UltimateZoneBuilder/Source/BuilderModes/VerticesMode/DragVerticesMode.cs
codeimp eee375031f - cleaned up debug stuff from action delegates binding
- fixed things in drag mode (now move correctly along with scroll/zoom), this fixes issue 0000039
2008-02-15 12:15:46 +00:00

387 lines
10 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Interface;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing;
using CodeImp.DoomBuilder.Editing;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes.Editing
{
// No action or button for this mode, it is automatic.
// The EditMode attribute does not have to be specified unless the
// mode must be activated by class name rather than direct instance.
// In that case, just specifying the attribute like this is enough:
[EditMode]
public class DragVerticesMode : ClassicMode
{
#region ================== Constants
#endregion
#region ================== Variables
// Mode to return to
private EditMode basemode;
// Mouse position on map where dragging started
private Vector2D dragstartmappos;
// Item used as reference for snapping to the grid
private Vertex dragitem;
private Vector2D dragitemposition;
// List of old vertex positions
private List<Vector2D> oldpositions;
// List of selected items
private ICollection<Vertex> selectedverts;
// List of non-selected items
private ICollection<Vertex> unselectedverts;
// List of unstable lines
private ICollection<Linedef> unstablelines;
// Keep track of view changes
private float lastoffsetx;
private float lastoffsety;
private float lastscale;
// Options
private bool snaptogrid; // SHIFT to toggle
private bool snaptonearest; // CTRL to enable
#endregion
#region ================== Properties
// Just keep the vertices mode button checked
public override string EditModeButtonName { get { return typeof(VerticesMode).Name; } }
#endregion
#region ================== Constructor / Disposer
// Constructor to start dragging immediately
public DragVerticesMode(EditMode basemode, Vertex dragitem, Vector2D dragstartmappos)
{
// Initialize
this.dragitem = dragitem;
this.dragstartmappos = dragstartmappos;
this.basemode = basemode;
Cursor.Current = Cursors.AppStarting;
// Make list of selected vertices
selectedverts = General.Map.Map.GetVerticesSelection(true);
// Make list of non-selected vertices
// This will be used for snapping to nearest items
unselectedverts = General.Map.Map.GetVerticesSelection(false);
// Make old positions list
// We will use this as reference to move the vertices, or to move them back on cancel
oldpositions = new List<Vector2D>(selectedverts.Count);
foreach(Vertex v in selectedverts) oldpositions.Add(v.Position);
// Also keep old position of the dragged item
dragitemposition = dragitem.Position;
// Keep view information
lastoffsetx = renderer.OffsetX;
lastoffsety = renderer.OffsetY;
lastscale = renderer.Scale;
// Make list of unstable lines only
// These will have their length displayed during the drag
unstablelines = General.Map.Map.LinedefsFromSelectedVertices(false, false, true);
Cursor.Current = Cursors.Default;
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
// Done
isdisposed = true;
}
}
#endregion
#region ================== Methods
// This moves the selected geometry relatively
// Returns true when geometry has actually moved
private bool MoveGeometryRelative(Vector2D offset, bool snapgrid, bool snapnearest)
{
Vector2D oldpos = dragitem.Position;
Vertex nearest;
int i = 0;
// Snap to nearest?
if(snapnearest)
{
// Find nearest unselected item within selection range
nearest = MapSet.NearestVertexSquareRange(unselectedverts, mousemappos, VerticesMode.VERTEX_HIGHLIGHT_RANGE / renderer.Scale);
if(nearest != null)
{
// Move the dragged item
dragitem.Move(nearest.Position);
// Adjust the offset
offset = nearest.Position - dragitemposition;
// Do not snap to grid!
snapgrid = false;
}
}
// Snap to grid?
if(snapgrid)
{
// Move the dragged item
dragitem.Move(dragitemposition + offset);
// Snap item to grid
dragitem.SnapToGrid();
// Adjust the offset
offset += dragitem.Position - (dragitemposition + offset);
}
// Drag item moved?
if(!snapgrid || (dragitem.Position != oldpos))
{
// Move selected geometry
foreach(Vertex v in selectedverts)
{
// Move vertex from old position relative to the
// mouse position change since drag start
v.Move(oldpositions[i] + offset);
// Next
i++;
}
// Moved
return true;
}
else
{
// No changes
return false;
}
}
// Cancelled
public override void Cancel()
{
// Move geometry back to original position
MoveGeometryRelative(new Vector2D(0f, 0f), false, false);
// If only a single vertex was selected, deselect it now
if(selectedverts.Count == 1) General.Map.Map.ClearSelectedVertices();
// Update cached values
General.Map.Map.Update();
// Cancel base class
base.Cancel();
// Return to vertices mode
General.Map.ChangeMode(basemode);
}
// Mode engages
public override void Engage()
{
base.Engage();
}
// Disenagaging
public override void Disengage()
{
base.Disengage();
Cursor.Current = Cursors.AppStarting;
// When not cancelled
if(!cancelled)
{
// Move geometry back to original position
MoveGeometryRelative(new Vector2D(0f, 0f), false, false);
// Make undo for the dragging
General.Map.UndoRedo.CreateUndo("drag vertices", UndoGroup.None, 0, false);
// Move selected geometry to final position
MoveGeometryRelative(mousemappos - dragstartmappos, snaptogrid, snaptonearest);
// Stitch geometry
General.Map.Map.StitchGeometry(selectedverts, unselectedverts);
// If only a single vertex was selected, deselect it now
if(selectedverts.Count == 1) General.Map.Map.ClearSelectedVertices();
// Update cached values
General.Map.Map.Update();
// Map is changed
General.Map.IsChanged = true;
}
// Hide highlight info
General.Interface.HideInfo();
// Done
Cursor.Current = Cursors.Default;
}
// This redraws the display
public unsafe override void RedrawDisplay()
{
bool viewchanged = false;
// View changed?
if(renderer.OffsetX != lastoffsetx) viewchanged = true;
if(renderer.OffsetY != lastoffsety) viewchanged = true;
if(renderer.Scale != lastscale) viewchanged = true;
// Start rendering
if(renderer.Start(true, viewchanged))
{
// Uncomment this to see triangulation
/*
foreach(Sector s in General.Map.Map.Sectors)
{
for(int i = 0; i < s.Triangles.Count; i += 3)
{
renderer.RenderLine(s.Triangles[i + 0], s.Triangles[i + 1], General.Colors.Selection);
renderer.RenderLine(s.Triangles[i + 1], s.Triangles[i + 2], General.Colors.Selection);
renderer.RenderLine(s.Triangles[i + 2], s.Triangles[i + 0], General.Colors.Selection);
}
}
*/
// Redraw things when view changed
if(viewchanged)
{
renderer.SetThingsRenderOrder(false);
renderer.RenderThingSet(General.Map.Map.Things);
// Keep view information
lastoffsetx = renderer.OffsetX;
lastoffsety = renderer.OffsetY;
lastscale = renderer.Scale;
}
// Render lines and vertices
renderer.RenderLinedefSet(General.Map.Map.Linedefs);
renderer.RenderVerticesSet(unselectedverts);
renderer.RenderVerticesSet(selectedverts);
// Draw the dragged item highlighted
// This is important to know, because this item is used
// for snapping to the grid and snapping to nearest items
renderer.RenderVertex(dragitem, ColorCollection.HIGHLIGHT);
// Done
renderer.Finish();
}
}
// This updates the dragging
private void Update()
{
snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
snaptonearest = General.Interface.CtrlState;
// Move selected geometry
if(MoveGeometryRelative(mousemappos - dragstartmappos, snaptogrid, snaptonearest))
{
// Update cached values
//General.Map.Map.Update(true, false);
General.Map.Map.Update();
// Redraw
General.Interface.RedrawDisplay();
}
}
// Mouse moving
public override void MouseMove(MouseEventArgs e)
{
base.MouseMove(e);
Update();
}
// Mouse button released
public override void MouseUp(MouseEventArgs e)
{
base.MouseUp(e);
// Is the editing button released?
if(e.Button == EditMode.EDIT_BUTTON)
{
// Just return to vertices mode, geometry will be merged on disengage.
General.Map.ChangeMode(basemode);
}
}
// When a key is released
public override void KeyUp(KeyEventArgs e)
{
base.KeyUp(e);
if(snaptogrid != General.Interface.ShiftState ^ General.Interface.SnapToGrid) Update();
if(snaptonearest != General.Interface.CtrlState) Update();
}
// When a key is pressed
public override void KeyDown(KeyEventArgs e)
{
base.KeyDown(e);
if(snaptogrid != General.Interface.ShiftState ^ General.Interface.SnapToGrid) Update();
if(snaptonearest != General.Interface.CtrlState) Update();
}
#endregion
}
}