mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
43f191872a
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.
514 lines
15 KiB
C#
514 lines
15 KiB
C#
#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Windows;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[EditMode(DisplayName = "Draw Grid Mode",
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SwitchAction = "drawgridmode",
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ButtonImage = "DrawGridMode.png", //mxd
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ButtonOrder = int.MinValue + 5, //mxd
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ButtonGroup = "000_drawing", //mxd
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AllowCopyPaste = false,
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Volatile = true,
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Optional = false)]
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public class DrawGridMode : DrawGeometryMode
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{
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#region ================== Variables
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private static int horizontalSlices = 3;
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private static int verticalSlices = 3;
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private static bool triangulate;
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private static bool gridlock;
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private static InterpolationTools.Mode horizontalinterpolation = InterpolationTools.Mode.LINEAR;
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private static InterpolationTools.Mode verticalinterpolation = InterpolationTools.Mode.LINEAR;
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private readonly List<DrawnVertex[]> gridpoints;
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private HintLabel hintLabel;
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private int width;
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private int height;
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private int slicesH;
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private int slicesV;
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private Vector2D start;
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private Vector2D end;
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//interface
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private readonly DrawGridOptionsPanel panel;
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#endregion
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#region ================== Constructor
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public DrawGridMode()
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{
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snaptogrid = true;
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gridpoints = new List<DrawnVertex[]>();
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//Options docker
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panel = new DrawGridOptionsPanel();
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panel.MaxHorizontalSlices = (int)General.Map.FormatInterface.MaxCoordinate;
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panel.MaxVerticalSlices = (int)General.Map.FormatInterface.MaxCoordinate;
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panel.OnValueChanged += OptionsPanelOnValueChanged;
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panel.OnGridLockChanged += OptionsPanelOnOnGridLockChanged;
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}
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#endregion
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#region ================== Events
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public override void OnEngage()
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{
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base.OnEngage();
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//setup settings panel
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panel.Triangulate = triangulate;
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panel.LockToGrid = gridlock;
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panel.HorizontalSlices = horizontalSlices - 1;
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panel.VerticalSlices = verticalSlices - 1;
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panel.HorizontalInterpolationMode = horizontalinterpolation;
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panel.VerticalInterpolationMode = verticalinterpolation;
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panel.Register();
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}
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public override void OnDisengage()
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{
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base.OnDisengage();
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panel.Unregister();
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}
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override public void OnAccept()
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{
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Cursor.Current = Cursors.AppStarting;
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General.Settings.FindDefaultDrawSettings();
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// When we have a shape...
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if(gridpoints.Count > 0)
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{
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// Make undo for the draw
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General.Map.UndoRedo.CreateUndo("Grid draw");
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// Make an analysis and show info
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string[] adjectives = new[] { "gloomy", "sad", "unhappy", "lonely", "troubled", "depressed", "heartsick", "glum", "pessimistic", "bitter", "downcast" }; // aaand my english vocabulary ends here :)
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string word = adjectives[new Random().Next(adjectives.Length - 1)];
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string a = (word[0] == 'u' ? "an " : "a ");
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General.Interface.DisplayStatus(StatusType.Action, "Created " + a + word + " grid.");
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List<Sector> newsectors = new List<Sector>();
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foreach (DrawnVertex[] shape in gridpoints)
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{
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if(!Tools.DrawLines(shape, true, BuilderPlug.Me.AutoAlignTextureOffsetsOnCreate))
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{
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// Drawing failed
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// NOTE: I have to call this twice, because the first time only cancels this volatile mode
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General.Map.UndoRedo.WithdrawUndo();
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General.Map.UndoRedo.WithdrawUndo();
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return;
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}
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// Update cached values after each step...
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General.Map.Map.Update();
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newsectors.AddRange(General.Map.Map.GetMarkedSectors(true));
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}
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// Snap to map format accuracy
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General.Map.Map.SnapAllToAccuracy();
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// Clear selection
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General.Map.Map.ClearAllSelected();
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// Edit new sectors?
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if(BuilderPlug.Me.EditNewSector && (newsectors.Count > 0))
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General.Interface.ShowEditSectors(newsectors);
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// Update the used textures
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General.Map.Data.UpdateUsedTextures();
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// Map is changed
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General.Map.IsChanged = true;
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}
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// Done
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Cursor.Current = Cursors.Default;
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// Return to original mode
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General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
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}
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private void OptionsPanelOnValueChanged(object sender, EventArgs eventArgs)
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{
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triangulate = panel.Triangulate;
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horizontalSlices = panel.HorizontalSlices + 1;
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verticalSlices = panel.VerticalSlices + 1;
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horizontalinterpolation = panel.HorizontalInterpolationMode;
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verticalinterpolation = panel.VerticalInterpolationMode;
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Update();
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}
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private void OptionsPanelOnOnGridLockChanged(object sender, EventArgs eventArgs)
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{
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gridlock = panel.LockToGrid;
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General.Hints.ShowHints(this.GetType(), (gridlock ? "gridlockhelp" : "general"));
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Update();
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}
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public override void OnHelp()
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{
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General.ShowHelp("/gzdb/features/classic_modes/mode_drawgrid.html");
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}
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#endregion
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#region ================== Methods
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override protected void Update()
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{
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PixelColor stitchcolor = General.Colors.Highlight;
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PixelColor losecolor = General.Colors.Selection;
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// We WANT snaptogrid and DON'T WANT snaptonearest when lock to grid is enabled
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snaptogrid = gridlock || (General.Interface.ShiftState ^ General.Interface.SnapToGrid);
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snaptonearest = !gridlock && (General.Interface.CtrlState ^ General.Interface.AutoMerge);
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DrawnVertex curp;
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if (points.Count == 1)
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{
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// Handle the case when start point is not on current grid.
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Vector2D gridoffset = General.Map.Grid.SnappedToGrid(points[0].pos) - points[0].pos;
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curp = GetCurrentPosition(mousemappos + gridoffset, snaptonearest, snaptogrid, renderer, points);
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curp.pos -= gridoffset;
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}
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else
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{
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curp = GetCurrentPosition();
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}
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float vsize = (renderer.VertexSize + 1.0f) / renderer.Scale;
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// Render drawing lines
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if(renderer.StartOverlay(true))
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{
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PixelColor color = snaptonearest ? stitchcolor : losecolor;
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if(points.Count == 1)
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{
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UpdateReferencePoints(points[0], curp);
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List<Vector2D[]> shapes = GetShapes(start, end);
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//render shape
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foreach (Vector2D[] shape in shapes)
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{
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for(int i = 1; i < shape.Length; i++)
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renderer.RenderLine(shape[i - 1], shape[i], LINE_THICKNESS, color, true);
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}
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//vertices
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foreach (Vector2D[] shape in shapes)
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{
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for (int i = 0; i < shape.Length; i++)
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renderer.RenderRectangleFilled(new RectangleF(shape[i].x - vsize, shape[i].y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
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}
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//and labels
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Vector2D[] labelCoords = new[] { start, new Vector2D(end.x, start.y), end, new Vector2D(start.x, end.y), start };
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for(int i = 1; i < 5; i++)
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{
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SetLabelPosition(labels[i - 1], labelCoords[i], labelCoords[i - 1]);
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renderer.RenderText(labels[i - 1].TextLabel);
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}
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//render hint
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if (horizontalSlices > 1 || verticalSlices > 1)
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{
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hintLabel.Text = "H: " + (slicesH - 1) + "; V: " + (slicesV - 1);
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if(width > hintLabel.Text.Length * vsize && height > 16 * vsize)
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{
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float vPos = start.y + height / 2.0f;
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hintLabel.Start = new Vector2D(start.x, vPos);
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hintLabel.End = new Vector2D(end.x, vPos);
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renderer.RenderText(hintLabel.TextLabel);
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}
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}
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}
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else
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{
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// Render vertex at cursor
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renderer.RenderRectangleFilled(new RectangleF(curp.pos.x - vsize, curp.pos.y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
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}
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// Done
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renderer.Finish();
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}
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// Done
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renderer.Present();
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}
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// This draws a point at a specific location
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override public bool DrawPointAt(Vector2D pos, bool stitch, bool stitchline)
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{
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if(pos.x < General.Map.Config.LeftBoundary || pos.x > General.Map.Config.RightBoundary ||
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pos.y > General.Map.Config.TopBoundary || pos.y < General.Map.Config.BottomBoundary)
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return false;
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DrawnVertex newpoint = new DrawnVertex();
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newpoint.pos = pos;
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newpoint.stitch = true;
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newpoint.stitchline = stitchline;
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points.Add(newpoint);
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if(points.Count == 1)
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{
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// Add labels
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labels.AddRange(new[] { new LineLengthLabel(false), new LineLengthLabel(false), new LineLengthLabel(false), new LineLengthLabel(false) });
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hintLabel = new HintLabel();
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Update();
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}
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else if(points[0].pos == points[1].pos)
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{
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// Nothing is drawn
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FinishDraw();
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}
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else
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{
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// Handle the case when start point is not on current grid.
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Vector2D gridoffset = General.Map.Grid.SnappedToGrid(points[0].pos) - points[0].pos;
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newpoint = GetCurrentPosition(mousemappos + gridoffset, snaptonearest, snaptogrid, renderer, points);
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newpoint.pos -= gridoffset;
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// Create vertices for final shape.
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UpdateReferencePoints(points[0], newpoint);
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List<Vector2D[]> shapes = GetShapes(start, end);
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foreach (Vector2D[] shape in shapes)
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{
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DrawnVertex[] verts = new DrawnVertex[shape.Length];
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for(int i = 0; i < shape.Length; i++)
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{
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newpoint = new DrawnVertex();
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newpoint.pos = shape[i];
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newpoint.stitch = true;
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newpoint.stitchline = stitchline;
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verts[i] = newpoint;
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}
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gridpoints.Add(verts);
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}
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FinishDraw();
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}
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return true;
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}
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private List<Vector2D[]> GetShapes(Vector2D s, Vector2D e)
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{
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//no shape
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if(s == e) return new List<Vector2D[]>();
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//setup slices
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if(gridlock)
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{
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slicesH = width / General.Map.Grid.GridSize;
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slicesV = height / General.Map.Grid.GridSize;
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}
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else
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{
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slicesH = horizontalSlices;
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slicesV = verticalSlices;
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}
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//create a segmented line
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List<Vector2D[]> shapes;
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if(width == 0 || height == 0)
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{
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if (slicesH > 0 && width > 0)
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{
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shapes = new List<Vector2D[]>();
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int step = width / slicesH;
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for (int w = 0; w < slicesH; w++)
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{
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shapes.Add(new[] { new Vector2D((int)s.x + step * w, (int)s.y), new Vector2D((int)s.x + step * w + step, (int)s.y) });
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}
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return shapes;
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}
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if (slicesV > 0 && height > 0)
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{
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shapes = new List<Vector2D[]>();
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int step = height / slicesV;
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for (int h = 0; h < slicesV; h++)
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{
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shapes.Add(new[] {new Vector2D((int) s.x, (int) s.y + step * h), new Vector2D((int) s.x, (int) s.y + step * h + step)});
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}
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return shapes;
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}
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//create a line
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return new List<Vector2D[]> {new[] {s, e}};
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}
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//create shape
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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 };
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if(!gridlock && slicesH == 1 && slicesV == 1)
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{
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if(triangulate) rect.AddRange(new[] { s, e });
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return new List<Vector2D[]> { rect.ToArray() };
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}
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//create blocks
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shapes = new List<Vector2D[]> { rect.ToArray() };
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RectangleF[,] blocks = new RectangleF[slicesH, slicesV];
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for(int w = 0; w < slicesH; w++)
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{
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for(int h = 0; h < slicesV; h++)
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{
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float left = InterpolationTools.Interpolate(s.x, e.x, (float)w / slicesH, horizontalinterpolation);
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float top = InterpolationTools.Interpolate(s.y, e.y, (float)h / slicesV, verticalinterpolation);
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float right = InterpolationTools.Interpolate(s.x, e.x, (w + 1.0f) / slicesH, horizontalinterpolation);
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float bottom = InterpolationTools.Interpolate(s.y, e.y, (h + 1.0f)/ slicesV, verticalinterpolation);
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blocks[w, h] = RectangleF.FromLTRB(left, top, right, bottom);
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}
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}
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//add subdivisions
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if(slicesH > 1)
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{
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for(int w = 1; w < slicesH; w++)
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{
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int px = (int) Math.Round(blocks[w, 0].X);
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shapes.Add(new[] {new Vector2D(px, s.y), new Vector2D(px, e.y)});
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}
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}
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if(slicesV > 1)
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{
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for(int h = 1; h < slicesV; h++)
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{
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int py = (int) Math.Round(blocks[0, h].Y);
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shapes.Add(new[] { new Vector2D(s.x, py), new Vector2D(e.x, py) });
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}
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}
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//triangulate?
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if (triangulate)
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{
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bool startflip = ((int)Math.Round(((s.x + e.y) / General.Map.Grid.GridSize) % 2) == 0);
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bool flip = startflip;
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for(int w = 0; w < slicesH; w++)
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{
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for(int h = slicesV - 1; h > -1; h--)
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{
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if (flip)
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shapes.Add(new[] { new Vector2D(blocks[w, h].X, blocks[w, h].Y), new Vector2D(blocks[w, h].Right, blocks[w, h].Bottom) });
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else
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shapes.Add(new[] { new Vector2D(blocks[w, h].Right, blocks[w, h].Y), new Vector2D(blocks[w, h].X, blocks[w, h].Bottom) });
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flip = !flip;
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}
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startflip = !startflip;
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flip = startflip;
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}
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}
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return shapes;
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}
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//update bottom-left and top-right points, which define drawing shape
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private void UpdateReferencePoints(DrawnVertex p1, DrawnVertex p2)
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{
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if(!p1.pos.IsFinite() || !p2.pos.IsFinite()) return;
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if (p1.pos.x < p2.pos.x)
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{
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start.x = p1.pos.x;
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end.x = p2.pos.x;
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}
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else
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{
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start.x = p2.pos.x;
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end.x = p1.pos.x;
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}
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if (p1.pos.y < p2.pos.y)
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{
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start.y = p1.pos.y;
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end.y = p2.pos.y;
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}
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else
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{
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start.y = p2.pos.y;
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end.y = p1.pos.y;
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}
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width = (int)(end.x - start.x);
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height = (int)(end.y - start.y);
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}
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#endregion
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#region ================== Actions
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[BeginAction("increasebevel")]
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protected void IncreaseBevel()
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{
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if(!gridlock && (points.Count < 2 || horizontalSlices < width - 2) && horizontalSlices - 1 < panel.MaxHorizontalSlices)
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{
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horizontalSlices++;
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panel.HorizontalSlices = horizontalSlices - 1;
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Update();
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}
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}
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[BeginAction("decreasebevel")]
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protected void DecreaseBevel()
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{
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if(!gridlock && horizontalSlices > 1)
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{
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horizontalSlices--;
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panel.HorizontalSlices = horizontalSlices - 1;
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Update();
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}
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}
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[BeginAction("increasesubdivlevel")]
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protected void IncreaseSubdivLevel()
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{
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if(!gridlock && (points.Count < 2 || verticalSlices < height - 2) && verticalSlices - 1 < panel.MaxVerticalSlices)
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{
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verticalSlices++;
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panel.VerticalSlices = verticalSlices - 1;
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Update();
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}
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}
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[BeginAction("decreasesubdivlevel")]
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protected void DecreaseSubdivLevel()
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{
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if(!gridlock && verticalSlices > 1)
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{
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verticalSlices--;
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panel.VerticalSlices = verticalSlices - 1;
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Update();
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}
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}
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#endregion
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}
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}
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