mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 14:12:16 +00:00
a5fffa9c3a
Added Preferences -> Appearance -> "Hidden Things transparency" slider. It controls transparency of Things hidden by Things filter in Things mode, of all things :)
941 lines
29 KiB
C#
941 lines
29 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.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.Data;
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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.Types;
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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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public abstract class FlatAlignMode : BaseClassicMode
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{
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#region ================== Enums and Structs
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private enum ModifyMode
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{
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None,
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Dragging,
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Resizing,
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Rotating
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}
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private enum Grip
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{
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None,
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Main,
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SizeV,
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SizeH,
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RotateRT,
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RotateLB
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}
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protected struct SectorInfo
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{
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public float rotation;
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public Vector2D scale;
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public Vector2D offset;
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}
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#endregion
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#region ================== Constants
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private const float GRIP_SIZE = 9.0f;
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private readonly Cursor[] RESIZE_CURSORS = { Cursors.SizeNS, Cursors.SizeNWSE, Cursors.SizeWE, Cursors.SizeNESW };
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private const byte RECTANGLE_ALPHA = 60;
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private const byte EXTENSION_LINE_ALPHA = 150;
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#endregion
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#region ================== Variables
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private ICollection<Sector> selection;
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private Sector editsector;
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protected IList<SectorInfo> sectorinfo;
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private ImageData texture;
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//private Vector2D selectionoffset;
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private ModifyMode mode;
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private bool autopanning;
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private bool modealreadyswitching;
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// Modification
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// NOTE: This offset is in world space. ZDoom's offset is done before
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// rotation (not my idea) so we will transform this when applying
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// changes to sectors.
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private float rotation;
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private Vector2D scale = new Vector2D(1.0f, 1.0f);
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private Vector2D offset;
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// Rectangle components
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private readonly Vector2D[] corners = new Vector2D[4]; // lefttop, righttop, rightbottom, leftbottom
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private FlatVertex[] cornerverts = new FlatVertex[6];
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private readonly Vector2D[] extends = new Vector2D[2]; // right, bottom
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private readonly RectangleF[] resizegrips = new RectangleF[2]; // right, bottom
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private readonly RectangleF[] rotategrips = new RectangleF[2]; // righttop, leftbottom
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private Line2D extensionline;
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// Aligning
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private RectangleF alignrect;
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private Vector2D alignoffset;
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private bool showalignoffset;
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private Vector2D dragoffset;
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private Vector2D resizevector;
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private Vector2D resizefilter;
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private Line2D resizeaxis;
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private float rotationoffset;
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private Vector2D rotationcenter;
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//mxd. View mode
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private ViewMode prevviewmode;
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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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protected abstract string XScaleName { get; }
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protected abstract string YScaleName { get; }
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protected abstract string XOffsetName { get; }
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protected abstract string YOffsetName { get; }
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protected abstract string RotationName { get; }
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protected abstract string UndoDescription { get; }
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#endregion
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#region ================== Methods
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protected abstract ImageData GetTexture(Sector editsector);
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// This checks if a point is in a rect
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private static bool PointInRectF(RectangleF rect, Vector2D point)
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{
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return (point.x >= rect.Left) && (point.x <= rect.Right) && (point.y >= rect.Top) && (point.y <= rect.Bottom);
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}
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// Transforms p from Texture space into World space
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private Vector2D TexToWorld(Vector2D p)
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{
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return TexToWorld(p, sectorinfo[0]);
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}
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// Transforms p from Texture space into World space
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protected Vector2D TexToWorld(Vector2D p, SectorInfo s)
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{
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p /= scale * s.scale;
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Vector2D soffset = s.offset.GetRotated(rotation);
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p -= soffset;
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p = p.GetRotated(-(rotation + s.rotation));
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p -= offset;
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return p;
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}
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// Transforms p from World space into Texture space
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private Vector2D WorldToTex(Vector2D p)
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{
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return WorldToTex(p, sectorinfo[0]);
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}
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// Transforms p from World space into Texture space
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protected Vector2D WorldToTex(Vector2D p, SectorInfo s)
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{
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p += offset;
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p = p.GetRotated(rotation + s.rotation);
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p += s.offset;
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p *= scale * s.scale;
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return p;
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}
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// This updates all sectors
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private void UpdateSectors()
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{
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int index = 0;
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foreach(Sector s in selection)
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{
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SectorInfo si = sectorinfo[index];
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s.Fields.BeforeFieldsChange();
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Vector2D toffset = offset.GetRotated((rotation + si.rotation));
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Vector2D soffset = si.offset.GetRotated(rotation);
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s.Fields[RotationName] = new UniValue(UniversalType.AngleDegreesFloat, Angle2D.RadToDeg(si.rotation + rotation));
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s.Fields[XScaleName] = new UniValue(UniversalType.Float, si.scale.x * scale.x);
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s.Fields[YScaleName] = new UniValue(UniversalType.Float, si.scale.y * scale.y);
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s.Fields[XOffsetName] = new UniValue(UniversalType.Float, soffset.x + toffset.x);
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s.Fields[YOffsetName] = new UniValue(UniversalType.Float, -(soffset.y + toffset.y));
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s.UpdateNeeded = true;
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s.UpdateCache();
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index++;
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}
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}
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// This restores all sectors to original values
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private void RestoreSectors()
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{
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int index = 0;
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foreach(Sector s in selection)
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{
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SectorInfo si = sectorinfo[index];
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s.Fields.BeforeFieldsChange();
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s.Fields[RotationName] = new UniValue(UniversalType.AngleDegreesFloat, Angle2D.RadToDeg(si.rotation));
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s.Fields[XScaleName] = new UniValue(UniversalType.Float, si.scale.x);
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s.Fields[YScaleName] = new UniValue(UniversalType.Float, si.scale.y);
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s.Fields[XOffsetName] = new UniValue(UniversalType.Float, si.offset.x);
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s.Fields[YOffsetName] = new UniValue(UniversalType.Float, -si.offset.y);
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s.UpdateNeeded = true;
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s.UpdateCache();
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index++;
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}
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}
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// This updates the selection
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private void Update()
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{
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// Not in any modifying mode?
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if(mode == ModifyMode.None)
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{
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Vector2D prevdragoffset = alignoffset;
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alignoffset = new Vector2D(float.MinValue, float.MinValue);
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showalignoffset = false;
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// Check what grip the mouse is over
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// and change cursor accordingly
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Grip mousegrip = CheckMouseGrip();
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switch(mousegrip)
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{
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case Grip.Main:
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int closestcorner = -1;
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float cornerdist = float.MaxValue;
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for(int i = 0; i < 4; i++)
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{
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Vector2D delta = corners[i] - mousemappos;
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float d = delta.GetLengthSq();
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if(d < cornerdist)
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{
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closestcorner = i;
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cornerdist = d;
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}
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}
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switch(closestcorner)
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{
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// TODO:
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case 0: alignoffset = new Vector2D(0f, 0f); break;
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case 1: alignoffset = new Vector2D(texture.ScaledWidth, 0f); break;
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case 2: alignoffset = new Vector2D(texture.ScaledWidth, -texture.ScaledHeight); break;
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case 3: alignoffset = new Vector2D(0f, -texture.ScaledHeight); break;
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}
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showalignoffset = true;
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General.Interface.SetCursor(Cursors.Hand);
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break;
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case Grip.RotateLB:
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case Grip.RotateRT:
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alignoffset = new Vector2D(0f, 0f);
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showalignoffset = true;
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General.Interface.SetCursor(Cursors.Cross);
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break;
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case Grip.SizeH:
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case Grip.SizeV:
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alignoffset = new Vector2D(0f, 0f);
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showalignoffset = true;
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// Pick the best matching cursor depending on rotation and side
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float resizeangle = -(rotation + sectorinfo[0].rotation);
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if(mousegrip == Grip.SizeH) resizeangle += Angle2D.PIHALF;
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resizeangle = Angle2D.Normalized(resizeangle);
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if(resizeangle > Angle2D.PI) resizeangle -= Angle2D.PI;
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resizeangle = Math.Abs(resizeangle + Angle2D.PI / 8.000001f);
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int cursorindex = (int)Math.Floor((resizeangle / Angle2D.PI) * 4.0f) % 4;
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General.Interface.SetCursor(RESIZE_CURSORS[cursorindex]);
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break;
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default:
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General.Interface.SetCursor(Cursors.Default);
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break;
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}
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if(prevdragoffset != alignoffset)
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General.Interface.RedrawDisplay();
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}
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else
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{
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Vector2D snappedmappos = mousemappos;
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bool dosnaptogrid = snaptogrid;
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// Options
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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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// Change to crosshair cursor so we can clearly see around the mouse cursor
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General.Interface.SetCursor(Cursors.Cross);
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// Check what modifying mode we are in
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switch(mode)
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{
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case ModifyMode.Dragging:
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offset = -mousemappos - dragoffset;
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Vector2D transformedpos = TexToWorld(alignoffset);
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// Snap to nearest vertex?
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if(snaptonearest)
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{
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float vrange = BuilderPlug.Me.StitchRange / renderer.Scale;
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// Try the nearest vertex
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Vertex nv = MapSet.NearestVertexSquareRange(General.Map.Map.Vertices, transformedpos, vrange);
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if(nv != null)
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{
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// Change offset to snap to target
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offset -= nv.Position - transformedpos;
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dosnaptogrid = false;
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}
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else
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{
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// Find the nearest line within range
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Linedef nl = MapSet.NearestLinedefRange(General.Map.Map.Linedefs, transformedpos, vrange);
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if(nl != null)
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{
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// Snap to grid?
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if(dosnaptogrid)
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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_pos = new Vector2D(float.NaN, float.NaN);
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foreach(Vector2D v in coords)
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{
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Vector2D dist = transformedpos - v;
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if(dist.GetLengthSq() < found_distance)
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{
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// Found a better match
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found_distance = dist.GetLengthSq();
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found_pos = v;
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// Do not snap to grid anymore
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dosnaptogrid = false;
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}
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}
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// Found something?
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if(!float.IsNaN(found_pos.x))
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{
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// Change offset to snap to target
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offset -= found_pos - transformedpos;
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}
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}
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else
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{
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// Change offset to snap onto the line
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offset -= nl.NearestOnLine(transformedpos) - transformedpos;
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}
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}
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}
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}
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// Snap to grid?
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if(dosnaptogrid)
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{
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// Change offset to align to grid
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offset -= General.Map.Grid.SnappedToGrid(transformedpos) - transformedpos;
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}
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break;
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case ModifyMode.Resizing:
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// Snap to nearest vertex?
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if(snaptonearest)
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{
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float vrange = BuilderPlug.Me.StitchRange / renderer.Scale;
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// Try the nearest vertex
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Vertex nv = MapSet.NearestVertexSquareRange(General.Map.Map.Vertices, snappedmappos, vrange);
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if(nv != null)
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{
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snappedmappos = nv.Position;
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dosnaptogrid = false;
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}
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}
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// Snap to grid?
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if(dosnaptogrid)
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{
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// Aligned to grid
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snappedmappos = General.Map.Grid.SnappedToGrid(snappedmappos);
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}
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float newscale = 1f / resizeaxis.GetNearestOnLine(snappedmappos);
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if(float.IsInfinity(newscale) || float.IsNaN(newscale)) newscale = 99999f;
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scale = (newscale * resizefilter) + scale * (1.0f - resizefilter);
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if(float.IsInfinity(scale.x) || float.IsNaN(scale.x)) scale.x = 99999f;
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if(float.IsInfinity(scale.y) || float.IsNaN(scale.y)) scale.y = 99999f;
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// Show the extension line so that the user knows what it is aligning to
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UpdateRectangleComponents();
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Line2D edgeline;
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if(resizefilter.x > resizefilter.y)
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edgeline = new Line2D(corners[1], corners[2]);
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else
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edgeline = new Line2D(corners[3], corners[2]);
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float nearestonedge = edgeline.GetNearestOnLine(snappedmappos);
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if(nearestonedge > 0.5f)
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extensionline = new Line2D(edgeline.v1, snappedmappos);
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else
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extensionline = new Line2D(edgeline.v2, snappedmappos);
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break;
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case ModifyMode.Rotating:
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// Snap to nearest vertex?
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extensionline = new Line2D();
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if(snaptonearest)
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{
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float vrange = BuilderPlug.Me.StitchRange / renderer.Scale;
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// Try the nearest vertex
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Vertex nv = MapSet.NearestVertexSquareRange(General.Map.Map.Vertices, snappedmappos, vrange);
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if(nv != null)
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{
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snappedmappos = nv.Position;
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dosnaptogrid = false;
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// Show the extension line so that the user knows what it is aligning to
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extensionline = new Line2D(corners[0], snappedmappos);
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}
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}
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Vector2D delta = snappedmappos - rotationcenter;
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float deltaangle = -delta.GetAngle();
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// Snap to grid?
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if(dosnaptogrid)
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{
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// We make 24 vectors that the rotation can snap to
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float founddistance = float.MaxValue;
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float foundrotation = rotation;
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Vector3D rotvec = Vector2D.FromAngle(deltaangle + rotationoffset);
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for(int i = 0; i < 24; i++)
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{
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// Make the vectors
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float angle = i * Angle2D.PI * 0.08333333333f; //mxd. 15-degree increments
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Vector2D gridvec = Vector2D.FromAngle(angle);
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// Check distance
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float dist = 2.0f - Vector2D.DotProduct(gridvec, rotvec);
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if(dist < founddistance)
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{
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foundrotation = angle;
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founddistance = dist;
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}
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}
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// Keep rotation
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rotation = foundrotation - sectorinfo[0].rotation;
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}
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else
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{
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rotation = deltaangle + rotationoffset - sectorinfo[0].rotation;
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}
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break;
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}
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UpdateSectors();
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General.Interface.RedrawDisplay();
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}
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}
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// This updates the selection rectangle components
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private void UpdateRectangleComponents()
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{
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float gripsize = GRIP_SIZE / renderer.Scale;
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PixelColor rectcolor = General.Colors.Highlight.WithAlpha(RECTANGLE_ALPHA);
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// Corners in world space
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corners[0] = TexToWorld(new Vector2D(0f, 0f));
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corners[1] = TexToWorld(new Vector2D(texture.ScaledWidth, 0f));
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corners[2] = TexToWorld(new Vector2D(texture.ScaledWidth, -texture.ScaledHeight));
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corners[3] = TexToWorld(new Vector2D(0f, -texture.ScaledHeight));
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// Vertices
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cornerverts = new FlatVertex[6];
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for(int i = 0; i < 6; i++)
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{
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cornerverts[i] = new FlatVertex();
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cornerverts[i].z = 1.0f;
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cornerverts[i].c = rectcolor.ToInt();
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}
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cornerverts[0].x = corners[0].x;
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cornerverts[0].y = corners[0].y;
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cornerverts[1].x = corners[1].x;
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cornerverts[1].y = corners[1].y;
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cornerverts[2].x = corners[2].x;
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cornerverts[2].y = corners[2].y;
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cornerverts[3].x = corners[0].x;
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cornerverts[3].y = corners[0].y;
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cornerverts[4].x = corners[2].x;
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cornerverts[4].y = corners[2].y;
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cornerverts[5].x = corners[3].x;
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cornerverts[5].y = corners[3].y;
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// Extended points for rotation corners
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extends[0] = TexToWorld(new Vector2D(texture.ScaledWidth + (20f * Math.Sign(scale.x * sectorinfo[0].scale.x)) / renderer.Scale * (scale.x * sectorinfo[0].scale.x), 0f));
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extends[1] = TexToWorld(new Vector2D(0f, -texture.ScaledHeight + (-20f * Math.Sign(scale.y * sectorinfo[0].scale.y)) / renderer.Scale * (scale.y * sectorinfo[0].scale.y)));
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// Middle points between corners
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Vector2D middle12 = corners[1] + (corners[2] - corners[1]) * 0.5f;
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Vector2D middle23 = corners[2] + (corners[3] - corners[2]) * 0.5f;
|
|
|
|
// Resize grips
|
|
resizegrips[0] = new RectangleF(middle12.x - gripsize * 0.5f,
|
|
middle12.y - gripsize * 0.5f,
|
|
gripsize, gripsize);
|
|
resizegrips[1] = new RectangleF(middle23.x - gripsize * 0.5f,
|
|
middle23.y - gripsize * 0.5f,
|
|
gripsize, gripsize);
|
|
|
|
// Rotate grips
|
|
rotategrips[0] = new RectangleF(extends[0].x - gripsize * 0.5f,
|
|
extends[0].y - gripsize * 0.5f,
|
|
gripsize, gripsize);
|
|
rotategrips[1] = new RectangleF(extends[1].x - gripsize * 0.5f,
|
|
extends[1].y - gripsize * 0.5f,
|
|
gripsize, gripsize);
|
|
|
|
if(showalignoffset)
|
|
{
|
|
Vector2D worldalignoffset = TexToWorld(alignoffset);
|
|
alignrect = new RectangleF(worldalignoffset.x - gripsize * 0.5f,
|
|
worldalignoffset.y - gripsize * 0.5f,
|
|
gripsize, gripsize);
|
|
}
|
|
}
|
|
|
|
// This checks and returns the grip the mouse pointer is in
|
|
private Grip CheckMouseGrip()
|
|
{
|
|
if(PointInRectF(resizegrips[0], mousemappos)) return Grip.SizeH;
|
|
if(PointInRectF(resizegrips[1], mousemappos)) return Grip.SizeV;
|
|
if(PointInRectF(rotategrips[0], mousemappos)) return Grip.RotateRT;
|
|
if(PointInRectF(rotategrips[1], mousemappos)) return Grip.RotateLB;
|
|
if(Tools.PointInPolygon(corners, mousemappos)) return Grip.Main;
|
|
return Grip.None;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Events
|
|
|
|
// Mode engages
|
|
public override void OnEngage()
|
|
{
|
|
prevviewmode = General.Map.Renderer2D.ViewMode; //mxd
|
|
base.OnEngage();
|
|
|
|
// We don't want to record this for undoing while we move the geometry around.
|
|
// This will be set back to normal when we're done.
|
|
General.Map.UndoRedo.IgnorePropChanges = true;
|
|
|
|
// Presentation
|
|
renderer.SetPresentation(Presentation.Standard);
|
|
|
|
// Selection
|
|
General.Map.Map.ConvertSelection(SelectionType.Sectors);
|
|
General.Map.Map.SelectionType = SelectionType.Sectors;
|
|
if(General.Map.Map.SelectedSectorsCount == 0)
|
|
{
|
|
// Find the nearest linedef within highlight range
|
|
Linedef l = General.Map.Map.NearestLinedef(mousemappos);
|
|
if(l != null)
|
|
{
|
|
Sector selectsector = null;
|
|
|
|
// Check on which side of the linedef the mouse is and which sector there is
|
|
float side = l.SideOfLine(mousemappos);
|
|
if((side > 0) && (l.Back != null))
|
|
selectsector = l.Back.Sector;
|
|
else if((side <= 0) && (l.Front != null))
|
|
selectsector = l.Front.Sector;
|
|
|
|
// Select the sector!
|
|
if(selectsector != null)
|
|
{
|
|
selectsector.Selected = true;
|
|
foreach(Sidedef sd in selectsector.Sidedefs)
|
|
sd.Line.Selected = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Get sector selection
|
|
selection = General.Map.Map.GetSelectedSectors(true);
|
|
if(selection.Count == 0)
|
|
{
|
|
General.Interface.MessageBeep(MessageBeepType.Default);
|
|
General.Interface.DisplayStatus(StatusType.Action, "A selected sector is required for this action.");
|
|
General.Editing.CancelMode();
|
|
return;
|
|
}
|
|
editsector = General.GetByIndex(selection, 0);
|
|
|
|
// Get the texture
|
|
texture = GetTexture(editsector);
|
|
if((texture == null) || (texture == General.Map.Data.WhiteTexture) ||
|
|
(texture.Width <= 0) || (texture.Height <= 0) || !texture.IsImageLoaded)
|
|
{
|
|
General.Interface.MessageBeep(MessageBeepType.Default);
|
|
General.Interface.DisplayStatus(StatusType.Action, "The selected sector must have a loaded texture to align.");
|
|
General.Editing.CancelMode();
|
|
return;
|
|
}
|
|
|
|
// Cache the transformation values
|
|
sectorinfo = new List<SectorInfo>(selection.Count);
|
|
foreach(Sector s in selection)
|
|
{
|
|
SectorInfo si;
|
|
si.rotation = Angle2D.DegToRad(s.Fields.GetValue(RotationName, 0.0f));
|
|
si.scale.x = s.Fields.GetValue(XScaleName, 1.0f);
|
|
si.scale.y = s.Fields.GetValue(YScaleName, 1.0f);
|
|
si.offset.x = s.Fields.GetValue(XOffsetName, 0.0f);
|
|
si.offset.y = -s.Fields.GetValue(YOffsetName, 0.0f);
|
|
sectorinfo.Add(si);
|
|
}
|
|
|
|
// We want the texture corner nearest to the center of the sector
|
|
Vector2D fp;
|
|
fp.x = (editsector.BBox.Left + editsector.BBox.Right) / 2;
|
|
fp.y = (editsector.BBox.Top + editsector.BBox.Bottom) / 2;
|
|
|
|
// Transform the point into texture space
|
|
fp = WorldToTex(fp);
|
|
|
|
// Snap to the nearest left-top corner
|
|
fp.x = (float)Math.Floor(fp.x / texture.ScaledWidth) * texture.ScaledWidth;
|
|
fp.y = (float)Math.Ceiling(fp.y / texture.ScaledHeight) * texture.ScaledHeight;
|
|
|
|
// Now move the offset so that the 0,0 point is at this location
|
|
// We want to work with the 0,0 location because it makes things easier.
|
|
SectorInfo si0 = sectorinfo[0];
|
|
si0.offset -= fp / si0.scale;
|
|
sectorinfo[0] = si0;
|
|
|
|
UpdateRectangleComponents();
|
|
UpdateSectors();
|
|
}
|
|
|
|
// Mode disengages
|
|
public override void OnDisengage()
|
|
{
|
|
switch(prevviewmode)
|
|
{
|
|
case ViewMode.Normal: General.Actions.InvokeAction("builder_viewmodenormal"); break;
|
|
case ViewMode.FloorTextures: General.Actions.InvokeAction("builder_viewmodefloors"); break;
|
|
case ViewMode.CeilingTextures: General.Actions.InvokeAction("builder_viewmodeceilings"); break;
|
|
case ViewMode.Brightness: General.Actions.InvokeAction("builder_viewmodebrightness"); break;
|
|
}
|
|
|
|
base.OnDisengage();
|
|
|
|
// When not cancelled manually, we assume it is accepted
|
|
if(!cancelled)
|
|
{
|
|
modealreadyswitching = true;
|
|
General.Editing.AcceptMode();
|
|
}
|
|
|
|
// Hide highlight info
|
|
General.Interface.SetCursor(Cursors.Default);
|
|
General.Interface.HideInfo();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
// When accepted
|
|
public override void OnAccept()
|
|
{
|
|
base.OnAccept();
|
|
|
|
if(!modealreadyswitching)
|
|
{
|
|
modealreadyswitching = true;
|
|
|
|
// Restore original values
|
|
RestoreSectors();
|
|
General.Map.Map.Update();
|
|
|
|
// Make undo
|
|
General.Map.UndoRedo.CreateUndo(UndoDescription);
|
|
|
|
// Resume normal undo/redo recording
|
|
General.Map.UndoRedo.IgnorePropChanges = false;
|
|
|
|
// Apply changes
|
|
UpdateSectors();
|
|
General.Map.Map.Update();
|
|
|
|
// Clear selection
|
|
if(selection.Count == 1)
|
|
General.Map.Map.ClearAllSelected();
|
|
|
|
// Done
|
|
General.Map.IsChanged = true;
|
|
selection = null;
|
|
sectorinfo = null;
|
|
|
|
// Return to previous stable mode
|
|
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
|
|
}
|
|
}
|
|
|
|
// Cancel mode
|
|
public override void OnCancel()
|
|
{
|
|
base.OnCancel();
|
|
modealreadyswitching = true;
|
|
|
|
// Restore original values
|
|
RestoreSectors();
|
|
General.Map.Map.Update();
|
|
|
|
// Resume normal undo/redo recording
|
|
General.Map.UndoRedo.IgnorePropChanges = false;
|
|
|
|
// Return to previous stable mode
|
|
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
|
|
}
|
|
|
|
// Mouse moves
|
|
public override void OnMouseMove(MouseEventArgs e)
|
|
{
|
|
base.OnMouseMove(e);
|
|
if(panning) return; //mxd. Skip all this jazz while panning
|
|
Update();
|
|
}
|
|
|
|
// Mouse leaves the display
|
|
public override void OnMouseLeave(EventArgs e)
|
|
{
|
|
base.OnMouseLeave(e);
|
|
|
|
// Reset cursor
|
|
General.Interface.SetCursor(Cursors.Default);
|
|
}
|
|
|
|
|
|
// When edit button is pressed
|
|
protected override void OnEditBegin()
|
|
{
|
|
base.OnEditBegin();
|
|
OnSelectBegin();
|
|
}
|
|
|
|
// When edit button is released
|
|
protected override void OnEditEnd()
|
|
{
|
|
base.OnEditEnd();
|
|
OnSelectEnd();
|
|
}
|
|
|
|
// When select button is pressed
|
|
protected override void OnSelectBegin()
|
|
{
|
|
base.OnSelectBegin();
|
|
if(mode != ModifyMode.None) return;
|
|
|
|
// Check what grip the mouse is over
|
|
switch(CheckMouseGrip())
|
|
{
|
|
// Drag main rectangle
|
|
case Grip.Main:
|
|
dragoffset = -mousemappos - offset;
|
|
mode = ModifyMode.Dragging;
|
|
EnableAutoPanning();
|
|
autopanning = true;
|
|
break;
|
|
|
|
// Scale
|
|
case Grip.SizeH:
|
|
// The resize vector is a unit vector in the direction of the resize.
|
|
// We multiply this with the sign of the current size, because the
|
|
// corners may be reversed when the selection is flipped.
|
|
resizevector = corners[1] - corners[0];
|
|
resizevector = resizevector.GetNormal() * Math.Sign(scale.x);
|
|
|
|
// Make the resize axis. This is a line with the length and direction
|
|
// of basesize used to calculate the resize percentage.
|
|
resizeaxis = new Line2D(corners[0], corners[0] + resizevector * texture.ScaledWidth / Math.Abs(sectorinfo[0].scale.x));
|
|
|
|
// Original axis filter
|
|
resizefilter = new Vector2D(1.0f, 0.0f);
|
|
|
|
mode = ModifyMode.Resizing;
|
|
break;
|
|
|
|
// Scale
|
|
case Grip.SizeV:
|
|
// See description above
|
|
resizevector = corners[2] - corners[1];
|
|
resizevector = resizevector.GetNormal() * Math.Sign(scale.y);
|
|
resizeaxis = new Line2D(corners[1], corners[1] + resizevector * texture.ScaledHeight / Math.Abs(sectorinfo[0].scale.y));
|
|
resizefilter = new Vector2D(0.0f, 1.0f);
|
|
mode = ModifyMode.Resizing;
|
|
break;
|
|
|
|
// Rotate
|
|
case Grip.RotateRT:
|
|
rotationoffset = Angle2D.PIHALF;
|
|
if(Math.Sign(scale.x * sectorinfo[0].scale.x) < 0)
|
|
rotationoffset += Angle2D.PI;
|
|
rotationcenter = corners[0];
|
|
mode = ModifyMode.Rotating;
|
|
break;
|
|
|
|
// Rotate
|
|
case Grip.RotateLB:
|
|
rotationoffset = 0f;
|
|
if(Math.Sign(scale.y * sectorinfo[0].scale.y) < 0)
|
|
rotationoffset += Angle2D.PI;
|
|
rotationcenter = corners[0];
|
|
mode = ModifyMode.Rotating;
|
|
break;
|
|
|
|
// Outside the selection?
|
|
default:
|
|
// Accept and be done with it
|
|
General.Editing.AcceptMode();
|
|
break;
|
|
}
|
|
}
|
|
|
|
// When selected button is released
|
|
protected override void OnSelectEnd()
|
|
{
|
|
base.OnSelectEnd();
|
|
|
|
// Remove extension line
|
|
extensionline = new Line2D();
|
|
|
|
if(autopanning)
|
|
{
|
|
DisableAutoPanning();
|
|
autopanning = false;
|
|
}
|
|
|
|
// No modifying mode
|
|
mode = ModifyMode.None;
|
|
|
|
// Redraw
|
|
General.Map.Map.Update();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
// This redraws the display
|
|
public override void OnRedrawDisplay()
|
|
{
|
|
if(sectorinfo != null) UpdateRectangleComponents();
|
|
renderer.RedrawSurface();
|
|
|
|
// Render lines
|
|
if(renderer.StartPlotter(true))
|
|
{
|
|
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
|
|
renderer.PlotVerticesSet(General.Map.Map.Vertices);
|
|
renderer.Finish();
|
|
}
|
|
|
|
// Render things
|
|
if(renderer.StartThings(true))
|
|
{
|
|
renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, General.Settings.HiddenThingsAlpha);
|
|
renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, Presentation.THINGS_ALPHA);
|
|
renderer.Finish();
|
|
}
|
|
|
|
// Render overlay
|
|
if(sectorinfo != null)
|
|
{
|
|
if(renderer.StartOverlay(true))
|
|
{
|
|
// Rectangle
|
|
PixelColor rectcolor = General.Colors.Highlight.WithAlpha(RECTANGLE_ALPHA);
|
|
renderer.RenderGeometry(cornerverts, null, true);
|
|
if(extensionline.GetLengthSq() > 0.0f)
|
|
renderer.RenderLine(extensionline.v1, extensionline.v2, 1, General.Colors.Indication.WithAlpha(EXTENSION_LINE_ALPHA), true);
|
|
renderer.RenderLine(corners[0], corners[1], 4, rectcolor, true);
|
|
renderer.RenderLine(corners[1], corners[2], 4, rectcolor, true);
|
|
renderer.RenderLine(corners[2], corners[3], 4, rectcolor, true);
|
|
renderer.RenderLine(corners[3], corners[0], 4, rectcolor, true);
|
|
|
|
// Lines
|
|
renderer.RenderLine(corners[0], extends[0], 1f, General.Colors.Highlight, true);
|
|
renderer.RenderLine(corners[0], extends[1], 1f, General.Colors.Highlight, true);
|
|
renderer.RenderLine(corners[1], corners[2], 0.5f, General.Colors.Highlight, true);
|
|
renderer.RenderLine(corners[2], corners[3], 0.5f, General.Colors.Highlight, true);
|
|
|
|
// Handles
|
|
renderer.RenderRectangleFilled(rotategrips[0], General.Colors.Background, true);
|
|
renderer.RenderRectangleFilled(rotategrips[1], General.Colors.Background, true);
|
|
renderer.RenderRectangle(rotategrips[0], 2f, General.Colors.Indication, true);
|
|
renderer.RenderRectangle(rotategrips[1], 2f, General.Colors.Indication, true);
|
|
renderer.RenderRectangleFilled(resizegrips[0], General.Colors.Background, true);
|
|
renderer.RenderRectangleFilled(resizegrips[1], General.Colors.Background, true);
|
|
renderer.RenderRectangle(resizegrips[0], 2f, General.Colors.Highlight, true);
|
|
renderer.RenderRectangle(resizegrips[1], 2f, General.Colors.Highlight, true);
|
|
|
|
// Rotate/align point
|
|
if(showalignoffset)
|
|
renderer.RenderRectangleFilled(alignrect, General.Colors.Selection, true);
|
|
|
|
renderer.Finish();
|
|
}
|
|
}
|
|
|
|
renderer.Present();
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Actions
|
|
|
|
// This clears the selection
|
|
[BeginAction("clearselection", BaseAction = true)]
|
|
public void ClearSelection()
|
|
{
|
|
// Accept changes
|
|
General.Editing.AcceptMode();
|
|
General.Map.Map.ClearAllSelected();
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|