ZoneBuilder/Source/Plugins/BuilderModes/ClassicModes/DrawGeometryMode.cs
2023-04-18 22:41:31 +02:00

979 lines
30 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.Generic;
using System.Drawing;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.GZBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Windows;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
[EditMode(DisplayName = "Draw Lines Mode",
SwitchAction = "drawlinesmode",
ButtonImage = "DrawGeometryMode.png", //mxd
ButtonOrder = int.MinValue + 1, //mxd
ButtonGroup = "000_drawing", //mxd
AllowCopyPaste = false,
Volatile = true,
UseByDefault = true,
Optional = false)]
public class DrawGeometryMode : BaseClassicMode
{
#region ================== Constants
protected const float LINE_THICKNESS = 0.8f;
#endregion
#region ================== Variables
// Drawing points
protected List<DrawnVertex> points;
protected List<LineLengthLabel> labels;
private LineLengthLabel[] guidelabels; //mxd
// Options
protected bool snaptogrid; // SHIFT to toggle
protected bool snaptonearest; // CTRL to enable
protected bool snaptocardinaldirection; //mxd. ALT-SHIFT to enable
protected bool usefourcardinaldirections;
protected bool continuousdrawing; //mxd. Restart after finishing drawing?
protected bool autoclosedrawing; //mxd. Finish drawing when new points and existing geometry form a closed shape
protected bool drawingautoclosed; //mxd
protected bool showguidelines; //mxd
//mxd. Map area bounds
private Line2D top, bottom, left, right;
//mxd. Labels display style
protected bool labelshowangle = true;
protected bool labeluseoffset = true;
//mxd. Interface
private DrawLineOptionsPanel panel;
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
// Constructor
public DrawGeometryMode()
{
// Initialize
points = new List<DrawnVertex>();
labels = new List<LineLengthLabel>();
// No selection in this mode
General.Map.Map.ClearAllSelected();
General.Map.Map.ClearAllMarks(false);
//mxd
SetupInterface();
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
if(labels != null) foreach(LineLengthLabel l in labels) l.Dispose();
if(guidelabels != null) foreach(LineLengthLabel l in guidelabels) l.Dispose();
// Done
base.Dispose();
}
}
#endregion
#region ================== Methods
// This checks if the view offset/zoom changed and updates the check (never used. mxd)
/*protected bool CheckViewChanged()
{
// View changed?
bool viewchanged = (renderer.OffsetX != lastoffsetx || renderer.OffsetY != lastoffsety || renderer.Scale != lastscale);
// Keep view information
lastoffsetx = renderer.OffsetX;
lastoffsety = renderer.OffsetY;
lastscale = renderer.Scale;
// Return result
return viewchanged;
}*/
// This updates the dragging
protected virtual void Update()
{
PixelColor stitchcolor = General.Colors.Highlight;
PixelColor losecolor = General.Colors.Selection;
snaptocardinaldirection = General.Interface.ShiftState && General.Interface.AltState; //mxd
snaptogrid = (snaptocardinaldirection || General.Interface.ShiftState ^ General.Interface.SnapToGrid);
snaptonearest = General.Interface.CtrlState ^ General.Interface.AutoMerge;
DrawnVertex curp = GetCurrentPosition();
float vsize = (renderer.VertexSize + 1.0f) / renderer.Scale;
// Update label positions (mxd)
if(labels.Count > 0)
{
// Update labels for already drawn lines
for(int i = 0; i < labels.Count - 1; i++)
{
labels[i].ShowAngle = showguidelines;
labels[i].Move(points[i].pos, points[i + 1].pos);
}
// Update label for active line
labels[labels.Count - 1].ShowAngle = showguidelines;
labels[labels.Count - 1].Move(points[points.Count - 1].pos, curp.pos);
}
// Render drawing lines
if(renderer.StartOverlay(true))
{
// Go for all points to draw lines
PixelColor color;
if(points.Count > 0)
{
//mxd
bool renderguidelabels = false;
if(showguidelines)
{
Vector2D prevp = points[points.Count - 1].pos;
renderguidelabels = (curp.pos.x != prevp.x && curp.pos.y != prevp.y);
RenderGuidelines(prevp, curp.pos, General.Colors.Guideline.WithAlpha(80));
}
// Render lines
DrawnVertex lastp = points[0];
for(int i = 1; i < points.Count; i++)
{
// Determine line color
if(lastp.stitchline && points[i].stitchline) color = stitchcolor;
else color = losecolor;
// Render line
renderer.RenderLine(lastp.pos, points[i].pos, LINE_THICKNESS, color, true);
RenderLinedefDirectionIndicator(lastp.pos, points[i].pos, color); //mxd
lastp = points[i];
}
// Determine line color
color = (lastp.stitchline && snaptonearest ? stitchcolor : losecolor);
// Render line to cursor
renderer.RenderLine(lastp.pos, curp.pos, LINE_THICKNESS, color, true);
RenderLinedefDirectionIndicator(lastp.pos, curp.pos, color); //mxd
// Render vertices
for(int i = 0; i < points.Count; i++)
{
// Determine vertex color
color = points[i].stitch ? stitchcolor : losecolor;
// Render vertex
renderer.RenderRectangleFilled(new RectangleF(points[i].pos.x - vsize, points[i].pos.y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
}
//mxd. Render guide labels?
if(renderguidelabels) renderer.RenderText(guidelabels);
// Render labels
renderer.RenderText(labels.ToArray());
}
// Determine point color
color = snaptonearest ? stitchcolor : losecolor;
// Render vertex at cursor
renderer.RenderRectangleFilled(new RectangleF(curp.pos.x - vsize, curp.pos.y - vsize, vsize * 2.0f, vsize * 2.0f), color, true);
// Done
renderer.Finish();
}
// Done
renderer.Present();
}
//mxd
protected void RenderGuidelines(Vector2D start, Vector2D end, PixelColor c)
{
if(end.x != start.x && end.y != start.y)
{
Vector2D tr = new Vector2D(Math.Max(end.x, start.x), Math.Max(end.y, start.y));
Vector2D bl = new Vector2D(Math.Min(end.x, start.x), Math.Min(end.y, start.y));
// Create guidelines
Line3D[] lines = new Line3D[5];
lines[0] = new Line3D(new Vector2D(tr.x, General.Map.Config.TopBoundary), new Vector2D(tr.x, General.Map.Config.BottomBoundary), c, false);
lines[1] = new Line3D(new Vector2D(bl.x, General.Map.Config.TopBoundary), new Vector2D(bl.x, General.Map.Config.BottomBoundary), c, false);
lines[2] = new Line3D(new Vector2D(General.Map.Config.LeftBoundary, tr.y), new Vector2D(General.Map.Config.RightBoundary, tr.y), c, false);
lines[3] = new Line3D(new Vector2D(General.Map.Config.LeftBoundary, bl.y), new Vector2D(General.Map.Config.RightBoundary, bl.y), c, false);
// Create current line extent. Make sure v1 is to the left of v2
Line2D current = (end.x < start.x ? new Line2D(end, start) : new Line2D(start, end));
Vector2D extentstart, extentend;
if(current.v1.y < current.v2.y) // Start is lower
{
// Start point can hit left or bottom boundaries
extentstart = Line2D.GetIntersectionPoint(left, current, false);
if(extentstart.y < General.Map.Config.BottomBoundary)
extentstart = Line2D.GetIntersectionPoint(bottom, current, false);
// End point can hit right or top boundaries
extentend = Line2D.GetIntersectionPoint(right, current, false);
if(extentend.y > General.Map.Config.TopBoundary)
extentend = Line2D.GetIntersectionPoint(top, current, false);
}
else // Start is higher
{
// Start point can hit left or top boundaries
extentstart = Line2D.GetIntersectionPoint(left, current, false);
if(extentstart.y > General.Map.Config.TopBoundary)
extentstart = Line2D.GetIntersectionPoint(top, current, false);
// End point can hit right or bottom boundaries
extentend = Line2D.GetIntersectionPoint(right, current, false);
if(extentend.y < General.Map.Config.BottomBoundary)
extentend = Line2D.GetIntersectionPoint(bottom, current, false);
}
lines[4] = new Line3D(extentstart, extentend, c, false);
// Render them
renderer.RenderArrows(lines);
// Update horiz/vert length labels
if(guidelabels != null)
{
guidelabels[0].Move(tr, new Vector2D(tr.x, bl.y));
guidelabels[1].Move(new Vector2D(bl.x, tr.y), tr);
guidelabels[2].Move(new Vector2D(tr.x, bl.y), bl);
guidelabels[3].Move(bl, new Vector2D(bl.x, tr.y));
}
}
// Render horizontal line + 2 vertical guidelines
else if(end.x != start.x)
{
Line3D l = new Line3D(new Vector2D(General.Map.Config.LeftBoundary, end.y), new Vector2D(General.Map.Config.RightBoundary, end.y), c, false);
Line3D gs = new Line3D(new Vector2D(start.x, General.Map.Config.TopBoundary), new Vector2D(start.x, General.Map.Config.BottomBoundary), c, false);
Line3D ge = new Line3D(new Vector2D(end.x, General.Map.Config.TopBoundary), new Vector2D(end.x, General.Map.Config.BottomBoundary), c, false);
renderer.RenderArrows(new List<Line3D> { l, gs, ge });
}
// Render vertical line + 2 horizontal guidelines
else if(end.y != start.y)
{
Line3D l = new Line3D(new Vector2D(end.x, General.Map.Config.TopBoundary), new Vector2D(end.x, General.Map.Config.BottomBoundary), c, false);
Line3D gs = new Line3D(new Vector2D(General.Map.Config.LeftBoundary, start.y), new Vector2D(General.Map.Config.RightBoundary, start.y), c, false);
Line3D ge = new Line3D(new Vector2D(General.Map.Config.LeftBoundary, end.y), new Vector2D(General.Map.Config.RightBoundary, end.y), c, false);
renderer.RenderArrows(new List<Line3D> {l, gs, ge});
}
// Start and end match. Render a cross
else
{
Line3D gs = new Line3D(new Vector2D(General.Map.Config.LeftBoundary, start.y), new Vector2D(General.Map.Config.RightBoundary, start.y), c, false);
Line3D ge = new Line3D(new Vector2D(start.x, General.Map.Config.TopBoundary), new Vector2D(start.x, General.Map.Config.BottomBoundary), c, false);
renderer.RenderArrows(new List<Line3D> { gs, ge });
}
}
//mxd
private void RenderLinedefDirectionIndicator(Vector2D start, Vector2D end, PixelColor color)
{
Vector2D delta = end - start;
Vector2D middlePoint = new Vector2D(start.x + delta.x / 2, start.y + delta.y / 2);
Vector2D scaledPerpendicular = delta.GetPerpendicular().GetNormal().GetScaled(18f / renderer.Scale);
renderer.RenderLine(middlePoint, new Vector2D(middlePoint.x - scaledPerpendicular.x, middlePoint.y - scaledPerpendicular.y), LINE_THICKNESS, color, true);
}
// This returns the aligned and snapped draw position
public static DrawnVertex GetCurrentPosition(Vector2D mousemappos, bool snaptonearest, bool snaptogrid, bool snaptocardinal, bool usefourcardinaldirections, IRenderer2D renderer, List<DrawnVertex> points)
{
DrawnVertex p = new DrawnVertex();
p.stitch = true; //mxd. Setting these to false seems to be a good way to create invalid geometry...
p.stitchline = true; //mxd
snaptocardinal = (snaptocardinal && points.Count > 0); //mxd. Don't snap to cardinal when there are no points
//mxd. If snap to cardinal directions is enabled and we have points, modify mouse position
Vector2D vm, gridoffset;
if(snaptocardinal)
{
Vector2D offset = mousemappos - points[points.Count - 1].pos;
float angle;
if(usefourcardinaldirections)
angle = Angle2D.DegToRad((General.ClampAngle((int)Angle2D.RadToDeg(offset.GetAngle()))) / 90 * 90 + 45);
else
angle = Angle2D.DegToRad((General.ClampAngle((int)Angle2D.RadToDeg(offset.GetAngle()) + 22)) / 45 * 45);
offset = new Vector2D(0, -offset.GetLength()).GetRotated(angle);
vm = points[points.Count - 1].pos + offset;
//mxd. We need to be snapped relative to initial position
Vector2D prev = points[points.Count - 1].pos;
gridoffset = prev - General.Map.Grid.SnappedToGrid(prev);
}
else
{
vm = mousemappos;
gridoffset = new Vector2D();
}
float vrange = BuilderPlug.Me.StitchRange / renderer.Scale;
// Snap to nearest?
if(snaptonearest)
{
// Go for all drawn points
foreach(DrawnVertex v in points)
{
if(Vector2D.DistanceSq(vm, v.pos) < (vrange * vrange))
{
p.pos = v.pos;
return p;
}
}
// Try the nearest vertex
Vertex nv = General.Map.Map.NearestVertexSquareRange(vm, vrange);
if(nv != null)
{
//mxd. Line angle must stay the same
if(snaptocardinal)
{
Line2D ourline = new Line2D(points[points.Count - 1].pos, vm);
if(Math.Round(ourline.GetSideOfLine(nv.Position), 1) == 0)
{
p.pos = nv.Position;
return p;
}
}
else
{
p.pos = nv.Position;
return p;
}
}
// Try the nearest linedef. mxd. We'll need much bigger stitch distance when snapping to cardinal directions
Linedef nl = General.Map.Map.NearestLinedefRange(vm, BuilderPlug.Me.StitchRange / renderer.Scale);
if(nl != null)
{
//mxd. Line angle must stay the same
if(snaptocardinal)
{
Line2D ourline = new Line2D(points[points.Count - 1].pos, vm);
Line2D nearestline = new Line2D(nl.Start.Position, nl.End.Position);
Vector2D intersection = Line2D.GetIntersectionPoint(nearestline, ourline, false);
if(!float.IsNaN(intersection.x))
{
// Intersection is on nearestline?
float u = Line2D.GetNearestOnLine(nearestline.v1, nearestline.v2, intersection);
if(u < 0f || u > 1f) { }
else
{
p.pos = new Vector2D((float)Math.Round(intersection.x, General.Map.FormatInterface.VertexDecimals),
(float)Math.Round(intersection.y, General.Map.FormatInterface.VertexDecimals));
return p;
}
}
}
// Snap to grid?
else if(snaptogrid)
{
// Get grid intersection coordinates
List<Vector2D> coords = nl.GetGridIntersections();
// Find nearest grid intersection
bool found = false;
float found_distance = float.MaxValue;
Vector2D found_coord = new Vector2D();
foreach(Vector2D v in coords)
{
Vector2D delta = vm - v;
if(delta.GetLengthSq() < found_distance)
{
found_distance = delta.GetLengthSq();
found_coord = v;
found = true;
}
}
if(found)
{
// Align to the closest grid intersection
p.pos = found_coord;
return p;
}
}
else
{
// Aligned to line
p.pos = nl.NearestOnLine(vm);
return p;
}
}
}
else
{
// Always snap to the first drawn vertex so that the user can finish a complete sector without stitching
if(points.Count > 0)
{
if(Vector2D.DistanceSq(vm, points[0].pos) < (vrange * vrange))
{
p.pos = points[0].pos;
return p;
}
}
}
// if the mouse cursor is outside the map bondaries check if the line between the last set point and the
// mouse cursor intersect any of the boundary lines. If it does, set the position to this intersection
if(points.Count > 0 &&
(mousemappos.x < General.Map.Config.LeftBoundary || mousemappos.x > General.Map.Config.RightBoundary ||
mousemappos.y > General.Map.Config.TopBoundary || mousemappos.y < General.Map.Config.BottomBoundary))
{
Line2D dline = new Line2D(mousemappos, points[points.Count - 1].pos);
bool foundintersection = false;
float u = 0.0f;
List<Line2D> blines = new List<Line2D>();
// lines for left, top, right and bottom boundaries
blines.Add(new Line2D(General.Map.Config.LeftBoundary, General.Map.Config.BottomBoundary, General.Map.Config.LeftBoundary, General.Map.Config.TopBoundary));
blines.Add(new Line2D(General.Map.Config.LeftBoundary, General.Map.Config.TopBoundary, General.Map.Config.RightBoundary, General.Map.Config.TopBoundary));
blines.Add(new Line2D(General.Map.Config.RightBoundary, General.Map.Config.TopBoundary, General.Map.Config.RightBoundary, General.Map.Config.BottomBoundary));
blines.Add(new Line2D(General.Map.Config.RightBoundary, General.Map.Config.BottomBoundary, General.Map.Config.LeftBoundary, General.Map.Config.BottomBoundary));
// check for intersections with boundaries
for(int i = 0; i < blines.Count; i++)
{
if(!foundintersection)
{
// only check for intersection if the last set point is not on the
// line we are checking against
if(blines[i].GetSideOfLine(points[points.Count - 1].pos) != 0.0f)
{
foundintersection = blines[i].GetIntersection(dline, out u);
}
}
}
// if there was no intersection set the position to the last set point
if(!foundintersection)
vm = points[points.Count - 1].pos;
else
vm = dline.GetCoordinatesAt(u);
}
// Snap to grid?
if(snaptogrid)
{
// Aligned to grid
p.pos = General.Map.Grid.SnappedToGrid(vm - gridoffset) + gridoffset;
// special handling
if(p.pos.x > General.Map.Config.RightBoundary) p.pos.x = General.Map.Config.RightBoundary;
if(p.pos.y < General.Map.Config.BottomBoundary) p.pos.y = General.Map.Config.BottomBoundary;
return p;
}
else
{
// Normal position
p.pos.x = (float)Math.Round(vm.x); //mxd
p.pos.y = (float)Math.Round(vm.y); //mxd
return p;
}
}
// This gets the aligned and snapped draw position
protected DrawnVertex GetCurrentPosition()
{
return GetCurrentPosition(mousemappos, snaptonearest, snaptogrid, snaptocardinaldirection, usefourcardinaldirections, renderer, points);
}
// This draws a point at a specific location
public bool DrawPointAt(DrawnVertex p)
{
return DrawPointAt(p.pos, p.stitch, p.stitchline);
}
// This draws a point at a specific location
public virtual bool DrawPointAt(Vector2D pos, bool stitch, bool stitchline)
{
if(pos.x < General.Map.Config.LeftBoundary || pos.x > General.Map.Config.RightBoundary ||
pos.y > General.Map.Config.TopBoundary || pos.y < General.Map.Config.BottomBoundary)
return false;
//mxd. Avoid zero-length lines...
if(points.Count > 0)
{
Vector2D delta = points[points.Count - 1].pos - pos;
if((Math.Abs(delta.x) <= 0.001f) && (Math.Abs(delta.y) <= 0.001f))
return true;
}
DrawnVertex newpoint = new DrawnVertex();
newpoint.pos = pos;
newpoint.stitch = stitch;
newpoint.stitchline = stitchline;
points.Add(newpoint);
labels.Add(new LineLengthLabel(labelshowangle, labeluseoffset));
Update();
if(points.Count > 1)
{
// Check if point stitches with the first
if(points[points.Count - 1].stitch)
{
Vector2D p1 = points[0].pos;
Vector2D p2 = points[points.Count - 1].pos;
Vector2D delta = p1 - p2;
if((Math.Abs(delta.x) <= 0.001f) && (Math.Abs(delta.y) <= 0.001f))
{
//mxd. Seems... logical?
if(points.Count == 2)
{
OnCancel();
return true;
}
// Finish drawing
FinishDraw();
return true;
}
}
//mxd. Points and existing geometry form a closed shape?
if(autoclosedrawing)
{
// Determive center point
float minx = float.MaxValue;
float maxx = float.MinValue;
float miny = float.MaxValue;
float maxy = float.MinValue;
foreach(DrawnVertex v in points)
{
if(v.pos.x < minx) minx = v.pos.x;
if(v.pos.x > maxx) maxx = v.pos.x;
if(v.pos.y < miny) miny = v.pos.y;
if(v.pos.y > maxy) maxy = v.pos.y;
}
Vector2D shapecenter = new Vector2D(minx + (maxx - minx) / 2, miny + (maxy - miny) / 2);
// Determine center point between start and end points
minx = Math.Min(points[0].pos.x, points[points.Count - 1].pos.x);
maxx = Math.Max(points[0].pos.x, points[points.Count - 1].pos.x);
miny = Math.Min(points[0].pos.y, points[points.Count - 1].pos.y);
maxy = Math.Max(points[0].pos.y, points[points.Count - 1].pos.y);
Vector2D startendcenter = new Vector2D(minx + (maxx - minx) / 2, miny + (maxy - miny) / 2);
// Offset the center perpendicular to the start -> end line direction...
if(shapecenter == startendcenter)
{
shapecenter -= new Line2D(points[0].pos, points[points.Count - 1].pos).GetPerpendicular().GetNormal();
}
// Do the check
if(CanFinishDrawing(points[0].pos, points[points.Count - 1].pos, shapecenter))
{
drawingautoclosed = true;
FinishDraw();
}
}
}
return true;
}
//mxd
private static bool CanFinishDrawing(Vector2D start, Vector2D end, Vector2D center)
{
Linedef startline = FindPotentialLine(start, center);
if(startline == null) return false;
Linedef endline = FindPotentialLine(end, center);
if(endline == null) return false;
// Can finish drawing if a path between startline and endline exists
return Tools.FindClosestPath(startline, startline.SideOfLine(center) < 0.0f, endline, endline.SideOfLine(center) < 0.0f, true) != null;
}
//mxd
private static Linedef FindPotentialLine(Vector2D target, Vector2D center)
{
// Target position on top of existing vertex?
Vertex v = General.Map.Map.NearestVertex(target);
if(v == null) return null;
Linedef result = null;
if(v.Position == target)
{
float mindistance = float.MaxValue;
foreach(Linedef l in v.Linedefs)
{
if(result == null)
{
result = l;
mindistance = Vector2D.DistanceSq(l.GetCenterPoint(), center);
}
else
{
float curdistance = Vector2D.DistanceSq(l.GetCenterPoint(), center);
if(curdistance < mindistance)
{
mindistance = curdistance;
result = l;
}
}
}
}
else
{
// Result position will split a line?
result = General.Map.Map.NearestLinedef(target);
if(result.SideOfLine(target) != 0) return null;
}
return result;
}
#endregion
#region ================== mxd. Settings panel
protected virtual void SetupInterface()
{
//Add options docker
panel = new DrawLineOptionsPanel();
panel.OnContinuousDrawingChanged += OnContinuousDrawingChanged;
panel.OnAutoCloseDrawingChanged += OnAutoCloseDrawingChanged;
panel.OnShowGuidelinesChanged += OnShowGuidelinesChanged;
// Needs to be set after adding the events...
panel.ContinuousDrawing = General.Settings.ReadPluginSetting("drawlinesmode.continuousdrawing", false);
panel.AutoCloseDrawing = General.Settings.ReadPluginSetting("drawlinesmode.autoclosedrawing", false);
panel.ShowGuidelines = General.Settings.ReadPluginSetting("drawlinesmode.showguidelines", false);
// Create guide labels
guidelabels = new LineLengthLabel[4];
for(int i = 0; i < guidelabels.Length; i++)
{
guidelabels[i] = new LineLengthLabel { ShowAngle = false, Color = General.Colors.InfoLine };
}
// Create map boudary lines
Vector2D btl = new Vector2D(General.Map.Config.LeftBoundary, General.Map.Config.TopBoundary);
Vector2D btr = new Vector2D(General.Map.Config.RightBoundary, General.Map.Config.TopBoundary);
Vector2D bbl = new Vector2D(General.Map.Config.LeftBoundary, General.Map.Config.BottomBoundary);
Vector2D bbr = new Vector2D(General.Map.Config.RightBoundary, General.Map.Config.BottomBoundary);
top = new Line2D(btl, btr);
right = new Line2D(btr, bbr);
bottom = new Line2D(bbl, bbr);
left = new Line2D(btl, bbl);
}
protected virtual void AddInterface()
{
panel.Register();
}
protected virtual void RemoveInterface()
{
General.Settings.WritePluginSetting("drawlinesmode.continuousdrawing", panel.ContinuousDrawing);
General.Settings.WritePluginSetting("drawlinesmode.autoclosedrawing", panel.AutoCloseDrawing);
General.Settings.WritePluginSetting("drawlinesmode.showguidelines", panel.ShowGuidelines);
panel.Unregister();
}
#endregion
#region ================== Events
public override void OnHelp()
{
General.ShowHelp("e_drawgeometry.html");
}
// Engaging
public override void OnEngage()
{
base.OnEngage();
EnableAutoPanning();
AddInterface(); //mxd
renderer.SetPresentation(Presentation.Standard);
// Set cursor
General.Interface.SetCursor(Cursors.Cross);
}
// Disengaging
public override void OnDisengage()
{
RemoveInterface(); //mxd
base.OnDisengage();
DisableAutoPanning();
}
// Cancelled
public override void OnCancel()
{
//mxd. Cannot leave this way when continuous drawing is enabled
if(continuousdrawing)
{
drawingautoclosed = false;
return;
}
// Cancel base class
base.OnCancel();
// Return to original mode
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
}
// Accepted
public override void OnAccept()
{
Cursor.Current = Cursors.AppStarting;
General.Settings.FindDefaultDrawSettings();
// When points have been drawn
if(points.Count > 0)
{
// Make undo for the draw
General.Map.UndoRedo.CreateUndo("Line draw");
// Make an analysis and show info
string[] adjectives =
{
"beautiful", "lovely", "romantic", "stylish", "cheerful", "comical",
"awesome", "accurate", "adorable", "adventurous", "attractive", "cute",
"elegant", "glamorous", "gorgeous", "handsome", "magnificent", "unusual",
"outstanding", "mysterious", "amusing", "charming", "fantastic", "jolly"
};
string word = adjectives[points.Count % adjectives.Length];
word = (points.Count > adjectives.Length) ? "very " + word : word;
string a = ((word[0] == 'a') || (word[0] == 'e') || (word[0] == 'i') || (word[0] == 'o') || (word[0] == 'u')) ? "an " : "a ";
General.Interface.DisplayStatus(StatusType.Action, "Created " + a + word + " drawing.");
// Make the drawing
if(Tools.DrawLines(points, true, BuilderPlug.Me.AutoAlignTextureOffsetsOnCreate)) //mxd
{
// Snap to map format accuracy
General.Map.Map.SnapAllToAccuracy();
// Clear selection
General.Map.Map.ClearAllSelected();
// Update cached values
General.Map.Map.Update();
//mxd. Outer sectors may require some splittin...
if(General.Settings.SplitJoinedSectors) Tools.SplitOuterSectors(General.Map.Map.GetMarkedLinedefs(true));
// Edit new sectors?
List<Sector> newsectors = General.Map.Map.GetMarkedSectors(true);
if(BuilderPlug.Me.EditNewSector && (newsectors.Count > 0))
General.Interface.ShowEditSectors(newsectors);
// Update the used textures
General.Map.Data.UpdateUsedTextures();
//mxd
General.Map.Renderer2D.UpdateExtraFloorFlag();
// Map is changed
General.Map.IsChanged = true;
}
else
{
// Drawing failed
// NOTE: I have to call this twice, because the first time only cancels this volatile mode
General.Map.UndoRedo.WithdrawUndo();
General.Map.UndoRedo.WithdrawUndo();
}
}
// Done
Cursor.Current = Cursors.Default;
if(continuousdrawing)
{
//mxd. Reset settings
points.Clear();
labels.Clear();
drawingautoclosed = false;
//mxd. Redraw display
General.Interface.RedrawDisplay();
}
else
{
// Return to original mode
General.Editing.ChangeMode(General.Editing.PreviousStableMode.Name);
}
}
// This redraws the display
public override void OnRedrawDisplay()
{
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.Map.Things, General.Settings.ActiveThingsAlpha);
renderer.RenderNiGHTSPath();
renderer.Finish();
}
// Normal update
Update();
}
// Mouse moving
public override void OnMouseMove(MouseEventArgs e)
{
base.OnMouseMove(e);
if(panning) return; //mxd. Skip all this jazz while panning
Update();
}
// When a key is released
public override void OnKeyUp(KeyEventArgs e)
{
base.OnKeyUp(e);
if((snaptogrid != (General.Interface.ShiftState ^ General.Interface.SnapToGrid)) ||
(snaptonearest != (General.Interface.CtrlState ^ General.Interface.AutoMerge)) ||
(snaptocardinaldirection != (General.Interface.AltState && General.Interface.ShiftState))) Update();
}
// When a key is pressed
public override void OnKeyDown(KeyEventArgs e)
{
base.OnKeyDown(e);
if((snaptogrid != (General.Interface.ShiftState ^ General.Interface.SnapToGrid)) ||
(snaptonearest != (General.Interface.CtrlState ^ General.Interface.AutoMerge)) ||
(snaptocardinaldirection != (General.Interface.AltState && General.Interface.ShiftState))) Update();
}
//mxd
protected void OnContinuousDrawingChanged(object value, EventArgs e)
{
continuousdrawing = (bool)value;
}
//mxd
protected void OnAutoCloseDrawingChanged(object value, EventArgs e)
{
autoclosedrawing = (bool)value;
}
//mxd
protected void OnShowGuidelinesChanged(object value, EventArgs e)
{
showguidelines = (bool)value;
General.Interface.RedrawDisplay();
}
#endregion
#region ================== Actions
// Drawing a point
[BeginAction("drawpoint")]
public void DrawPoint()
{
// Mouse inside window?
if(General.Interface.MouseInDisplay)
{
DrawnVertex newpoint = GetCurrentPosition();
if(!DrawPointAt(newpoint)) General.Interface.DisplayStatus(StatusType.Warning, "Failed to draw point: outside of map boundaries.");
}
}
// Remove last point
[BeginAction("removepoint")]
public virtual void RemovePoint() { RemovePointAt(points.Count - 1); }
//mxd. Remove first point
[BeginAction("removefirstpoint")]
public virtual void RemoveFirstPoint() { RemovePointAt(0); }
//mxd
private void RemovePointAt(int index)
{
if(points.Count > 0 && points.Count > index) points.RemoveAt(index);
if(labels.Count > 0 && labels.Count > index)
{
labels[index].Dispose();
labels.RemoveAt(index);
}
Update();
}
// Finish drawing
[BeginAction("finishdraw")]
public void FinishDraw()
{
// Accept the changes
General.Editing.AcceptMode();
}
#endregion
}
}