mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
ead2521451
Visual mode: added support for "fogdensity" and "outsidefogdensity" MAPINFO properties. Sector Info panel now shows the number of sector's sidedefs as well as light and fade colors (UDMF only). UDMF: Sector and sidedef flags are now copied/pasted when using "Copy Properties" and "Paste Properties" actions. Fixed: in some cases default texture overrides were used even when corresponding option was disabled. Sector Edit form: light and fade values were not saved when a value was pasted/entered into text box. Sector Edit form: "reset value" button was not shown for light and fade values when selected sectors had different light/fade colors. Reverted Open Map form changes from previous commit (my assumption that map marker is always empty was not correct...) Updated documentation.
245 lines
7.8 KiB
C#
245 lines
7.8 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.Actions;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Windows;
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namespace CodeImp.DoomBuilder.BuilderModes.ClassicModes
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{
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[EditMode(DisplayName = "Draw Curve Mode",
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SwitchAction = "drawcurvemode",
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AllowCopyPaste = false,
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Volatile = true,
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Optional = false)]
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public class DrawCurveMode : DrawGeometryMode
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{
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private HintLabel hintLabel;
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private Curve curve;
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private static int segmentLength = 32;
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private int minSegmentLength = 16;
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private int maxSegmentLength = 4096; //just some arbitrary number
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public DrawCurveMode() : base() {
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hintLabel = new HintLabel();
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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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protected override void Update() {
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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 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)
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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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// Go for all points to draw lines
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if(points.Count > 0) {
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//update curve
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List<Vector2D> verts = new List<Vector2D>();
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for(int i = 0; i < points.Count; i++)
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verts.Add(points[i].pos);
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if(curp.pos != verts[verts.Count-1])
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verts.Add(curp.pos);
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curve = CurveTools.CurveThroughPoints(verts, 0.5f, 0.75f, segmentLength);
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// Render lines
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for(int i = 1; i < curve.Shape.Count; i++) {
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// Determine line color
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color = snaptonearest ? stitchcolor : losecolor;
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// Render line
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renderer.RenderLine(curve.Shape[i - 1], curve.Shape[i], LINE_THICKNESS, color, true);
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}
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//render "inactive" vertices
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for(int i = 1; i < curve.Shape.Count - 1; i++) {
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// Determine vertex color
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color = !snaptonearest ? stitchcolor : losecolor;
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// Render vertex
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renderer.RenderRectangleFilled(new RectangleF(curve.Shape[i].x - vsize, curve.Shape[i].y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
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}
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}
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if(points.Count > 0) {
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// Render vertices
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for(int i = 0; i < points.Count; i++) {
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// Determine vertex color
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color = points[i].stitch ? stitchcolor : 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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color = snaptonearest ? stitchcolor : 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)
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renderer.RenderText(l.TextLabel);
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//Render info label
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hintLabel.Start = new Vector2D(mousemappos.x + (32 / renderer.Scale), mousemappos.y - (16 / renderer.Scale));
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hintLabel.End = new Vector2D(mousemappos.x + (96 / renderer.Scale), mousemappos.y);
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hintLabel.Text = "SEG LEN: " + segmentLength;
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renderer.RenderText(hintLabel.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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public override void OnAccept() {
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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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// Make undo for the draw
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General.Map.UndoRedo.CreateUndo("Curve draw");
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// Make an analysis and show info
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string[] adjectives = new string[]
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{ "beautiful", "lovely", "romantic", "stylish", "cheerful", "comical",
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"awesome", "accurate", "adorable", "adventurous", "attractive", "cute",
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"elegant", "glamorous", "gorgeous", "handsome", "magnificent", "unusual",
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"outstanding", "mysterious", "amusing", "charming", "fantastic", "jolly" };
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string word = adjectives[points.Count % adjectives.Length];
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word = (points.Count > adjectives.Length) ? "very " + word : word;
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string a = ((word[0] == 'a') || (word[0] == 'e') || (word[0] == 'o') || (word[0] == 'u')) ? "an " : "a ";
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General.Interface.DisplayStatus(StatusType.Action, "Created " + a + word + " curve.");
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List<DrawnVertex> verts = new List<DrawnVertex>();
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//if we have a curve...
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if(points.Count > 2){
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//is it a closed curve?
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int lastPoint = 0;
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if(points[0].pos == points[points.Count - 1].pos) {
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lastPoint = curve.Segments.Count;
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} else {
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lastPoint = curve.Segments.Count - 1;
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}
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for(int i = 0; i < lastPoint; i++) {
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int next = (i == curve.Segments.Count - 1 ? 0 : i + 1);
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bool stitch = points[i].stitch && points[next].stitch;
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bool stitchline = points[i].stitchline && points[next].stitchline;
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//add segment points except the last one
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for(int c = 0; c < curve.Segments[i].Points.Length - 1; c++) {
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DrawnVertex dv = new DrawnVertex();
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dv.pos = curve.Segments[i].Points[c];
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dv.stitch = stitch;
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dv.stitchline = stitchline;
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verts.Add(dv);
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}
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}
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//add last point
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DrawnVertex end = new DrawnVertex();
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end.pos = curve.Segments[lastPoint - 1].End;
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end.stitch = verts[verts.Count - 1].stitch;
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end.stitchline = verts[verts.Count - 1].stitchline;
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verts.Add(end);
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}else{
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verts = points;
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}
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// Make the drawing
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if(!Tools.DrawLines(verts, General.Settings.GZForceDefaultTextures, BuilderPlug.Me.AutoAlignTextureOffsetsOnCreate)) //mxd
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{
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// Drawing failed
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// NOTE: I have to call this twice, because the first time only cancels this volatile mode
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General.Map.UndoRedo.WithdrawUndo();
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General.Map.UndoRedo.WithdrawUndo();
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return;
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}
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// 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(segmentLength < maxSegmentLength) {
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int increment = Math.Max(minSegmentLength, segmentLength / 32 * 16);
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segmentLength += increment;
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if(segmentLength > maxSegmentLength)
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segmentLength = maxSegmentLength;
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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(segmentLength > minSegmentLength) {
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int increment = Math.Max(minSegmentLength, segmentLength / 32 * 16);
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segmentLength -= increment;
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if(segmentLength < minSegmentLength)
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segmentLength = minSegmentLength;
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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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