mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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342 lines
8.7 KiB
C#
342 lines
8.7 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Interface;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing;
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#endregion
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// This mode if for quickly dragging vertices without a layer.
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// The geometry is merged and the mode returns to VerticesMode when the mouse is released.
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namespace CodeImp.DoomBuilder.Editing
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{
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public class DragVerticesMode : ClassicMode
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Mode to return to
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private EditMode basemode;
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// Mouse position on map where dragging started
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private Vector2D dragstartmappos;
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// Item used as reference for snapping to the grid
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private Vertex dragitem;
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private Vector2D dragitemposition;
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// List of old vertex positions
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private List<Vector2D> oldpositions;
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// List of selected items
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private ICollection<Vertex> selectedverts;
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// List of non-selected items
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private ICollection<Vertex> unselectedverts;
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// List of unstable lines
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private ICollection<Linedef> unstablelines;
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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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#endregion
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#region ================== Constructor / Disposer
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// Constructor to start dragging immediately
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public DragVerticesMode(EditMode basemode, Vertex dragitem, Vector2D dragstartmappos)
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{
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// Initialize
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this.dragitem = dragitem;
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this.dragstartmappos = dragstartmappos;
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this.basemode = basemode;
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Cursor.Current = Cursors.AppStarting;
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// Make list of selected vertices
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selectedverts = General.Map.Map.GetVerticesSelection(true);
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// Make list of non-selected vertices
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// This will be used for snapping to nearest items
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unselectedverts = General.Map.Map.GetVerticesSelection(false);
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// Make old positions list
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// We will use this as reference to move the vertices, or to move them back on cancel
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oldpositions = new List<Vector2D>(selectedverts.Count);
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foreach(Vertex v in selectedverts) oldpositions.Add(v.Position);
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// Also keep old position of the dragged item
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dragitemposition = dragitem.Position;
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// Make list of unstable lines only
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// These will have their length displayed during the drag
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unstablelines = General.Map.Map.LinedefsFromSelectedVertices(false, false, true);
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Cursor.Current = Cursors.Default;
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Diposer
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public override void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Methods
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// This moves the selected geometry relatively
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// Returns true when geometry has actually moved
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private bool MoveGeometryRelative(Vector2D offset, bool snapgrid, bool snapnearest)
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{
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Vector2D oldpos = dragitem.Position;
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Vertex nearest;
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int i = 0;
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// Snap to nearest?
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if(snapnearest)
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{
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// Find nearest unselected item within selection range
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nearest = MapSet.NearestVertexSquareRange(unselectedverts, mousemappos, VerticesMode.VERTEX_HIGHLIGHT_RANGE / renderer.Scale);
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if(nearest != null)
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{
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// Move the dragged item
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dragitem.Move(nearest.Position);
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// Adjust the offset
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offset = nearest.Position - dragitemposition;
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// Do not snap to grid!
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snapgrid = false;
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}
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}
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// Snap to grid?
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if(snapgrid)
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{
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// Move the dragged item
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dragitem.Move(dragitemposition + offset);
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// Snap item to grid
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dragitem.SnapToGrid();
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// Adjust the offset
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offset += dragitem.Position - (dragitemposition + offset);
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}
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// Drag item moved?
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if(!snapgrid || (dragitem.Position != oldpos))
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{
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// Move selected geometry
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foreach(Vertex v in selectedverts)
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{
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// Move vertex from old position relative to the
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// mouse position change since drag start
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v.Move(oldpositions[i] + offset);
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// Next
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i++;
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}
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// Moved
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return true;
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}
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else
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{
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// No changes
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return false;
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}
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}
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// Cancelled
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public override void Cancel()
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{
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// Move geometry back to original position
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MoveGeometryRelative(new Vector2D(0f, 0f), false, false);
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// If only a single vertex was selected, deselect it now
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if(selectedverts.Count == 1) General.Map.Map.ClearSelectedVertices();
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// Update cached values
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General.Map.Map.Update();
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// Cancel base class
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base.Cancel();
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// Return to vertices mode
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General.Map.ChangeMode(basemode);
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}
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// Mode engages
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public override void Engage()
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{
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base.Engage();
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// Check vertices button on main window
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General.MainWindow.SetVerticesChecked(true);
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}
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// Disenagaging
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public override void Disengage()
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{
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base.Disengage();
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Cursor.Current = Cursors.AppStarting;
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// When not cancelled
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if(!cancelled)
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{
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// Move geometry back to original position
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MoveGeometryRelative(new Vector2D(0f, 0f), false, false);
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// Make undo for the dragging
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General.Map.UndoRedo.CreateUndo("drag vertices", UndoGroup.None, 0, false);
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// Move selected geometry to final position
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MoveGeometryRelative(mousemappos - dragstartmappos, snaptogrid, snaptonearest);
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// Stitch geometry
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General.Map.Map.StitchGeometry(selectedverts, unselectedverts);
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// If only a single vertex was selected, deselect it now
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if(selectedverts.Count == 1) General.Map.Map.ClearSelectedVertices();
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// Update cached values
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General.Map.Map.Update();
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// Map is changed
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General.Map.IsChanged = true;
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}
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// Hide highlight info
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General.MainWindow.HideInfo();
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// Uncheck vertices button on main window
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General.MainWindow.SetVerticesChecked(false);
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Cursor.Current = Cursors.Default;
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}
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// This redraws the display
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public unsafe override void RedrawDisplay()
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{
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// Start rendering
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if(renderer.Start(true, false))
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{
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// Render lines and vertices
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renderer.RenderLinedefSet(General.Map.Map.Linedefs);
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renderer.RenderVerticesSet(unselectedverts);
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renderer.RenderVerticesSet(selectedverts);
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// Draw the dragged item highlighted
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// This is important to know, because this item is used
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// for snapping to the grid and snapping to nearest items
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renderer.RenderVertex(dragitem, ColorCollection.HIGHLIGHT);
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// Done
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renderer.Finish();
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}
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}
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// This updates the dragging
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private void Update()
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{
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snaptogrid = General.MainWindow.ShiftState ^ General.MainWindow.SnapToGrid;
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snaptonearest = General.MainWindow.CtrlState;
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// Move selected geometry
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if(MoveGeometryRelative(mousemappos - dragstartmappos, snaptogrid, snaptonearest))
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{
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// Update cached values
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General.Map.Map.Update();
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// Redraw
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General.MainWindow.RedrawDisplay();
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}
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}
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// Mouse moving
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public override void MouseMove(MouseEventArgs e)
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{
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base.MouseMove(e);
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Update();
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}
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// Mouse button released
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public override void MouseUp(MouseEventArgs e)
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{
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base.MouseUp(e);
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// Is the editing button released?
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if(e.Button == EditMode.EDIT_BUTTON)
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{
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// Just return to vertices mode, geometry will be merged on disengage.
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General.Map.ChangeMode(basemode);
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}
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}
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// When a key is released
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public override void KeyUp(KeyEventArgs e)
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{
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base.KeyUp(e);
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if(snaptogrid != General.MainWindow.ShiftState ^ General.MainWindow.SnapToGrid) Update();
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if(snaptonearest != General.MainWindow.CtrlState) Update();
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}
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// When a key is pressed
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public override void KeyDown(KeyEventArgs e)
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{
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base.KeyDown(e);
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if(snaptogrid != General.MainWindow.ShiftState ^ General.MainWindow.SnapToGrid) Update();
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if(snaptonearest != General.MainWindow.CtrlState) Update();
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}
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#endregion
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}
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}
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