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e8f52aecb9
Location and active tab of all Edit Forms are now stored while GZDB is running. Focus management between editing window and the rest of the interface should work better now. Tag Explorer plugin: editing window was not updated properly when Edit forms were opened from Tag Explorer. Tag Explorer plugin, UDMF: comment editing was incorrectly initialized in some cases.
333 lines
10 KiB
C#
333 lines
10 KiB
C#
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.Editing;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.Map;
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namespace CodeImp.DoomBuilder.BuilderModes.ClassicModes
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{
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[EditMode(DisplayName = "Draw Rectangle Mode",
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SwitchAction = "drawrectanglemode",
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AllowCopyPaste = false,
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Volatile = true,
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Optional = false)]
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public class DrawRectangleMode : DrawGeometryMode
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{
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private HintLabel hintLabel;
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protected int bevelWidth;
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protected int currentBevelWidth;
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protected int subdivisions;
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protected int maxSubdivisions = 16;
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protected int minSubdivisions = 0;
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protected string undoName = "Rectangle draw";
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protected string shapeName = "rectangle";
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protected Vector2D start;
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protected Vector2D end;
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protected int width;
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protected int height;
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protected PixelColor cornersColor;
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public DrawRectangleMode() {
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snaptogrid = true;
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cornersColor = General.Colors.BrightColors[new Random().Next(General.Colors.BrightColors.Length - 1)];
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}
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public override void Dispose() {
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if (!isdisposed && hintLabel != null)
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hintLabel.Dispose();
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base.Dispose();
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}
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override protected void Update() {
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PixelColor stitchcolor = General.Colors.Highlight;
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PixelColor losecolor = General.Colors.Selection;
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snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
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DrawnVertex curp = GetCurrentPosition();
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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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PixelColor color = snaptonearest ? stitchcolor : losecolor;
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if (points.Count == 1) {
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updateReferencePoints(points[0], curp);
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Vector2D[] shape = getShape(start, end);
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//render shape
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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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//vertices
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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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//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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labels[i - 1].Start = labelCoords[i - 1];
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labels[i - 1].End = labelCoords[i];
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renderer.RenderText(labels[i - 1].TextLabel);
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}
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//got beveled corners?
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if (shape.Length > 5) {
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//render hint
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if (width > 64 * vsize && height > 16 * vsize) {
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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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hintLabel.Text = getHintText();
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renderer.RenderText(hintLabel.TextLabel);
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}
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//and shape corners
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for (int i = 0; i < 4; i++)
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renderer.RenderRectangleFilled(new RectangleF(labelCoords[i].x - vsize, labelCoords[i].y - vsize, vsize * 2.0f, vsize * 2.0f), cornersColor, true);
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}
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} else {
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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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protected virtual Vector2D[] getShape(Vector2D pStart, Vector2D pEnd) {
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//no shape
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if (pEnd.x == pStart.x && pEnd.y == pStart.y) {
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currentBevelWidth = 0;
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return new Vector2D[0];
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}
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//line
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if(pEnd.x == pStart.x || pEnd.y == pStart.y) {
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currentBevelWidth = 0;
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return new[] { pStart, pEnd };
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}
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//no corners
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if (bevelWidth == 0) {
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currentBevelWidth = 0;
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return new[] { pStart, new Vector2D((int)pEnd.x, (int)pStart.y), pEnd, new Vector2D((int)pStart.x, (int)pEnd.y), pStart };
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}
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//got corners
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bool reverse = false;
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currentBevelWidth = Math.Min(Math.Abs(bevelWidth), Math.Min(width, height) / 2);
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if (bevelWidth < 0) {
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currentBevelWidth *= -1;
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reverse = true;
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}
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List<Vector2D> l_points = new List<Vector2D>();
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//top-left corner
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l_points.AddRange(getCornerPoints(pStart, currentBevelWidth, currentBevelWidth, !reverse));
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//top-right corner
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l_points.AddRange(getCornerPoints(new Vector2D(pEnd.x, pStart.y), -currentBevelWidth, currentBevelWidth, reverse));
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//bottom-right corner
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l_points.AddRange(getCornerPoints(pEnd, -currentBevelWidth, -currentBevelWidth, !reverse));
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//bottom-left corner
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l_points.AddRange(getCornerPoints(new Vector2D(pStart.x, pEnd.y), currentBevelWidth, -currentBevelWidth, reverse));
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//closing point
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l_points.Add(l_points[0]);
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Vector2D[] points = new Vector2D[l_points.Count];
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l_points.CopyTo(points);
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return points;
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}
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private Vector2D[] getCornerPoints(Vector2D startPoint, int bevel_width, int bevel_height, bool reverse) {
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Vector2D[] points;
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Vector2D center = (bevelWidth > 0 ? new Vector2D(startPoint.x + bevel_width, startPoint.y + bevel_height) : startPoint);
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float curAngle = Angle2D.PI;
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int steps = subdivisions + 2;
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points = new Vector2D[steps];
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float stepAngle = Angle2D.PIHALF / (subdivisions + 1);
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for (int i = 0; i < steps; i++) {
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points[i] = new Vector2D(center.x + (float)Math.Sin(curAngle) * bevel_width, center.y + (float)Math.Cos(curAngle) * bevel_height);
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curAngle += stepAngle;
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}
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if (reverse) Array.Reverse(points);
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return points;
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}
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protected virtual string getHintText() {
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return "BVL: " + bevelWidth + "; SUB: " + subdivisions;
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}
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//update top-left and bottom-right points, which define drawing shape
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private void updateReferencePoints(DrawnVertex p1, DrawnVertex p2) {
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if (p1.pos.x < p2.pos.x) {
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start.x = p1.pos.x;
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end.x = p2.pos.x;
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} else {
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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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start.y = p1.pos.y;
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end.y = p2.pos.y;
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} else {
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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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// 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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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; //stitch
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newpoint.stitchline = stitchline;
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points.Add(newpoint);
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if (points.Count == 1) { //add point and 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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} else if (points[0].pos == points[1].pos) { //nothing is drawn
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points = new List<DrawnVertex>();
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FinishDraw();
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} else {
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//create vertices for final shape.
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updateReferencePoints(points[0], newpoint);
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points = new List<DrawnVertex>(); //clear points
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Vector2D[] shape = getShape(start, end);
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for (int i = 0; i < shape.Length; i++)
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base.DrawPointAt(shape[i], true, true);
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FinishDraw();
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}
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return true;
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}
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override public void RemovePoint() {
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if (points.Count > 0) points.RemoveAt(points.Count - 1);
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if (labels.Count > 0) labels = new List<LineLengthLabel>();
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Update();
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}
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//EVENTS
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override public void OnAccept() {
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Cursor.Current = Cursors.AppStarting;
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General.Settings.FindDefaultDrawSettings();
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// When we have a rectangle or a line
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if(points.Count > 4 || points.Count == 2) {
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// Make undo for the draw
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General.Map.UndoRedo.CreateUndo(undoName);
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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 + " " + shapeName+".");
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// Make the drawing
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if (!Tools.DrawLines(points, true, BuilderPlug.Me.AutoAlignTextureOffsetsOnCreate)) {
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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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// 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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// Update cached values
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General.Map.Map.Update();
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// Edit new sectors?
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List<Sector> newsectors = General.Map.Map.GetMarkedSectors(true);
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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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//ACTIONS
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[BeginAction("increasesubdivlevel")]
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protected virtual void increaseSubdivLevel() {
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if (subdivisions < maxSubdivisions) {
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subdivisions++;
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Update();
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}
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}
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[BeginAction("decreasesubdivlevel")]
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protected virtual void decreaseSubdivLevel() {
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if (subdivisions > minSubdivisions) {
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subdivisions--;
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Update();
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}
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}
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[BeginAction("increasebevel")]
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protected virtual void increaseBevel() {
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if (currentBevelWidth == bevelWidth || bevelWidth < 0) {
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bevelWidth += General.Map.Grid.GridSize;
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Update();
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}
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}
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[BeginAction("decreasebevel")]
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protected virtual void decreaseBevel() {
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if (currentBevelWidth == bevelWidth || bevelWidth > 0) {
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bevelWidth -= General.Map.Grid.GridSize;
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Update();
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}
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}
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}
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}
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