Esempio n. 1
0
        // Mouse moves
        public virtual void OnMouseMove(MouseEventArgs e)
        {
            // Dragging UV?
            if (uvdragging)
            {
                UpdateDragUV();
            }
            else
            {
                // Select button pressed?
                if (General.Actions.CheckActionActive(General.ThisAssembly, "visualselect"))
                {
                    // Check if tolerance is exceeded to start UV dragging
                    float deltaxy = General.Map.VisualCamera.AngleXY - dragstartanglexy;
                    float deltaz  = General.Map.VisualCamera.AngleZ - dragstartanglez;
                    if ((Math.Abs(deltaxy) + Math.Abs(deltaz)) > DRAG_ANGLE_TOLERANCE)
                    {
                        mode.PreAction(UndoGroup.TextureOffsetChange);
                        mode.CreateUndo("Change texture offsets");

                        // Start drag now
                        uvdragging = true;
                        mode.Renderer.ShowSelection = false;
                        mode.Renderer.ShowHighlight = false;
                        UpdateDragUV();
                    }
                }
            }
        }
Esempio n. 2
0
        // Moving the mouse
        public virtual void OnMouseMove(MouseEventArgs e)
        {
            // biwa. Paint selection going on?
            if (mode.PaintSelectPressed)
            {
                // toggle selected state
                if (mode.PaintSelectType == this.GetType().BaseType&& mode.Highlighted != this)                  // using BaseType so that both floor and ceiling can be selected in one go
                {
                    if (General.Interface.ShiftState ^ BuilderPlug.Me.AdditiveSelect)
                    {
                        this.selected = true;
                        mode.AddSelectedObject(this);
                    }
                    else if (General.Interface.CtrlState)
                    {
                        this.selected = false;
                        mode.RemoveSelectedObject(this);
                    }
                    else
                    {
                        if (this.selected)
                        {
                            mode.RemoveSelectedObject(this);
                        }
                        else
                        {
                            mode.AddSelectedObject(this);
                        }

                        this.selected = !this.selected;
                    }
                }

                return;
            }

            if (!General.Map.UDMF)
            {
                return;                               //mxd. Cannot change texture offsets in other map formats...
            }
            // Dragging UV?
            if (uvdragging)
            {
                UpdateDragUV();
            }
            else
            {
                // Select button pressed?
                if (General.Actions.CheckActionActive(General.ThisAssembly, "visualselect"))
                {
                    // Check if tolerance is exceeded to start UV dragging
                    float deltaxy = General.Map.VisualCamera.AngleXY - dragstartanglexy;
                    float deltaz  = General.Map.VisualCamera.AngleZ - dragstartanglez;
                    if ((Math.Abs(deltaxy) + Math.Abs(deltaz)) > DRAG_ANGLE_TOLERANCE)
                    {
                        mode.PreAction(UndoGroup.TextureOffsetChange);
                        mode.CreateUndo("Change texture offsets");

                        // Start drag now
                        uvdragging = true;
                        mode.Renderer.ShowSelection = false;
                        mode.Renderer.ShowHighlight = false;
                        UpdateDragUV();
                    }
                }
            }
        }