public TransferActorAction(TDocument doc, TActor actor, TLayer parent)
        {
            this.document  = doc;
            this.actor     = actor;
            this.oldData   = new ActorMatrixData();
            this.newData   = new ActorMatrixData();
            this.oldParent = actor.parent;
            this.newParent = parent;

            this.oldData.position = actor.position;
            this.oldData.scale    = actor.scale;
            this.oldData.skew     = actor.skew;
            this.oldData.rotation = actor.rotation;

            // actor's position based on new parent
            PointF pt = actor.parent.logicalToScreen(actor.position);

            pt = parent.screenToLogical(pt);

            // actor's rotation based on new parent
            float angle = actor.rotationOnScreen();

            if (parent is TActor)
            {
                angle -= ((TActor)parent).rotationOnScreen();
            }
            TUtil.normalizeDegreeAngle(angle);

            // for scale
            RectangleF bound = actor.bound();
            PointF     s     = actor.logicalVectorToScreen(new PointF(bound.Width, bound.Height));
            SizeF      scale = new SizeF(1, 1);

            Matrix m2 = new Matrix();

            m2.Translate(pt.X, pt.Y);
            m2.Rotate((float)(angle * 180 / Math.PI));
            m2.Translate(-actor.anchor.X * actor.bound().Width, -actor.anchor.Y * actor.bound().Height);

            Matrix m = parent.matrixFromScreen();

            m.Multiply(m2);
            if (m.IsInvertible)
            {
                PointF[] aPos = { s };
                m.Invert();
                m.TransformVectors(aPos);
                s     = aPos[0];
                scale = new SizeF(s.X / bound.Width, s.Y / bound.Height);
            }

            this.newData.position = pt;
            this.newData.scale    = scale;
            this.newData.skew     = actor.skew;
            this.newData.rotation = angle;

            oldIndex = actor.parent.childs.IndexOf(actor);
        }
Beispiel #2
0
        // move the anchor point of selected item the specified delta, parameters are based on real drawing canvas coordinates
        public void moveAnchorOfSelectedItem(float dx, float dy, bool fixedMove)
        {
            if (fixedMove)
            {
                double al = Math.Atan2(dy, dx) * 180 / Math.PI;
                float  d  = Math.Min(Math.Abs(dx), Math.Abs(dy));
                if (al >= -22.5 && al < 22.5)
                {
                    dy = 0;
                }
                else if (al >= 22.5 && al < 67.5)
                {
                    dx = d; dy = d;
                }
                else if (al >= 67.5 && al < 112.5)
                {
                    dx = 0;
                }
                else if (al >= 112.5 && al < 157.5)
                {
                    dx = -d; dy = d;
                }
                else if (al >= 157.5 || al < -157.5)
                {
                    dy = 0;
                }
                else if (al >= -157.5 && al < -112.5)
                {
                    dx = -d; dy = -d;
                }
                else if (al >= -112.5 && al < -67.5)
                {
                    dx = 0;
                }
                else if (al >= 67.5 && al < 22.5)
                {
                    dx = d; dy = -d;
                }
            }

            for (int i = 0; i < selectedItems.Count; i++)
            {
                TActor item   = this.selectedItems[i];
                TActor origin = item.backupActor;

                PointF screenPos = origin.parent.logicalToScreen(origin.position);
                screenPos.X += dx; screenPos.Y += dy;
                PointF     logicalPos = origin.screenToLogical(screenPos);
                RectangleF bound      = origin.bound();

                item.position = origin.parent.screenToLogical(screenPos);
                item.anchor   = new PointF(logicalPos.X / bound.Width, logicalPos.Y / bound.Height);
            }
        }
Beispiel #3
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        public void transferLayer(TActor item, TLayer target)
        {
            // item's position based on new parent
            PointF pt = item.parent.logicalToScreen(item.position);

            pt = target.screenToLogical(pt);

            // item's rotation based on new parent
            float angle = item.rotationOnScreen();

            if (target is TActor)
            {
                angle -= ((TActor)target).rotationOnScreen();
            }
            TUtil.normalizeDegreeAngle(angle);

            // for scale
            RectangleF bound = item.bound();
            PointF     s     = item.logicalVectorToScreen(new PointF(bound.Width, bound.Height));

            // new properties
            item.position = pt;
            item.rotation = angle;
            item.scale    = new Size(1, 1);

            Matrix m = target.matrixFromScreen();

            m.Multiply(item.matrix);
            if (m.IsInvertible)
            {
                PointF[] aPos = { s };
                m.Invert();
                m.TransformVectors(aPos);
                s          = aPos[0];
                item.scale = new SizeF(s.X / bound.Width, s.Y / bound.Height);
            }

            item.parent.childs.Remove(item);
            target.childs.Add(item);
            item.parent = target;
        }
Beispiel #4
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        // scale the selected items the specified delta, parameters are based on real drawing canvas coordinates
        public void scaleSelectedItems(int part, float dx, float dy, bool fixedRatio)
        {
            for (int i = 0; i < selectedItems.Count; i++)
            {
                TActor item   = this.selectedItems[i];
                TActor origin = item.backupActor;
                PointF d      = origin.screenVectorToLogical(new PointF(dx, dy));

                float      sx = origin.scale.Width, sy = origin.scale.Height;
                RectangleF bound = origin.bound();
                float      px = origin.anchor.X * bound.Width, py = origin.anchor.Y * bound.Height;

                if (fixedRatio)
                {
                    float w = bound.Width * sx, h = bound.Height * sy;
                    float z;
                    if (part == 1)
                    {
                        z = Math.Max(-d.X / w, -d.Y / h);
                        d = new PointF(-z * w, -z * h);
                    }
                    else if (part == 2)
                    {
                        z = Math.Max(-d.X / w, d.Y / h);
                        d = new PointF(-z * w, z * h);
                    }
                    else if (part == 3)
                    {
                        z = Math.Max(d.X / w, d.Y / h);
                        d = new PointF(z * w, z * h);
                    }
                    else if (part == 4)
                    {
                        z = Math.Max(d.X / w, -d.Y / h);
                        d = new PointF(z * w, -z * h);
                    }
                }

                if (part == 1 || part == 2 || part == 5)
                {
                    sx -= sx * d.X / bound.Width;
                    px  = d.X + (bound.Width - d.X) * origin.anchor.X;
                }
                if (part == 3 || part == 4 || part == 7)
                {
                    sx += sx * d.X / bound.Width;
                    px  = origin.anchor.X * (bound.Width + d.X);
                }
                if (part == 1 || part == 4 || part == 8)
                {
                    sy -= sy * d.Y / bound.Height;
                    py  = d.Y + (bound.Height - d.Y) * origin.anchor.Y;
                }
                if (part == 2 || part == 3 || part == 6)
                {
                    sy += sy * d.Y / bound.Height;
                    py  = origin.anchor.Y * (bound.Height + d.Y);
                }

                PointF[] p0 = { new PointF(px, py) };
                origin.matrix.TransformPoints(p0);
                item.position = p0[0];
                item.scale    = new SizeF(sx, sy);

//                PointF p0 = item.logicalToScreen(new PointF(px, py));
//                item.position = item.parent.screenToLogical(p0);
//                item.scale = new SizeF(sx, sy);
            }
        }
Beispiel #5
0
        //============== return value ===============//
        //
        //                    -1
        //      9                           9
        //        ┌───────────────────────┐
        //        │ 1         8         4 │
        //        │                       │
        //  -1    │ 5         0         7 │    -1
        //        │                       │
        //        │ 2         6         3 │
        //        └───────────────────────┘
        //      9                           9
        //                    -1
        //
        //
        // Anchor Point : 10
        //============================================//
        public int partOfSelection(float x, float y, out int cursor)
        {
            cursor = -1;

            if (selectedItems.Count == 0)
            {
                return(-1);
            }
            if (selectedItems.Count > 1)
            {
                return(containsInSelection(x, y) ? 0 : 9);
            }

            TActor actor = selectedItems[0];

            if (currentTool == TDocument.TOOL_PUZZLE && !actor.puzzle)
            {
                return(-1);
            }

            PointF screenPos  = new PointF(x, y);
            PointF logicalPos = currentTool != TDocument.TOOL_PUZZLE ? actor.screenToLogical(new PointF(x, y)) : actor.ownerScene().screenToLogical(new PointF(x, y));

            RectangleF actorBound        = actor.bound();
            PointF     anchorPosOnScreen = actor.logicalToScreen(new PointF(actorBound.Width * actor.anchor.X, actorBound.Height * actor.anchor.Y));

            RectangleF bound;

            if (currentTool == TDocument.TOOL_BOUNDING)
            {
                bound = actor.interactionBound;
            }
            else if (currentTool == TDocument.TOOL_PUZZLE)
            {
                bound = actor.puzzleArea;
            }
            else
            {
                bound = actorBound;
            }

            PointF[] boundOnScreen;
            if (currentTool == TDocument.TOOL_BOUNDING)
            {
                boundOnScreen = actor.interactionBoundOnScreen();
            }
            else if (currentTool == TDocument.TOOL_PUZZLE)
            {
                boundOnScreen = actor.puzzleAreaOnScreen();
            }
            else
            {
                boundOnScreen = actor.boundOnScreen();
            }
            int ctrl_size = 6;

            bool leftEdge    = TUtil.distanceBetweenPointLine(screenPos, boundOnScreen[0], boundOnScreen[1]) <= ctrl_size;
            bool bottomEdge  = TUtil.distanceBetweenPointLine(screenPos, boundOnScreen[1], boundOnScreen[2]) <= ctrl_size;
            bool rightEdge   = TUtil.distanceBetweenPointLine(screenPos, boundOnScreen[2], boundOnScreen[3]) <= ctrl_size;
            bool topEdge     = TUtil.distanceBetweenPointLine(screenPos, boundOnScreen[3], boundOnScreen[0]) <= ctrl_size;
            bool insideBound = bound.Contains(logicalPos);

            int    first_cursor = 0; // cursor form part 5
            double angle        = -Math.Atan2(boundOnScreen[1].Y - boundOnScreen[0].Y, boundOnScreen[1].X - boundOnScreen[0].X) * 180 / Math.PI;

            if (angle < 0)
            {
                angle += 360;
            }
            first_cursor = (int)((angle + 22.5) / 45) % 4;

            int part = -1;

            if (leftEdge && topEdge)
            {
                part = 1; cursor = (first_cursor - 1) % 4;
            }
            else if (leftEdge && bottomEdge)
            {
                part = 2; cursor = (first_cursor + 1) % 4;
            }
            else if (rightEdge && bottomEdge)
            {
                part = 3; cursor = (first_cursor + 3) % 4;
            }
            else if (rightEdge && topEdge)
            {
                part = 4; cursor = (first_cursor + 5) % 4;
            }
            else if (leftEdge && TUtil.isPointProjectionInLineSegment(screenPos, boundOnScreen[0], boundOnScreen[1]))
            {
                part = 5; cursor = (first_cursor + 0) % 4;
            }
            else if (bottomEdge && TUtil.isPointProjectionInLineSegment(screenPos, boundOnScreen[1], boundOnScreen[2]))
            {
                part = 6; cursor = (first_cursor + 2) % 4;
            }
            else if (rightEdge && TUtil.isPointProjectionInLineSegment(screenPos, boundOnScreen[2], boundOnScreen[3]))
            {
                part = 7; cursor = (first_cursor + 4) % 4;
            }
            else if (topEdge && TUtil.isPointProjectionInLineSegment(screenPos, boundOnScreen[3], boundOnScreen[0]))
            {
                part = 8; cursor = (first_cursor + 6) % 4;
            }
            else if (TUtil.distanceBetweenPoints(screenPos, anchorPosOnScreen) <= ctrl_size)
            {
                part = 10;
            }
            else if (insideBound)
            {
                part = 0;
            }
            else if (currentTool != TDocument.TOOL_BOUNDING && currentTool != TDocument.TOOL_PUZZLE)
            {
                if (TUtil.distanceBetweenPoints(screenPos, boundOnScreen[0]) <= ctrl_size * 3 ||
                    TUtil.distanceBetweenPoints(screenPos, boundOnScreen[1]) <= ctrl_size * 3 ||
                    TUtil.distanceBetweenPoints(screenPos, boundOnScreen[2]) <= ctrl_size * 3 ||
                    TUtil.distanceBetweenPoints(screenPos, boundOnScreen[3]) <= ctrl_size * 3)
                {
                    part = 9;
                }
            }

            return(part);
        }
Beispiel #6
0
        private void drawSelectedBound(Graphics g)
        {
            PointF[] bound = null;
            TActor   actor = this.selectedActor();

            if (currentTool == TDocument.TOOL_BOUNDING)
            {
                if (actor != null)
                {
                    bound = actor.interactionBoundOnScreen();
                }
            }
            else if (currentTool == TDocument.TOOL_PUZZLE)
            {
                if (actor != null && actor.puzzle)
                {
                    bound = actor.puzzleAreaOnScreen();
                }
            }
            else
            {
                bound = this.selectedBound();
            }

            if (bound != null)
            {
                Color boundColor;
                switch (currentTool)
                {
                case TDocument.TOOL_BOUNDING:
                    boundColor = Color.Red;
                    break;

                case TDocument.TOOL_PUZZLE:
                    boundColor = Color.Blue;
                    break;

                default:
                    boundColor = Color.Black;
                    break;
                }

                // draw rectangle
                Pen pen = new Pen(boundColor, 1);
                pen.DashStyle   = DashStyle.Custom;
                pen.DashPattern = new float[] { 4, 4 };
                g.DrawPolygon(pen, bound);

                // draw control point
                const int ctrl_size  = 6;
                Pen       ctrl_pen   = new Pen(boundColor, 1);
                Brush     ctrl_brush = new SolidBrush(Color.White);
                Rectangle ctrl_rect;
                for (int i = 0; i < bound.Length; i++)
                {
                    // corner
                    ctrl_rect = new Rectangle((int)(bound[i].X - ctrl_size / 2), (int)(bound[i].Y - ctrl_size / 2), ctrl_size, ctrl_size);
                    g.FillRectangle(ctrl_brush, ctrl_rect);
                    g.DrawRectangle(ctrl_pen, ctrl_rect);

                    // edge
                    int j = (i + 1) % bound.Length;
                    ctrl_rect = new Rectangle((int)((bound[i].X + bound[j].X - ctrl_size) / 2), (int)((bound[i].Y + bound[j].Y - ctrl_size) / 2), ctrl_size, ctrl_size);
                    g.FillRectangle(ctrl_brush, ctrl_rect);
                    g.DrawRectangle(ctrl_pen, ctrl_rect);
                }

                // draw anchor point
                if (actor != null && (currentTool != TDocument.TOOL_BOUNDING && currentTool != TDocument.TOOL_PUZZLE))
                {
                    const int anchor_line_size   = 10;
                    const int anchor_circle_size = 6;

                    RectangleF actorBound = actor.bound();
                    PointF     anchorPosF = actor.logicalToScreen(new PointF(actor.anchor.X * actorBound.Width, actor.anchor.Y * actorBound.Height));
                    Point      anchorPos  = new Point((int)anchorPosF.X, (int)anchorPosF.Y);
                    g.DrawLine(ctrl_pen, anchorPos.X - anchor_line_size / 2, anchorPos.Y, anchorPos.X - anchor_circle_size / 2, anchorPos.Y);
                    g.DrawLine(ctrl_pen, anchorPos.X + anchor_line_size / 2, anchorPos.Y, anchorPos.X + anchor_circle_size / 2, anchorPos.Y);
                    g.DrawLine(ctrl_pen, anchorPos.X, anchorPos.Y - anchor_line_size / 2, anchorPos.X, anchorPos.Y - anchor_circle_size / 2);
                    g.DrawLine(ctrl_pen, anchorPos.X, anchorPos.Y + anchor_line_size / 2, anchorPos.X, anchorPos.Y + anchor_circle_size / 2);
                    g.DrawEllipse(ctrl_pen, anchorPos.X - anchor_circle_size / 2, anchorPos.Y - anchor_circle_size / 2, anchor_circle_size, anchor_circle_size);
                    g.FillRectangle(Brushes.Black, anchorPos.X, anchorPos.Y, 1, 1);
                }
            }
        }