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mirror of synced 2024-12-03 19:47:29 +01:00
Switch-Toolbox/File_Format_Library/GUI/BFLYT/LayoutViewer.cs
KillzXGaming a8e6d104f2 A few improvements.
Panes can now be selected and moved around.
Panes can be resized from corners or edges.
Improved hit detection for panes.
Mouse left click now selects and moves panes. Use middle mouse or hold shift + left mouse to pan/move camera.
More progress on timeline, but currently not functional so currently disabled atm.
Multiple layout animations can be selected and played at once. Goes to the highest amount of frames.
Start to impliment a parts manager. Will allow editing external layout and animation data, and saving back properly.
2019-10-05 13:25:28 -04:00

1008 lines
36 KiB
C#

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<BasePane> SelectedPanes = new List<BasePane>();
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<BxlytHeader> LayoutFiles = new List<BxlytHeader>();
private Dictionary<string, STGenericTexture> 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<string, STGenericTexture> 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();
}
}
}
}