UltimateZoneBuilder/Source/BuilderModes/ClassicModes/VerticesMode.cs
2008-12-24 18:27:13 +00:00

482 lines
12 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.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Actions;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(DisplayName = "Vertices Mode",
SwitchAction = "verticesmode", // Action name used to switch to this mode
ButtonImage = "VerticesMode.png", // Image resource name for the button
ButtonOrder = int.MinValue + 0, // Position of the button (lower is more to the left)
UseByDefault = true)]
public class VerticesMode : BaseClassicMode
{
#region ================== Constants
public const float VERTEX_HIGHLIGHT_RANGE = 20f;
public const float LINEDEF_SPLIT_RANGE = 8f;
#endregion
#region ================== Variables
// Highlighted item
protected Vertex highlighted;
// Interface
private bool editpressed;
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
#endregion
#region ================== Methods
// Cancel mode
public override void OnCancel()
{
base.OnCancel();
// Return to this mode
General.Editing.ChangeMode(new VerticesMode());
}
// Mode engages
public override void OnEngage()
{
ICollection<Vertex> verts;
base.OnEngage();
renderer.SetPresentation(Presentation.Standard);
// Convert geometry selection to vertices only
General.Map.Map.ClearAllMarks(false);
General.Map.Map.MarkSelectedLinedefs(true, true);
General.Map.Map.MarkSelectedSectors(true, true);
verts = General.Map.Map.GetVerticesFromLinesMarks(true);
foreach(Vertex v in verts) v.Selected = true;
verts = General.Map.Map.GetVerticesFromSectorsMarks(true);
foreach(Vertex v in verts) v.Selected = true;
General.Map.Map.ClearSelectedSectors();
General.Map.Map.ClearSelectedLinedefs();
}
// Mode disengages
public override void OnDisengage()
{
base.OnDisengage();
// Going to EditSelectionMode?
if(General.Editing.NewMode is EditSelectionMode)
{
// No selection made? But we have a highlight!
if((General.Map.Map.GetSelectedVertices(true).Count == 0) && (highlighted != null))
{
// Make the highlight the selection
highlighted.Selected = true;
}
}
// Hide highlight info
General.Interface.HideInfo();
}
// This redraws the display
public override void OnRedrawDisplay()
{
renderer.RedrawSurface();
// Render lines and vertices
if(renderer.StartPlotter(true))
{
renderer.PlotLinedefSet(General.Map.Map.Linedefs);
renderer.PlotVerticesSet(General.Map.Map.Vertices);
if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotVertex(highlighted, ColorCollection.HIGHLIGHT);
renderer.Finish();
}
// Render things
if(renderer.StartThings(true))
{
renderer.RenderThingSet(General.Map.ThingsFilter.HiddenThings, Presentation.THINGS_HIDDEN_ALPHA);
renderer.RenderThingSet(General.Map.ThingsFilter.VisibleThings, 1.0f);
renderer.Finish();
}
// Selecting?
if(selecting)
{
// Render selection
if(renderer.StartOverlay(true))
{
RenderMultiSelection();
renderer.Finish();
}
}
renderer.Present();
}
// This highlights a new item
protected void Highlight(Vertex v)
{
// Update display
if(renderer.StartPlotter(false))
{
// Undraw previous highlight
if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotVertex(highlighted, renderer.DetermineVertexColor(highlighted));
// Set new highlight
highlighted = v;
// Render highlighted item
if((highlighted != null) && !highlighted.IsDisposed)
renderer.PlotVertex(highlighted, ColorCollection.HIGHLIGHT);
// Done
renderer.Finish();
renderer.Present();
}
// Show highlight info
if((highlighted != null) && !highlighted.IsDisposed)
General.Interface.ShowVertexInfo(highlighted);
else
General.Interface.HideInfo();
}
// Selection
protected override void OnSelectBegin()
{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Flip selection
highlighted.Selected = !highlighted.Selected;
// Redraw highlight to show selection
if(renderer.StartPlotter(false))
{
renderer.PlotVertex(highlighted, renderer.DetermineVertexColor(highlighted));
renderer.Finish();
renderer.Present();
}
}
else
{
// Start making a selection
StartMultiSelection();
}
base.OnSelectBegin();
}
// End selection
protected override void OnSelectEnd()
{
// Not stopping from multiselection?
if(!selecting)
{
// Item highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Render highlighted item
if(renderer.StartPlotter(false))
{
renderer.PlotVertex(highlighted, ColorCollection.HIGHLIGHT);
renderer.Finish();
renderer.Present();
}
}
}
base.OnSelectEnd();
}
// Start editing
protected override void OnEditBegin()
{
// Vertex highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Edit pressed in this mode
editpressed = true;
}
else
{
// Find the nearest linedef within highlight range
Linedef l = General.Map.Map.NearestLinedefRange(mousemappos, LINEDEF_SPLIT_RANGE / renderer.Scale);
// Found a line?
if(l != null)
{
// Create undo
General.Map.UndoRedo.CreateUndo("Split linedef");
// Create vertex at nearest point on line
Vector2D nearestpos = l.NearestOnLine(mousemappos);
Vertex v = General.Map.Map.CreateVertex(nearestpos);
// Snap to map format accuracy
v.SnapToAccuracy();
// Split the line with this vertex
l.Split(v);
// Highlight it
Highlight(v);
// Redraw display
General.Interface.RedrawDisplay();
}
else
{
// Start drawing mode
DrawGeometryMode drawmode = new DrawGeometryMode();
bool snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
bool snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
DrawnVertex v = DrawGeometryMode.GetCurrentPosition(mousemappos, snaptonearest, snaptogrid, renderer, new List<DrawnVertex>());
drawmode.DrawPointAt(v.pos, v.stitch);
General.Editing.ChangeMode(drawmode);
}
}
base.OnEditBegin();
}
// Done editing
protected override void OnEditEnd()
{
editpressed = false;
base.OnEditEnd();
}
// Mouse moves
public override void OnMouseMove(MouseEventArgs e)
{
base.OnMouseMove(e);
// Not holding any buttons?
if(e.Button == MouseButtons.None)
{
// Find the nearest vertex within highlight range
Vertex v = General.Map.Map.NearestVertexSquareRange(mousemappos, VERTEX_HIGHLIGHT_RANGE / renderer.Scale);
// Highlight if not the same
if(v != highlighted) Highlight(v);
}
}
// Mouse leaves
public override void OnMouseLeave(EventArgs e)
{
base.OnMouseLeave(e);
// Highlight nothing
Highlight(null);
}
// Mouse wants to drag
protected override void OnDragStart(MouseEventArgs e)
{
base.OnDragStart(e);
// Edit button used?
if(General.Interface.CheckActionActive(null, "classicedit"))
{
// Anything highlighted?
if((highlighted != null) && !highlighted.IsDisposed)
{
// Highlighted item not selected?
if(!highlighted.Selected)
{
// Select only this vertex for dragging
General.Map.Map.ClearSelectedVertices();
highlighted.Selected = true;
}
// Start dragging the selection
General.Editing.ChangeMode(new DragVerticesMode(highlighted, mousedownmappos));
}
}
}
// This is called wheh selection ends
protected override void OnEndMultiSelection()
{
// Go for all vertices
foreach(Vertex v in General.Map.Map.Vertices)
{
v.Selected = ((v.Position.x >= selectionrect.Left) &&
(v.Position.y >= selectionrect.Top) &&
(v.Position.x <= selectionrect.Right) &&
(v.Position.y <= selectionrect.Bottom));
}
base.OnEndMultiSelection();
// Clear overlay
if(renderer.StartOverlay(true)) renderer.Finish();
// Redraw
General.Interface.RedrawDisplay();
}
// This is called when the selection is updated
protected override void OnUpdateMultiSelection()
{
base.OnUpdateMultiSelection();
// Render selection
if(renderer.StartOverlay(true))
{
RenderMultiSelection();
renderer.Finish();
renderer.Present();
}
}
// When copying
public override bool OnCopyBegin()
{
// No selection made? But we have a highlight!
if((General.Map.Map.GetSelectedVertices(true).Count == 0) && (highlighted != null))
{
// Make the highlight the selection
highlighted.Selected = true;
}
return base.OnCopyBegin();
}
// When pasting
public override bool OnPasteBegin()
{
// No selection made? But we have a highlight!
if((General.Map.Map.GetSelectedVertices(true).Count == 0) && (highlighted != null))
{
// Make the highlight the selection
highlighted.Selected = true;
}
return base.OnPasteBegin();
}
#endregion
#region ================== Actions
// This clears the selection
[BeginAction("clearselection", BaseAction = true)]
public void ClearSelection()
{
// Clear selection
General.Map.Map.ClearAllSelected();
// Redraw
General.Interface.RedrawDisplay();
}
// This creates a new vertex at the mouse position
[BeginAction("insertitem", BaseAction = true)]
public virtual void InsertVertex()
{
// Mouse in window?
if(mouseinside)
{
// Create vertex at mouse position
Vertex v = General.Map.Map.CreateVertex(mousemappos);
// Snap to grid enabled?
if(General.Interface.SnapToGrid)
{
// Snap to grid
v.SnapToGrid();
}
else
{
// Snap to map format accuracy
v.SnapToAccuracy();
}
// Redraw screen
General.Interface.RedrawDisplay();
}
}
[BeginAction("deleteitem", BaseAction = true)]
public void DeleteItem()
{
// Make list of selected vertices
ICollection<Vertex> selected = General.Map.Map.GetSelectedVertices(true);
if((selected.Count == 0) && (highlighted != null) && !highlighted.IsDisposed) selected.Add(highlighted);
// Anything to do?
if(selected.Count > 0)
{
// Make undo
if(selected.Count > 1)
General.Map.UndoRedo.CreateUndo("Delete " + selected.Count + " vertices");
else
General.Map.UndoRedo.CreateUndo("Delete vertex");
// Dispose selected vertices
foreach(Vertex v in selected) v.Dispose();
// Update cache values
General.Map.IsChanged = true;
General.Map.Map.Update();
// Invoke a new mousemove so that the highlighted item updates
MouseEventArgs e = new MouseEventArgs(MouseButtons.None, 0, (int)mousepos.x, (int)mousepos.y, 0);
OnMouseMove(e);
// Redraw screen
General.Interface.RedrawDisplay();
}
}
#endregion
}
}