using System; using System.Collections.Generic; using System.ComponentModel; using System.Drawing; using System.Data; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Forms; using OpenTK.Graphics.OpenGL; using OpenTK; using Toolbox.Library; using Toolbox.Library.Rendering; using Toolbox.Library.IO; using LayoutBXLYT.Cafe; namespace LayoutBXLYT { public partial class LayoutViewer : LayoutControlDocked { public LayoutUndoManager UndoManger = new LayoutUndoManager(); public List SelectedPanes = new List(); public Camera2D Camera = new Camera2D(); public class Camera2D { public Matrix4 ModelViewMatrix = Matrix4.Identity; public float Zoom = 1; public Vector2 Position; } private LayoutEditor ParentEditor; private RenderableTex backgroundTex; public BxlytHeader LayoutFile; public List LayoutFiles = new List(); private Dictionary Textures; private void glControl1_Load(object sender, EventArgs e) { } public void ResetCamera() { Camera = new Camera2D(); } public void ResetLayout(BxlytHeader bxlyt) { LayoutFile = bxlyt; UpdateViewport(); } public GLControl GetGLControl() => glControl1; public LayoutViewer(LayoutEditor editor, BxlytHeader bxlyt, Dictionary textures) { InitializeComponent(); ParentEditor = editor; Text = bxlyt.FileName; Textures = textures; LoadLayout(bxlyt); } public void LoadLayout(BxlytHeader bxlyt) { LayoutFile = bxlyt; LayoutFiles.Add(bxlyt); if (bxlyt.Textures.Count > 0) { var textures = bxlyt.GetTextures; foreach (var tex in textures) if (!Textures.ContainsKey(tex.Key)) Textures.Add(tex.Key, tex.Value); } } public override void OnControlClosing() { foreach (var tex in LayoutFile.Textures) { if (Textures.ContainsKey(tex)) { Textures[tex].DisposeRenderable(); Textures.Remove(tex); } } } public void UpdateViewport() { glControl1.Invalidate(); } private void glControl1_Paint(object sender, PaintEventArgs e) { if (!Runtime.OpenTKInitialized) return; glControl1.Context.MakeCurrent(glControl1.WindowInfo); OnRender(); } private BxlytShader GlobalShader; public bool GameWindow = false; public bool UseOrtho => Runtime.LayoutEditor.UseOrthographicView; private Color BackgroundColor => Runtime.LayoutEditor.BackgroundColor; private void OnRender() { if (LayoutFile == null) return; if (!GameWindow) { if (ParentEditor != null) ParentEditor.GamePreviewWindow?.UpdateViewport(); } if (GameWindow) { RenderGameWindow(); RenderScene(); } else { RenderEditor(); RenderScene(); } } private void RenderGameWindow() { glControl1.MakeCurrent(); int WindowWidth = (int)LayoutFile.RootPane.Width; int WindowHeight = (int)LayoutFile.RootPane.Height; GL.Viewport(0, 0, glControl1.Width, glControl1.Height); GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); if (UseOrtho) { float halfW = WindowWidth, halfH = WindowHeight; var orthoMatrix = Matrix4.CreateOrthographic(halfW, halfH, -10000, 10000); GL.LoadMatrix(ref orthoMatrix); GL.MatrixMode(MatrixMode.Modelview); Camera.ModelViewMatrix = orthoMatrix; } else { var cameraPosition = new Vector3(0, 0, -600); var perspectiveMatrix = Matrix4.CreateTranslation(cameraPosition) * Matrix4.CreatePerspectiveFieldOfView(1.3f, WindowWidth / WindowHeight, 0.01f, 100000); GL.LoadMatrix(ref perspectiveMatrix); GL.MatrixMode(MatrixMode.Modelview); Camera.ModelViewMatrix = perspectiveMatrix; } GL.ClearColor(BackgroundColor); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); } private void RenderEditor() { glControl1.MakeCurrent(); GL.Viewport(0, 0, glControl1.Width, glControl1.Height); GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); if (UseOrtho) { float halfW = glControl1.Width / 2.0f, halfH = glControl1.Height / 2.0f; var orthoMatrix = Matrix4.CreateOrthographic(halfW, halfH, -10000, 10000); GL.LoadMatrix(ref orthoMatrix); GL.MatrixMode(MatrixMode.Modelview); Camera.ModelViewMatrix = orthoMatrix; } else { var cameraPosition = new Vector3(Camera.Position.X, Camera.Position.Y, -(Camera.Zoom * 500)); var perspectiveMatrix = Matrix4.CreateTranslation(cameraPosition) * Matrix4.CreatePerspectiveFieldOfView(1.3f, glControl1.Width / glControl1.Height, 0.01f, 100000); GL.LoadMatrix(ref perspectiveMatrix); GL.MatrixMode(MatrixMode.Modelview); Camera.ModelViewMatrix = perspectiveMatrix; } GL.ClearColor(BackgroundColor); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); if (UseOrtho && !GameWindow) { GL.PushMatrix(); GL.Scale(Camera.Zoom, Camera.Zoom, 1); GL.Translate(Camera.Position.X, Camera.Position.Y, 0); } } private void RenderScene() { // GL.Disable(EnableCap.CullFace); GL.Enable(EnableCap.Blend); GL.Enable(EnableCap.AlphaTest); GL.AlphaFunc(AlphaFunction.Always, 0f); GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha); GL.Enable(EnableCap.ColorMaterial); GL.Enable(EnableCap.Texture2D); GL.BindTexture(TextureTarget.Texture2D, 0); GL.BlendEquation(BlendEquationMode.FuncAdd); if (!GameWindow) { DrawRootPane(LayoutFile.RootPane); DrawGrid(); DrawXyLines(); } GL.BindTexture(TextureTarget.Texture2D, 0); if (GlobalShader == null) { GlobalShader = new BxlytShader(); GlobalShader.Compile(); } bool PreviewHitbox = false; if (PreviewHitbox) { foreach (var file in LayoutFiles) { foreach (var pane in file.PaneLookup.Values) { if (!pane.Visible || !pane.DisplayInEditor) continue; //Hitbox debug var hitbox = pane.CreateRectangle(); hitbox = hitbox.GetTransformedRectangle(pane.Parent, pane.Translate, pane.Scale); GL.Begin(PrimitiveType.Quads); GL.Color4(Color.FromArgb(28, 255, 0, 0)); GL.Vertex2(hitbox.LeftPoint, hitbox.BottomPoint); GL.Vertex2(hitbox.RightPoint, hitbox.BottomPoint); GL.Vertex2(hitbox.RightPoint, hitbox.TopPoint); GL.Vertex2(hitbox.LeftPoint, hitbox.TopPoint); GL.End(); } } } foreach (var layout in LayoutFiles) RenderPanes(GlobalShader, layout.RootPane, true, 255, false, null, 0); Vector2 TopLeft = new Vector2(); Vector2 BottomRight = new Vector2(); foreach (var pane in SelectedPanes) { var rect = pane.CreateRectangle(); TopLeft.X = Math.Min(TopLeft.X, rect.LeftPoint); TopLeft.Y = Math.Max(TopLeft.Y, rect.TopPoint); BottomRight.X = Math.Max(BottomRight.X, rect.RightPoint); BottomRight.Y = Math.Min(BottomRight.Y, rect.BottomPoint); if (pickAxis == PickAxis.Y) { GL.Begin(PrimitiveType.Lines); GL.Color4(Color.Green); GL.Vertex2(pane.Translate.X, -999999); GL.Vertex2(pane.Translate.X, 99999); GL.End(); } if (pickAxis == PickAxis.X) { GL.Begin(PrimitiveType.Lines); GL.Color4(Color.Red); GL.Vertex2(-999999, pane.Translate.Y); GL.Vertex2(99999, pane.Translate.Y); GL.End(); } } //Create a bounding box for all selected panes //This box will allow resizing of all selected panes if (SelectedPanes.Count > 0) { } if (UseOrtho) GL.PopMatrix(); GL.UseProgram(0); glControl1.SwapBuffers(); } private void DrawRectangle() { } private bool test = true; private void RenderPanes(BxlytShader shader, BasePane pane, bool isRoot, byte parentAlpha, bool parentAlphaInfluence, BasePane partPane = null, int stage = 0) { if (!pane.DisplayInEditor || !pane.animController.Visibile) return; GL.PushMatrix(); //Check XY rotation and draw the pane before it was rotated bool isRotatedXY = pane.Rotate.X != 0 || pane.Rotate.Y != 0; if (isRotatedXY && SelectedPanes.Contains(pane)) { GL.PushMatrix(); GL.Translate(pane.Translate.X, pane.Translate.Y, 0); GL.Rotate(pane.Rotate.Z, 0, 0, 1); GL.Scale(pane.Scale.X, pane.Scale.Y, 1); DrawDefaultPane(shader, pane, true); GL.PopMatrix(); } var translate = pane.Translate; var rotate = pane.Rotate; var scale = pane.Scale; foreach (var animItem in pane.animController.PaneSRT) { switch (animItem.Key) { case LPATarget.RotateX: rotate.X = animItem.Value; break; case LPATarget.RotateY: rotate.Y = animItem.Value; break; case LPATarget.RotateZ: rotate.Z = animItem.Value; break; case LPATarget.ScaleX: scale.X = animItem.Value; break; case LPATarget.ScaleY: scale.Y = animItem.Value; break; case LPATarget.TranslateX: translate.X = animItem.Value; break; case LPATarget.TranslateY: translate.Y = animItem.Value; break; case LPATarget.TranslateZ: translate.Z = animItem.Value; break; } } if (partPane != null) { translate = translate + pane.Translate; scale = scale * pane.Scale; rotate = rotate + pane.Rotate; } GL.Translate(translate.X, translate.Y, 0); //Rotate normally unless the object uses shaders/materials //Rotation matrix + shaders works accurately with X/Y rotation axis //Todo, do everything by shaders bool HasMaterials = pane is IWindowPane || pane is IPicturePane || pane is BFLYT.PRT1; if (!HasMaterials) { GL.Rotate(rotate.X, 1, 0, 0); GL.Rotate(rotate.Y, 0, 1, 0); GL.Rotate(rotate.Z, 0, 0, 1); } GL.Scale(scale.X, scale.Y, 1); byte alpha = pane.Alpha; if (pane.animController.PaneVertexColors.ContainsKey(LVCTarget.PaneAlpha)) alpha = (byte)pane.animController.PaneVertexColors[LVCTarget.PaneAlpha]; byte effectiveAlpha = (byte)(parentAlpha == 255 ? alpha : (alpha * parentAlpha) / 255); if (!parentAlphaInfluence) effectiveAlpha = alpha; parentAlphaInfluence = parentAlphaInfluence || pane.InfluenceAlpha; if (!isRoot) { bool isSelected = SelectedPanes.Contains(pane); if (pane is IPicturePane) BxlytToGL.DrawPictureBox(pane, GameWindow, effectiveAlpha, Textures, isSelected); else if (pane is IWindowPane) BxlytToGL.DrawWindowPane(pane, GameWindow, effectiveAlpha, Textures, isSelected); else if (pane is IBoundryPane) BxlytToGL.DrawBoundryPane(pane, GameWindow, effectiveAlpha, isSelected); else if (pane is ITextPane && Runtime.LayoutEditor.DisplayTextPane) { var textPane = (ITextPane)pane; Bitmap bitmap = null; if (textPane.RenderableFont == null) { if (pane is BFLYT.TXT1) { foreach (var fontFile in FirstPlugin.PluginRuntime.BxfntFiles) { if (Utils.CompareNoExtension(fontFile.Name, textPane.FontName)) { bitmap = fontFile.GetBitmap(textPane.Text, false, pane); } } } } if (bitmap != null) BxlytToGL.DrawTextbox(pane, GameWindow, bitmap, effectiveAlpha, Textures, SelectedPanes, textPane.RenderableFont == null, isSelected); else DrawDefaultPane(shader, pane); } else if (pane is BFLYT.SCR1) BxlytToGL.DrawScissorPane(pane, GameWindow, effectiveAlpha, isSelected); else if (pane is BFLYT.ALI1) BxlytToGL.DrawAlignmentPane(pane, GameWindow, effectiveAlpha, isSelected); else if (pane is BFLYT.PRT1) DrawPartsPane(shader, (BFLYT.PRT1)pane, effectiveAlpha, parentAlphaInfluence); else DrawDefaultPane(shader, pane); } else isRoot = false; byte childAlpha = pane.InfluenceAlpha || parentAlphaInfluence ? effectiveAlpha : byte.MaxValue; foreach (var childPane in pane.Childern) RenderPanes(shader, childPane, isRoot, childAlpha, parentAlphaInfluence, partPane); GL.PopMatrix(); } private void DrawRootPane(BasePane pane) { Color color = Color.Black; if (SelectedPanes.Contains(pane)) color = Color.Red; CustomRectangle rect = pane.CreateRectangle(); //Draw a quad which is the backcolor but lighter GL.Begin(PrimitiveType.Quads); GL.Color3(BackgroundColor.Lighten(10)); GL.Vertex2(rect.LeftPoint, rect.TopPoint); GL.Vertex2(rect.RightPoint, rect.TopPoint); GL.Vertex2(rect.RightPoint, rect.BottomPoint); GL.Vertex2(rect.LeftPoint, rect.BottomPoint); GL.End(); //Draw outline of root pane GL.Begin(PrimitiveType.LineLoop); GL.PolygonOffset(0.5f, 2); GL.LineWidth(33); GL.Color3(color); GL.Vertex2(rect.LeftPoint, rect.TopPoint); GL.Vertex2(rect.RightPoint, rect.TopPoint); GL.Vertex2(rect.RightPoint, rect.BottomPoint); GL.Vertex2(rect.LeftPoint, rect.BottomPoint); GL.End(); } private void DrawDefaultPane(BxlytShader shader, BasePane pane, bool isSelectionBox = false) { if (!Runtime.LayoutEditor.DisplayNullPane && !isSelectionBox || GameWindow || Runtime.LayoutEditor.IsGamePreview) return; Vector2[] TexCoords = new Vector2[] { new Vector2(1,1), new Vector2(0,1), new Vector2(0,0), new Vector2(1,0) }; Color color = Color.White; if (SelectedPanes.Contains(pane)) color = Color.Red; Color[] Colors = new Color[] { color, color, color, color, }; BxlytToGL.DrawRectangle(pane, GameWindow, pane.Rectangle, TexCoords, Colors); } private void DrawPartsPane(BxlytShader shader, BFLYT.PRT1 pane, byte effectiveAlpha, bool parentInfluenceAlpha) { pane.UpdateTextureData(this.Textures); var partPane = pane.GetExternalPane(); if (partPane != null) RenderPanes(shader,partPane, true, effectiveAlpha, parentInfluenceAlpha); else DrawDefaultPane(shader, pane); if (pane.Properties != null) { foreach (var prop in pane.Properties) { if (prop.Property != null) { RenderPanes(shader,prop.Property, false, effectiveAlpha, parentInfluenceAlpha || pane.InfluenceAlpha); } } } } private void DrawBackground() { if (backgroundTex == null) { /* backgroundTex = RenderableTex.FromBitmap(Properties.Resources.GridBackground); backgroundTex.TextureWrapR = TextureWrapMode.Repeat; backgroundTex.TextureWrapT = TextureWrapMode.Repeat; GL.Enable(EnableCap.Texture2D); GL.BindTexture(TextureTarget.Texture2D, backgroundTex.TexID); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (float)backgroundTex.TextureWrapR); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (float)backgroundTex.TextureWrapT); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (float)backgroundTex.TextureMagFilter); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (float)backgroundTex.TextureMinFilter); float UVscale = 15; int PanelWidth = 9000; int PanelWHeight = 9000; Vector2 scaleCenter = new Vector2(0.5f, 0.5f); Vector2[] TexCoords = new Vector2[] { new Vector2(1,1), new Vector2(0,1), new Vector2(0,0), new Vector2(1,0), }; for (int i = 0; i < TexCoords.Length; i++) TexCoords[i] = (TexCoords[i] - scaleCenter) * 20 + scaleCenter; GL.MatrixMode(MatrixMode.Modelview); GL.LoadIdentity(); GL.PushMatrix(); GL.Scale(1, 1, 1); GL.Translate(0, 0, 0); GL.Color4(Color.White); GL.Begin(PrimitiveType.Quads); GL.TexCoord2(TexCoords[0]); GL.Vertex3(PanelWidth, PanelWHeight, 0); GL.TexCoord2(TexCoords[1]); GL.Vertex3(-PanelWidth, PanelWHeight, 0); GL.TexCoord2(TexCoords[2]); GL.Vertex3(-PanelWidth, -PanelWHeight, 0); GL.TexCoord2(TexCoords[3]); GL.Vertex3(PanelWidth, -PanelWHeight, 0); GL.End(); GL.BindTexture(TextureTarget.Texture2D, 0); GL.PopMatrix();*/ } } public void UpdateBackgroundColor(Color color) { Runtime.LayoutEditor.BackgroundColor = color; glControl1.Invalidate(); Config.Save(); } private void DrawXyLines() { if (GameWindow || Runtime.LayoutEditor.IsGamePreview) return; int lineLength = 20; GL.Color3(Color.Green); GL.Begin(PrimitiveType.Lines); GL.Vertex2(0, 0); GL.Vertex2(0, lineLength); GL.End(); GL.Color3(Color.Red); GL.Begin(PrimitiveType.Lines); GL.Vertex2(0, 0); GL.Vertex2(lineLength, 0); GL.End(); } private void DrawGrid() { if (!Runtime.LayoutEditor.DisplayGrid) return; var size = 40; var amount = 300; GL.LineWidth(0.001f); GL.Color3(BackgroundColor.Darken(20)); GL.Begin(PrimitiveType.Lines); int squareGridCounter = 0; for (var i = -amount; i <= amount; i++) { if (squareGridCounter > 5) { squareGridCounter = 0; GL.LineWidth(33f); } else { GL.LineWidth(0.001f); } GL.Vertex2(new Vector2(-amount * size, i * size)); GL.Vertex2(new Vector2(amount * size, i * size)); GL.Vertex2(new Vector2(i * size, -amount * size)); GL.Vertex2(new Vector2(i * size, amount * size)); squareGridCounter++; } GL.End(); GL.Color3(Color.Transparent); GL.PopAttrib(); } private bool mouseHeldDown = false; private bool isPicked = false; private bool mouseMoving = false; private Point originMouse; private Point pickOriginMouse; private Point pickMouse; private Vector2 pickDistance; private PickAction pickAction = PickAction.None; private PickAxis pickAxis = PickAxis.All; private bool snapToGrid = false; private void glControl1_MouseDown(object sender, MouseEventArgs e) { if (GameWindow) return; pickAction = PickAction.None; pickAxis = PickAxis.All; if (Control.ModifierKeys == Keys.Shift && e.Button == MouseButtons.Left || e.Button == MouseButtons.Middle) { originMouse = e.Location; mouseHeldDown = true; glControl1.Invalidate(); } //Pick an object for moving else if (e.Button == MouseButtons.Left) { RenderEditor(); var coords = convertScreenToWorldCoords(e.Location.X, e.Location.Y); bool hasEdgeHit = false; foreach (var pane in SelectedPanes) { var edgePick = SearchEdgePicking(pane, coords.X, coords.Y); if (edgePick != PickAction.None) { pickAction = edgePick; isPicked = true; hasEdgeHit = true; UndoManger.AddToUndo(new LayoutUndoManager.UndoActionTransform(pane)); pickOriginMouse = e.Location; RenderScene(); return; } } BasePane hitPane = null; SearchHit(LayoutFile.RootPane, coords.X, coords.Y, ref hitPane); if (hitPane != null) { pickAction = PickAction.Translate; if (!SelectedPanes.Contains(hitPane)) SelectedPanes.Add(hitPane); foreach (var pane in SelectedPanes) { var edgePick = SearchEdgePicking(pane, coords.X, coords.Y); if (edgePick != PickAction.None) pickAction = edgePick; Console.WriteLine(pane.Name + " " + pickAction); } foreach (var pane in SelectedPanes) { UndoManger.AddToUndo(new LayoutUndoManager.UndoActionTransform(pane)); } ParentEditor.UpdateUndo(); ParentEditor.UpdateHiearchyNodeSelection(hitPane); isPicked = true; } else if (!hasEdgeHit) SelectedPanes.Clear(); pickOriginMouse = e.Location; RenderScene(); } Console.WriteLine("SelectedPanes " + SelectedPanes.Count); } private void SearchHit(BasePane pane, int X, int Y, ref BasePane SelectedPane) { if (pane.Visible && pane.DisplayInEditor && pane.IsHit(X, Y) && pane.Name != "RootPane") SelectedPane = pane; foreach (var childPane in pane.Childern) SearchHit(childPane, X, Y, ref SelectedPane); } private PickAction SearchEdgePicking(BasePane pane, int X, int Y) { var transformed = pane.CreateRectangle().GetTransformedRectangle(pane.Parent, pane.Translate, pane.Scale); var leftTop = new Point(transformed.LeftPoint, transformed.TopPoint); var left = new Point(transformed.LeftPoint, (transformed.BottomPoint + transformed.TopPoint) / 2); var leftBottom = new Point(transformed.LeftPoint, transformed.BottomPoint); var rightTop = new Point(transformed.RightPoint, transformed.TopPoint); var right = new Point(transformed.RightPoint, (transformed.BottomPoint + transformed.TopPoint) / 2); var rightBottom = new Point(transformed.RightPoint, transformed.BottomPoint); var top = new Point((transformed.RightPoint + transformed.LeftPoint) / 2, transformed.TopPoint); var bottom = new Point((transformed.RightPoint + transformed.LeftPoint) / 2, transformed.BottomPoint); if ( IsEdgeHit(leftTop, X, Y)) return PickAction.DragTopLeft; else if (IsEdgeHit(left, X, Y)) return PickAction.DragLeft; else if (IsEdgeHit(leftBottom, X, Y)) return PickAction.DragBottomLeft; else if (IsEdgeHit(rightTop, X, Y)) return PickAction.DragTopRight; else if (IsEdgeHit(rightBottom, X, Y)) return PickAction.DragBottomRight; else if (IsEdgeHit(right, X, Y)) return PickAction.DragRight; else if (IsEdgeHit(top, X, Y)) return PickAction.DragTop; else if (IsEdgeHit(bottom, X, Y)) return PickAction.DragBottom; return PickAction.None; } private bool IsEdgeHit(Point point, int X, int Y, int size = 10) { if ((X > point.X - size) && (X < point.X + size) && (Y > point.Y - size) && (Y < point.Y + size)) return true; else return false; } private void glControl1_MouseUp(object sender, MouseEventArgs e) { if (e.Button == MouseButtons.Left || e.Button == MouseButtons.Middle) { pickAxis = PickAxis.All; mouseHeldDown = false; isPicked = false; mouseMoving = false; glControl1.Invalidate(); } } public enum PickAction { None, DragTopRight, DragTopLeft, DragTop, DragLeft, DragRight, DragBottom, DragBottomLeft, DragBottomRight, Translate, Scale, Rotate } public enum PickAxis { All, X, Y, Z, } private void glControl1_MouseMove(object sender, MouseEventArgs e) { if (GameWindow) return; if (UseOrtho) GL.PopMatrix(); if (SelectedPanes.Count > 0) { RenderEditor(); var posWorld = convertScreenToWorldCoords(e.Location.X, e.Location.Y); GL.PopMatrix(); //Setup edge picking with move event bool isEdge = false; foreach (var pane in SelectedPanes) { var pickState = SearchEdgePicking(pane, posWorld.X, posWorld.Y); if (pickState != PickAction.None) { if (pickState == PickAction.DragTop) Cursor.Current = Cursors.SizeNS; if (pickState == PickAction.DragBottom) Cursor.Current = Cursors.SizeNS; if (pickState == PickAction.DragLeft) Cursor.Current = Cursors.SizeWE; if (pickState == PickAction.DragRight) Cursor.Current = Cursors.SizeWE; if (pickState == PickAction.DragBottomLeft) Cursor.Current = Cursors.SizeNESW; if (pickState == PickAction.DragBottomRight) Cursor.Current = Cursors.SizeNWSE; if (pickState == PickAction.DragTopLeft) Cursor.Current = Cursors.SizeNWSE; if (pickState == PickAction.DragTopRight) Cursor.Current = Cursors.SizeNESW; isEdge = true; } } if (!isEdge) Cursor.Current = Cursors.Default; } if (isPicked) { RenderEditor(); var temp = e.Location; var curPos = convertScreenToWorldCoords(temp.X, temp.Y); var prevPos = convertScreenToWorldCoords(pickOriginMouse.X, pickOriginMouse.Y); var pickMouse = new Point((int)(prevPos.X - curPos.X), (int)(prevPos.Y - curPos.Y)); if (pickAction == PickAction.Translate) { foreach (var pane in SelectedPanes) { if (pickOriginMouse != Point.Empty) { float posX = pane.Translate.X; float posY = pane.Translate.Y; float posZ = pane.Translate.Z; if (pickAxis == PickAxis.X) posX = pane.Translate.X - pickMouse.X; if (pickAxis == PickAxis.Y) posY = pane.Translate.Y - pickMouse.Y; if (pickAxis == PickAxis.All) { posX = pane.Translate.X - pickMouse.X; posY = pane.Translate.Y - pickMouse.Y; } if (snapToGrid) { int gridCubeWidth = 16, gridCubeHeight = 16; pane.Translate = new Syroot.Maths.Vector3F( (float)(Math.Round(posX / gridCubeWidth) * gridCubeWidth), (float)(Math.Round(posY / gridCubeHeight) * gridCubeHeight), posZ); } else { pane.Translate = new Syroot.Maths.Vector3F( posX, posY, posZ); } } } } else { //Setup edge picking with move event foreach (var pane in SelectedPanes) pane.TransformRectangle(pickAction, pickMouse.X, pickMouse.Y); } pickOriginMouse = temp; RenderScene(); } if (mouseHeldDown) { var pos = new Vector2(e.Location.X - originMouse.X, e.Location.Y - originMouse.Y); Camera.Position.X += pos.X; Camera.Position.Y -= pos.Y; originMouse = e.Location; glControl1.Invalidate(); } } public static Point convertScreenToWorldCoords(int x, int y) { int[] viewport = new int[4]; Matrix4 modelViewMatrix, projectionMatrix; GL.GetFloat(GetPName.ModelviewMatrix, out modelViewMatrix); GL.GetFloat(GetPName.ProjectionMatrix, out projectionMatrix); GL.GetInteger(GetPName.Viewport, viewport); Vector2 mouse; mouse.X = x; mouse.Y = y; Vector4 vector = UnProject(ref projectionMatrix, modelViewMatrix, new Size(viewport[2], viewport[3]), mouse); Point coords = new Point((int)vector.X, (int)vector.Y); return coords; } public static Vector4 UnProject(ref Matrix4 projection, Matrix4 view, Size viewport, Vector2 mouse) { Vector4 vec; vec.X = (2.0f * mouse.X / (float)viewport.Width - 1); vec.Y = -(2.0f * mouse.Y / (float)viewport.Height - 1); vec.Z = 0; vec.W = 1.0f; Matrix4 viewInv = Matrix4.Invert(view); Matrix4 projInv = Matrix4.Invert(projection); Vector4.Transform(ref vec, ref projInv, out vec); Vector4.Transform(ref vec, ref viewInv, out vec); if (vec.W > float.Epsilon || vec.W < float.Epsilon) { vec.X /= vec.W; vec.Y /= vec.W; vec.Z /= vec.W; } return vec; } protected override void OnMouseWheel(MouseEventArgs e) { base.OnMouseWheel(e); if (UseOrtho) { if (e.Delta > 0 && Camera.Zoom > 0) Camera.Zoom += 0.1f; if (e.Delta < 0 && Camera.Zoom < 100 && Camera.Zoom > 0.1) Camera.Zoom -= 0.1f; } else { if (e.Delta > 0 && Camera.Zoom > 0.1) Camera.Zoom -= 0.1f; if (e.Delta < 0 && Camera.Zoom < 100 && Camera.Zoom > 0) Camera.Zoom += 0.1f; } glControl1.Invalidate(); } private void glControl1_Resize(object sender, EventArgs e) { glControl1.Invalidate(); } private void glControl1_KeyDown(object sender, KeyEventArgs e) { if (isPicked && e.KeyCode == Keys.X) { pickAxis = PickAxis.X; glControl1.Invalidate(); } if (isPicked && e.KeyCode == Keys.Y) { pickAxis = PickAxis.Y; glControl1.Invalidate(); } else if (e.Control && e.KeyCode == Keys.Z) // Ctrl + Z undo { UndoManger.Undo(); ParentEditor.UpdateUndo(); glControl1.Invalidate(); } else if (e.Control && e.KeyCode == Keys.R) // Ctrl + Z undo { UndoManger.Redo(); ParentEditor.UpdateUndo(); glControl1.Invalidate(); } } } }