mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-14 22:21:01 +00:00
178e4db217
- added option to move floor/ceiling when aiming at sidedef in Visual Mode - added option to edit sector/thing properties immediately after creating a new one - fixed a bug in the ImageBrowserControl - Tools.DrawLines now keeps created sectors marked (this is still to be changed so it does not include already existing sectors) - fixed resize and alignment problem with all windows when used with high screen DPI (large fonts)
502 lines
13 KiB
C#
502 lines
13 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.Actions;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[EditMode(DisplayName = "Drawing Mode",
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SwitchAction = "drawlinesmode",
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Volatile = true,
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UseByDefault = true,
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Optional = false)]
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public class DrawGeometryMode : BaseClassicMode
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{
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#region ================== Constants
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private const float LINE_THICKNESS = 0.8f;
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#endregion
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#region ================== Variables
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// Drawing points
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private List<DrawnVertex> points;
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private List<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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// Constructor
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public DrawGeometryMode()
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{
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// Initialize
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points = new List<DrawnVertex>();
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labels = new List<LineLengthLabel>();
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// No selection in this mode
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General.Map.Map.ClearAllSelected();
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General.Map.Map.ClearAllMarks(false);
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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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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// 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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bool viewchanged = false;
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// View changed?
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if(renderer.OffsetX != lastoffsetx) viewchanged = true;
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if(renderer.OffsetY != lastoffsety) viewchanged = true;
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if(renderer.Scale != lastscale) viewchanged = true;
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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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PixelColor stitchcolor = General.Colors.Highlight;
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PixelColor losecolor = General.Colors.Selection;
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PixelColor color;
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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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DrawnVertex lastp = new DrawnVertex();
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DrawnVertex curp = GetCurrentPosition();
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float vsize = ((float)renderer.VertexSize + 1.0f) / renderer.Scale;
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float vsizeborder = ((float)renderer.VertexSize + 3.0f) / renderer.Scale;
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// The last label's end must go to the mouse cursor
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if(labels.Count > 0) labels[labels.Count - 1].End = curp.pos;
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// Render drawing lines
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if(renderer.StartOverlay(true))
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{
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// Go for all points to draw lines
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if(points.Count > 0)
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{
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// Render lines
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lastp = points[0];
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for(int i = 1; i < points.Count; i++)
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{
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// Determine line color
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if(lastp.stitchline && points[i].stitchline) color = stitchcolor;
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else color = losecolor;
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// Render line
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renderer.RenderLine(lastp.pos, points[i].pos, LINE_THICKNESS, color, true);
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lastp = points[i];
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}
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// Determine line color
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if(lastp.stitchline && snaptonearest) color = stitchcolor;
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else color = losecolor;
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// Render line to cursor
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renderer.RenderLine(lastp.pos, curp.pos, LINE_THICKNESS, color, true);
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// Render vertices
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for(int i = 0; i < points.Count; i++)
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{
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// Determine vertex color
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if(points[i].stitch) color = stitchcolor;
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else color = losecolor;
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// Render vertex
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renderer.RenderRectangleFilled(new RectangleF(points[i].pos.x - vsize, points[i].pos.y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
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}
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}
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// Determine point color
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if(snaptonearest) color = stitchcolor;
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else color = losecolor;
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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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// Go for all labels
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foreach(LineLengthLabel l in labels) renderer.RenderText(l.TextLabel);
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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 returns the aligned and snapped draw position
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public static DrawnVertex GetCurrentPosition(Vector2D mousemappos, bool snaptonearest, bool snaptogrid, IRenderer2D renderer, List<DrawnVertex> points)
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{
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DrawnVertex p = new DrawnVertex();
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float vrange = VerticesMode.VERTEX_HIGHLIGHT_RANGE / renderer.Scale;
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// Snap to nearest?
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if(snaptonearest)
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{
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// Go for all drawn points
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foreach(DrawnVertex v in points)
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{
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if(Vector2D.DistanceSq(mousemappos, v.pos) < (vrange * vrange))
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{
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p.pos = v.pos;
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p.stitch = true;
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p.stitchline = true;
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return p;
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}
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}
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// Try the nearest vertex
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Vertex nv = General.Map.Map.NearestVertexSquareRange(mousemappos, vrange);
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if(nv != null)
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{
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p.pos = nv.Position;
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p.stitch = true;
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p.stitchline = true;
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return p;
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}
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// Try the nearest linedef
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Linedef nl = General.Map.Map.NearestLinedefRange(mousemappos, LinedefsMode.LINEDEF_HIGHLIGHT_RANGE / 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 = mousemappos - 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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// Align to the closest grid intersection
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p.pos = found_coord;
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p.stitch = true;
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p.stitchline = true;
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return p;
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}
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else
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{
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// Aligned to line
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p.pos = nl.NearestOnLine(mousemappos);
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p.stitch = true;
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p.stitchline = true;
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return p;
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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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// Always snap to the first drawn vertex so that the user can finish a complete sector without stitching
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if(points.Count > 0)
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{
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if(Vector2D.DistanceSq(mousemappos, points[0].pos) < (vrange * vrange))
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{
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p.pos = points[0].pos;
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p.stitch = true;
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p.stitchline = false;
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return p;
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}
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}
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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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// Aligned to grid
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p.pos = General.Map.Grid.SnappedToGrid(mousemappos);
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p.stitch = snaptonearest;
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p.stitchline = snaptonearest;
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return p;
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}
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else
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{
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// Normal position
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p.pos = mousemappos;
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p.stitch = snaptonearest;
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p.stitchline = snaptonearest;
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return p;
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}
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}
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// This gets the aligned and snapped draw position
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private DrawnVertex GetCurrentPosition()
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{
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return GetCurrentPosition(mousemappos, snaptonearest, snaptogrid, renderer, points);
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}
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// This draws a point at a specific location
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public void DrawPointAt(DrawnVertex p)
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{
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DrawPointAt(p.pos, p.stitch, p.stitchline);
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}
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// This draws a point at a specific location
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public void DrawPointAt(Vector2D pos, bool stitch, bool stitchline)
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{
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DrawnVertex newpoint = new DrawnVertex();
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newpoint.pos = pos;
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newpoint.stitch = stitch;
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newpoint.stitchline = stitchline;
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points.Add(newpoint);
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labels.Add(new LineLengthLabel());
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labels[labels.Count - 1].Start = newpoint.pos;
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if(labels.Count > 1) labels[labels.Count - 2].End = newpoint.pos;
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Update();
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// Check if point stitches with the first
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if((points.Count > 1) && points[points.Count - 1].stitch)
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{
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Vector2D p1 = points[0].pos;
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Vector2D p2 = points[points.Count - 1].pos;
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Vector2D delta = p1 - p2;
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if((Math.Abs(delta.x) <= 0.001f) && (Math.Abs(delta.y) <= 0.001f))
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{
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// Finish drawing
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FinishDraw();
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}
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}
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}
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#endregion
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#region ================== Events
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// Engaging
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public override void OnEngage()
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{
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base.OnEngage();
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renderer.SetPresentation(Presentation.Standard);
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// Set cursor
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General.Interface.SetCursor(Cursors.Cross);
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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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// Cancel base class
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base.OnCancel();
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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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// Accepted
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public override 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 points have been drawn
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if(points.Count > 0)
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{
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// Make undo for the draw
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General.Map.UndoRedo.CreateUndo("Line draw");
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// Make the drawing
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Tools.DrawLines(points);
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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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// This redraws the display
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public override void OnRedrawDisplay()
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{
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renderer.RedrawSurface();
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// Render lines
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if(renderer.StartPlotter(true))
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{
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renderer.PlotLinedefSet(General.Map.Map.Linedefs);
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renderer.PlotVerticesSet(General.Map.Map.Vertices);
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renderer.Finish();
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}
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// Render things
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if(renderer.StartThings(true))
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{
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renderer.RenderThingSet(General.Map.Map.Things, 1.0f);
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renderer.Finish();
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}
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// Normal update
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Update();
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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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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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#region ================== Actions
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// Drawing a point
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[BeginAction("drawpoint")]
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public void DrawPoint()
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{
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// Mouse inside window?
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if(General.Interface.MouseInDisplay)
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{
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DrawnVertex newpoint = GetCurrentPosition();
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DrawPointAt(newpoint);
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}
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}
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// Remove a point
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[BeginAction("removepoint")]
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public void RemovePoint()
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{
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if(points.Count > 0) points.RemoveAt(points.Count - 1);
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if(labels.Count > 0)
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{
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labels[labels.Count - 1].Dispose();
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labels.RemoveAt(labels.Count - 1);
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}
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Update();
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}
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// Finish drawing
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[BeginAction("finishdraw")]
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public void FinishDraw()
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{
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// Accept the changes
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General.Editing.AcceptMode();
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}
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#endregion
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}
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}
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