we can get away by simply undrawing the previous
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// highlight and drawing the new highlight. But if associations
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// are or were drawn we need to redraw the entire display.
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// Previous association highlights something?
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if((highlighted != null) && (highlighted.Tag > 0)) completeredraw = true;
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// Set highlight association
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if(t != null)
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highlightasso.Set(t.Tag, UniversalType.ThingTag);
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else
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highlightasso.Set(0, 0);
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// New association highlights something?
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if((t != null) && (t.Tag > 0)) completeredraw = true;
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if(t != null)
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{
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// Check if we can find the linedefs action
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if((t.Action > 0) && General.Map.Config.LinedefActions.ContainsKey(t.Action))
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action = General.Map.Config.LinedefActions[t.Action];
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}
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// Determine linedef associations
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for(int i = 0; i < Thing.NUM_ARGS; i++)
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{
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// Previous association highlights something?
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if((association[i].type == UniversalType.SectorTag) ||
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(association[i].type == UniversalType.LinedefTag) ||
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(association[i].type == UniversalType.ThingTag)) completeredraw = true;
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// Make new association
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if(action != null)
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association[i].Set(t.Args[i], action.Args[i].Type);
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else
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association[i].Set(0, 0);
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// New association highlights something?
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if((association[i].type == UniversalType.SectorTag) ||
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(association[i].type == UniversalType.LinedefTag) ||
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(association[i].type == UniversalType.ThingTag)) completeredraw = true;
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}
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// If we're changing associations, then we
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// need to redraw the entire display
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if(completeredraw)
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{
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// Set new highlight and redraw completely
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highlighted = t;
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General.Interface.RedrawDisplay();
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}
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else
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{
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// Update display
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if(renderer.StartThings(false))
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{
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// Undraw previous highlight
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if((highlighted != null) && !highlighted.IsDisposed)
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renderer.RenderThing(highlighted, renderer.DetermineThingColor(highlighted), 1.0f);
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// Set new highlight
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highlighted = t;
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// Render highlighted item
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if((highlighted != null) && !highlighted.IsDisposed)
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renderer.RenderThing(highlighted, General.Colors.Highlight, 1.0f);
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// Done
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renderer.Finish();
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renderer.Present();
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}
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}
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// Show highlight info
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if((highlighted != null) && !highlighted.IsDisposed)
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General.Interface.ShowThingInfo(highlighted);
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else
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General.Interface.HideInfo();
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}
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// Selection
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protected override void OnSelectBegin()
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{
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// Item highlighted?
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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// Flip selection
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highlighted.Selected = !highlighted.Selected;
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// Update display
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if(renderer.StartThings(false))
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{
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// Redraw highlight to show selection
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renderer.RenderThing(highlighted, renderer.DetermineThingColor(highlighted), 1.0f);
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renderer.Finish();
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renderer.Present();
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}
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}
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else
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{
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// Start making a selection
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StartMultiSelection();
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}
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base.OnSelectBegin();
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}
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// End selection
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protected override void OnSelectEnd()
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{
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// Not ending from a multi-selection?
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if(!selecting)
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{
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// Item highlighted?
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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// Update display
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if(renderer.StartThings(false))
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{
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// Render highlighted item
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renderer.RenderThing(highlighted, General.Colors.Highlight, 1.0f);
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renderer.Finish();
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renderer.Present();
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}
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}
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}
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base.OnSelectEnd();
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}
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// Start editing
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protected override void OnEditBegin()
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{
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thinginserted = false;
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// Item highlighted?
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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// Edit pressed in this mode
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editpressed = true;
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// Highlighted item not selected?
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if(!highlighted.Selected)
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{
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// Make this the only selection
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General.Map.Map.ClearSelectedThings();
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highlighted.Selected = true;
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General.Interface.RedrawDisplay();
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}
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// Update display
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if(renderer.StartThings(false))
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{
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// Redraw highlight to show selection
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renderer.RenderThing(highlighted, renderer.DetermineThingColor(highlighted), 1.0f);
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renderer.Finish();
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renderer.Present();
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}
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}
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else
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{
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// Mouse in window?
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if(mouseinside)
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{
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// Edit pressed in this mode
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editpressed = true;
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thinginserted = true;
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// Insert a new item and select it for dragging
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General.Map.UndoRedo.CreateUndo("Insert thing");
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Thing t = InsertThing(mousemappos);
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General.Map.Map.ClearSelectedThings();
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t.Selected = true;
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Highlight(t);
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General.Interface.RedrawDisplay();
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}
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}
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base.OnEditBegin();
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}
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// Done editing
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protected override void OnEditEnd()
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{
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// Edit pressed in this mode?
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if(editpressed)
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{
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// Anything selected?
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ICollection<Thing> selected = General.Map.Map.GetSelectedThings(true);
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if(selected.Count > 0)
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{
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if(General.Interface.IsActiveWindow)
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{
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// Edit only when preferred
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if(!thinginserted || BuilderPlug.Me.EditNewThing)
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{
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// Show thing edit dialog
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General.Interface.ShowEditThings(selected);
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// When a single thing was selected, deselect it now
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if(selected.Count == 1) General.Map.Map.ClearSelectedThings();
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// Update things filter
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General.Map.ThingsFilter.Update();
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// Update entire display
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General.Interface.RedrawDisplay();
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}
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}
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}
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}
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editpressed = false;
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base.OnEditEnd();
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}
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// Mouse moves
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public override void OnMouseMove(MouseEventArgs e)
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{
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base.OnMouseMove(e);
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// Not holding any buttons?
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if(e.Button == MouseButtons.None)
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{
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// Find the nearest thing within highlight range
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Thing t = MapSet.NearestThingSquareRange(General.Map.ThingsFilter.VisibleThings, mousemappos, THING_HIGHLIGHT_RANGE / renderer.Scale);
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// Highlight if not the same
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if(t != highlighted) Highlight(t);
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}
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}
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// Mouse leaves
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public override void OnMouseLeave(EventArgs e)
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{
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base.OnMouseLeave(e);
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// Highlight nothing
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Highlight(null);
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}
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// Mouse wants to drag
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protected override void OnDragStart(MouseEventArgs e)
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{
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base.OnDragStart(e);
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// Edit button used?
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if(General.Actions.CheckActionActive(null, "classicedit"))
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{
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// Anything highlighted?
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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// Highlighted item not selected?
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if(!highlighted.Selected)
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{
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// Select only this sector for dragging
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General.Map.Map.ClearSelectedThings();
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highlighted.Selected = true;
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}
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// Start dragging the selection
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General.Editing.ChangeMode(new DragThingsMode(new ThingsMode(), mousedownmappos));
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}
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}
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}
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// This is called wheh selection ends
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protected override void OnEndMultiSelection()
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{
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// Go for all things
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foreach(Thing t in General.Map.ThingsFilter.VisibleThings)
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{
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t.Selected = ((t.Position.x >= selectionrect.Left) &&
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(t.Position.y >= selectionrect.Top) &&
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(t.Position.x <= selectionrect.Right) &&
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(t.Position.y <= selectionrect.Bottom));
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}
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base.OnEndMultiSelection();
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// Clear overlay
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if(renderer.StartOverlay(true)) renderer.Finish();
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// Redraw
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General.Interface.RedrawDisplay();
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}
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// This is called when the selection is updated
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protected override void OnUpdateMultiSelection()
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{
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base.OnUpdateMultiSelection();
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// Render selection
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if(renderer.StartOverlay(true))
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{
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RenderMultiSelection();
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renderer.Finish();
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renderer.Present();
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}
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}
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// When copying
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public override bool OnCopyBegin()
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{
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// No selection made? But we have a highlight!
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if((General.Map.Map.GetSelectedThings(true).Count == 0) && (highlighted != null))
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{
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// Make the highlight the selection
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highlighted.Selected = true;
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}
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return base.OnCopyBegin();
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}
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// When pasting
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public override bool OnPasteBegin()
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{
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// No selection made? But we have a highlight!
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if((General.Map.Map.GetSelectedThings(true).Count == 0) && (highlighted != null))
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{
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// Make the highlight the selection
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highlighted.Selected = true;
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}
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return base.OnPasteBegin();
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}
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#endregion
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#region ================== Actions
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// This clears the selection
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[BeginAction("clearselection", BaseAction = true)]
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public void ClearSelection()
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{
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// Clear selection
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General.Map.Map.ClearAllSelected();
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// Redraw
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General.Interface.RedrawDisplay();
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}
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// This creates a new thing at the mouse position
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[BeginAction("insertitem", BaseAction = true)]
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public virtual void InsertThing()
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{
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// Mouse in window?
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if(mouseinside)
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{
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// Insert new thing
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General.Map.UndoRedo.CreateUndo("Insert thing");
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Thing t = InsertThing(mousemappos);
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// Edit the thing?
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if(BuilderPlug.Me.EditNewThing)
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{
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// Redraw screen
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General.Interface.RedrawDisplay();
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List<Thing> things = new List<Thing>(1);
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things.Add(t);
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General.Interface.ShowEditThings(things);
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}
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// Update things filter
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General.Map.ThingsFilter.Update();
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// Redraw screen
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General.Interface.RedrawDisplay();
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}
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}
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// This creates a new thing
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private Thing InsertThing(Vector2D pos)
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{
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// Create things at mouse position
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Thing t = General.Map.Map.CreateThing();
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General.Settings.ApplyDefaultThingSettings(t);
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t.Move(pos);
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t.UpdateConfiguration();
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// Update things filter so that it includes this thing
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General.Map.ThingsFilter.Update();
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// Snap to grid enabled?
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if(General.Interface.SnapToGrid)
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{
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// Snap to grid
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t.SnapToGrid();
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}
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else
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{
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// Snap to map format accuracy
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t.SnapToAccuracy();
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}
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return t;
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}
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[BeginAction("deleteitem", BaseAction = true)]
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public void DeleteItem()
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{
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// Make list of selected things
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ICollection<Thing> selected = General.Map.Map.GetSelectedThings(true);
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if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed) selected.Add(highlighted);
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// Anything to do?
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if(selected.Count > 0)
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{
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// Make undo
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if(selected.Count > 1)
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General.Map.UndoRedo.CreateUndo("Delete " + selected.Count + " things");
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else
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General.Map.UndoRedo.CreateUndo("Delete thing");
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// Dispose selected things
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foreach(Thing t in selected) t.Dispose();
|
|
|
|
// Update cache values
|
|
General.Map.IsChanged = true;
|
|
General.Map.ThingsFilter.Update();
|
|
|
|
// Invoke a new mousemove so that the highlighted item updates
|
|
MouseEventArgs e = new MouseEventArgs(MouseButtons.None, 0, (int)mousepos.x, (int)mousepos.y, 0);
|
|
OnMouseMove(e);
|
|
|
|
// Redraw screen
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|