mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 14:12:16 +00:00
e487a9c80a
When Draw Rectangle or Draw Ellipse mode is enabled, it's settings are now shown in side panel. Draw Ellipse mode: increased maximum number of sides to 512. Changed the way tags are shown in Tag Selector controls. Tags without labels are now shown as a number (not "Tag N"), and tags with label are now shown as "N (label)", not "label (N)". Tag labels are now shown in Thing, Sector and Linedef info panels. Once again changed the way things are rendered while dragged. Rearranged the label in PairedIntControl and PairedFieldControl (it is now behind numeric controls). Optimized MapSet.GetSectorByCoordinates().
379 lines
11 KiB
C#
379 lines
11 KiB
C#
#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Controls;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Windows;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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[EditMode(DisplayName = "Draw Grid Mode",
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SwitchAction = "drawgridmode",
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AllowCopyPaste = false,
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Volatile = true,
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Optional = false)]
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public class DrawGridMode : DrawGeometryMode
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{
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#region ================== Variables
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private static int horizontalSlices = 3;
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private static int verticalSlices = 3;
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private bool triangulate = true;
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private List<DrawnVertex[]> gridpoints;
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private HintLabel hintLabel;
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private int width;
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private int height;
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private Vector2D start;
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private Vector2D end;
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//interface
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private Docker settingsdocker;
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private DrawGridOptionsPanel panel;
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#endregion
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#region ================== Constructor
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public DrawGridMode() {
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snaptogrid = true;
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//Options docker
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panel = new DrawGridOptionsPanel();
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panel.OnValueChanged += OptionsPanelOnValueChanged;
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settingsdocker = new Docker("drawgrid", "Draw Grid Settings", panel);
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}
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#endregion
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#region ================== Events
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public override void OnEngage() {
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base.OnEngage();
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General.Interface.AddDocker(settingsdocker);
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General.Interface.SelectDocker(settingsdocker);
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panel.Triangulate = triangulate;
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panel.HorizontalSlices = horizontalSlices - 1;
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panel.VerticalSlices = verticalSlices - 1;
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}
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public override void OnDisengage() {
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General.Interface.RemoveDocker(settingsdocker);
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base.OnDisengage();
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}
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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 shape...
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if(gridpoints.Count > 0) {
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// Make undo for the draw
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General.Map.UndoRedo.CreateUndo("Grid draw");
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// Make an analysis and show info
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string[] adjectives = new[] { "gloomy", "sad", "unhappy", "lonely", "troubled", "depressed", "heartsick", "glum", "pessimistic", "bitter", "downcast" }; // aaand my english vocabulary ends here :)
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string word = adjectives[new Random().Next(adjectives.Length - 1)];
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string a = (word[0] == 'u' ? "an " : "a ");
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General.Interface.DisplayStatus(StatusType.Action, "Created " + a + word + " grid.");
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List<Sector> newsectors = new List<Sector>();
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foreach (DrawnVertex[] shape in gridpoints) {
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if(!Tools.DrawLines(shape, 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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// Update cached values after each step...
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General.Map.Map.Update();
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newsectors.AddRange(General.Map.Map.GetMarkedSectors(true));
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}
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// Snap to map format accuracy
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General.Map.Map.SnapAllToAccuracy();
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// Clear selection
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General.Map.Map.ClearAllSelected();
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// Edit new sectors?
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if(BuilderPlug.Me.EditNewSector && (newsectors.Count > 0))
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General.Interface.ShowEditSectors(newsectors);
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// Update the used textures
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General.Map.Data.UpdateUsedTextures();
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// Map is changed
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General.Map.IsChanged = true;
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}
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// Done
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Cursor.Current = Cursors.Default;
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// Return to original mode
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General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
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}
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private void OptionsPanelOnValueChanged(object sender, EventArgs eventArgs) {
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triangulate = panel.Triangulate;
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horizontalSlices = panel.HorizontalSlices + 1;
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verticalSlices = panel.VerticalSlices + 1;
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Update();
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}
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#endregion
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#region ================== Methods
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override protected void Update() {
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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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List<Vector2D[]> shapes = getShapes(start, end);
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//render shape
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foreach (Vector2D[] shape in shapes) {
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for(int i = 1; i < shape.Length; i++)
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renderer.RenderLine(shape[i - 1], shape[i], LINE_THICKNESS, color, true);
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}
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//vertices
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foreach (Vector2D[] shape in shapes) {
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for (int i = 0; i < shape.Length; i++)
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renderer.RenderRectangleFilled(new RectangleF(shape[i].x - vsize, shape[i].y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
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}
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//and labels
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Vector2D[] labelCoords = new[] { start, new Vector2D(end.x, start.y), end, new Vector2D(start.x, end.y), start };
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for(int i = 1; i < 5; i++) {
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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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//render hint
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if (horizontalSlices > 1 || verticalSlices > 1) {
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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 = "H: " + (horizontalSlices - 1) + "; V: " + (verticalSlices - 1);
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renderer.RenderText(hintLabel.TextLabel);
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}
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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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// 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;
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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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gridpoints = new List<DrawnVertex[]>();
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List<Vector2D[]> shapes = getShapes(start, end);
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foreach (Vector2D[] shape in shapes) {
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DrawnVertex[] verts = new DrawnVertex[shape.Length];
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for(int i = 0; i < shape.Length; i++) {
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newpoint = new DrawnVertex();
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newpoint.pos = shape[i];
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newpoint.stitch = true;
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newpoint.stitchline = stitchline;
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verts[i] = newpoint;
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}
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gridpoints.Add(verts);
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}
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FinishDraw();
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}
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return true;
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}
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protected List<Vector2D[]> getShapes(Vector2D s, Vector2D e) {
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//no shape
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if(s == e) return new List<Vector2D[]>();
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//line
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if (e.x == s.x || e.y == s.y) return new List<Vector2D[]>{ new[] {s, e} };
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//rectangles
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float rectWidth = Math.Max(1, (horizontalSlices > 0 ? (float)width / horizontalSlices : width));
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float rectHeight = Math.Max(1, (verticalSlices > 0 ? (float)height / verticalSlices : height));
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//create shape
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List<Vector2D> rect = new List<Vector2D> { s, new Vector2D((int)e.x, (int)s.y), e, new Vector2D((int)s.x, (int)e.y), s };
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if(horizontalSlices == 1 && verticalSlices == 1) {
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if(triangulate) rect.AddRange(new[] { s, e });
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return new List<Vector2D[]>{ rect.ToArray() };
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}
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//create blocks
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List<Vector2D[]> shapes = new List<Vector2D[]>() { rect.ToArray() };
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RectangleF[,] blocks = new RectangleF[horizontalSlices, verticalSlices];
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for(int w = 0; w < horizontalSlices; w++) {
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for(int h = 0; h < verticalSlices; h++) {
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blocks[w, h] = RectangleF.FromLTRB((int)Math.Round(s.x + rectWidth * w), (int)Math.Round(s.y + rectHeight * h), (int)Math.Round(s.x + rectWidth * (w + 1)), (int)Math.Round(s.y + rectHeight * (h + 1)));
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}
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}
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//add subdivisions
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if (horizontalSlices > 1) {
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for (int w = 1; w < horizontalSlices; w++) {
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int px = (int) Math.Round(blocks[w, 0].X);
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shapes.Add(new[] {new Vector2D(px, s.y), new Vector2D(px, e.y)});
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}
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}
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if (verticalSlices > 1) {
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for (int h = 1; h < verticalSlices; h++) {
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int py = (int) Math.Round(blocks[0, h].Y);
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shapes.Add(new[] { new Vector2D(s.x, py), new Vector2D(e.x, py) });
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}
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}
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//triangulate?
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if (triangulate) {
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bool startflip = false;
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bool flip = false;
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for (int w = 0; w < horizontalSlices; w++) {
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for (int h = 0; h < verticalSlices; h++) {
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if (flip) {
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shapes.Add(new[] { new Vector2D(blocks[w, h].X, blocks[w, h].Y), new Vector2D(blocks[w, h].Right, blocks[w, h].Bottom) });
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} else {
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shapes.Add(new[] { new Vector2D(blocks[w, h].Right, blocks[w, h].Y), new Vector2D(blocks[w, h].X, blocks[w, h].Bottom) });
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}
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flip = !flip;
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}
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startflip = !startflip;
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flip = startflip;
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}
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}
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return shapes;
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}
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//update 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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#endregion
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#region ================== Actions
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[BeginAction("increasebevel")]
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protected void increaseBevel() {
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if(points.Count < 2 || horizontalSlices < width - 2) {
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horizontalSlices++;
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panel.HorizontalSlices = horizontalSlices - 1;
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Update();
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}
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}
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[BeginAction("decreasebevel")]
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protected void decreaseBevel() {
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if(horizontalSlices > 1) {
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horizontalSlices--;
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panel.HorizontalSlices = horizontalSlices - 1;
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Update();
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}
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}
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[BeginAction("increasesubdivlevel")]
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protected void increaseSubdivLevel() {
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if(points.Count < 2 || verticalSlices < height - 2) {
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verticalSlices++;
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panel.VerticalSlices = verticalSlices - 1;
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Update();
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}
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}
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[BeginAction("decreasesubdivlevel")]
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protected void decreaseSubdivLevel() {
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if(verticalSlices > 1) {
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verticalSlices--;
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panel.VerticalSlices = verticalSlices - 1;
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Update();
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}
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}
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#endregion
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}
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}
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