mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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87ff11cc0f
Added hints for Drag Geometry modes.
543 lines
16 KiB
C#
543 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.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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// 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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// List of selected items
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protected ICollection<Vertex> selectedverts;
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// List of non-selected items
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protected ICollection<Vertex> unselectedverts;
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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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protected List<float> unstableLinesInitialLengths; //mxd
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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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#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
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selectedverts = General.Map.Map.GetMarkedVertices(true);
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// Make list of non-selected vertices
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// This will be used for snapping to nearest items
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unselectedverts = General.Map.Map.GetMarkedVertices(false);
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// Get the nearest vertex for snapping
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dragitem = MapSet.NearestVertex(selectedverts, dragstartmappos);
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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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// 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. Keep original lenghs for further reference
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unstableLinesInitialLengths = new List<float>(unstablelines.Count);
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foreach (Linedef l in unstablelines)
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unstableLinesInitialLengths.Add(l.Length);
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//mxd. Collect selected sectors
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if(General.Map.UDMF) {
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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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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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bool selected = true;
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foreach(Sidedef side in s.Sidedefs) {
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if(!selectedLines.Contains(side.Line)) {
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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)
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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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// 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 snapnearest)
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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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}
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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(snaptogrid)
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{
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// Get grid intersection coordinates
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List<Vector2D> coords = nl.GetGridIntersections();
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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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}
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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?
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if(snapgrid)
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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
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dragitem.SnapToGrid();
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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 || (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
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// mouse position change since drag start
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v.Move(oldpositions[i] + offset);
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// Next
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i++;
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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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else
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{
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// No changes
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return false;
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}
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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);
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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);
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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, snaptonearest);
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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
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if(General.Map.UDMF && BuilderPlug.Me.LockSectorTextureOffsetsWhileDragging && selectedSectors.Count > 0) {
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Vector2D offset = dragitemposition - dragitem.Position;
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foreach(Sector s in selectedSectors) {
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s.Fields.BeforeFieldsChange();
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//update ceiling offset
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if(s.CeilTexture.Length > 1) {
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ImageData texture = General.Map.Data.GetFlatImage(s.CeilTexture);
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if(texture != null) {
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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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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"))
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s.Fields.Add("xpanningceiling", new UniValue(UniversalType.Float, (float)Math.Round(ceilOffset.x % textureWidth)));
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else
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s.Fields["xpanningceiling"].Value = (float)Math.Round(ceilOffset.x % textureWidth);
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if(!s.Fields.ContainsKey("ypanningceiling"))
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s.Fields.Add("ypanningceiling", new UniValue(UniversalType.Float, (float)Math.Round(ceilOffset.y % textureHeight)));
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else
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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.FloorTexture.Length > 1) {
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ImageData texture = General.Map.Data.GetFlatImage(s.FloorTexture);
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if(texture != null) {
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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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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"))
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s.Fields.Add("xpanningfloor", new UniValue(UniversalType.Float, (float)Math.Round(floorOffset.x % textureWidth)));
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else
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s.Fields["xpanningfloor"].Value = (float)Math.Round(floorOffset.x % textureWidth);
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if(!s.Fields.ContainsKey("ypanningfloor"))
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s.Fields.Add("ypanningfloor", new UniValue(UniversalType.Float, (float)Math.Round(floorOffset.y % textureHeight)));
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else
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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 cached values
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General.Map.Map.Update();
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// Done
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Cursor.Current = Cursors.Default;
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General.Map.IsChanged = true;
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}
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}
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// This checks if the view offset/zoom changed and updates the check
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protected bool CheckViewChanged()
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{
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// View changed?
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bool viewchanged = (renderer.OffsetX != lastoffsetx || renderer.OffsetY != lastoffsety || renderer.Scale != lastscale);
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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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// Return result
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return viewchanged;
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}
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// This updates the dragging
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private void Update()
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{
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snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
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snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
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// Move selected geometry
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if(MoveGeometryRelative(mousemappos - dragstartmappos, snaptogrid, snaptonearest))
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{
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// Update cached values
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General.Map.Map.Update(true, false);
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// Redraw
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UpdateRedraw();
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renderer.Present();
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}
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}
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// This redraws only the required things
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protected virtual void UpdateRedraw()
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{
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}
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//mxd
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protected override void SetupHints() {
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hints = new[] { "Hold Shift to " + (General.Interface.SnapToGrid ? "disable" : "enable") + " grid snapping.",
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"Hold Ctrl to " + (General.Interface.AutoMerge ? "disable" : "enable") + " snapping to nearest vertex."
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};
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}
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// When edit button is released
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protected override void OnEditEnd()
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{
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// Just return to base mode, Disengage will be called automatically.
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General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
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base.OnEditEnd();
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}
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// Mouse moving
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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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if(panning) return; //mxd. Skip all this jass while panning
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Update();
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}
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// When a key is released
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public override void OnKeyUp(KeyEventArgs e)
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{
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base.OnKeyUp(e);
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if((snaptogrid != (General.Interface.ShiftState ^ General.Interface.SnapToGrid)) ||
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(snaptonearest != (General.Interface.CtrlState ^ General.Interface.AutoMerge))) Update();
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}
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// When a key is pressed
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public override void OnKeyDown(KeyEventArgs e)
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{
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base.OnKeyDown(e);
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if((snaptogrid != (General.Interface.ShiftState ^ General.Interface.SnapToGrid)) ||
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(snaptonearest != (General.Interface.CtrlState ^ General.Interface.AutoMerge))) Update();
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}
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#endregion
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}
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}
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