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CharactersEditorFilter.cs
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CharactersEditorFilter.cs
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using System;
using System.Drawing;
using System.Windows.Forms;
using AGS.Types;
using AgsView = AGS.Types.View;
using System.Web;
using System.Collections.Generic;
namespace AGS.Editor
{
/// <summary>
/// Comment by Shane Stevens:
/// CharactersEditorFilter is an entirely new file created for displaying characters in rooms.
/// Most of the methods are adapted from ObjectsEditorFilter as their functionality is similar.
/// </summary>
public class CharactersEditorFilter : IRoomEditorFilter
{
private const string MENU_ITEM_COPY_CHAR_COORDS = "CopyCharacterCoordinatesToClipboard";
private GUIController.PropertyObjectChangedHandler _propertyObjectChangedDelegate;
private Game _game = null;
private Room _room;
private Panel _panel;
RoomSettingsEditor _editor;
private bool _isOn = false;
private Character _selectedCharacter = null;
private bool _movingCharacterWithMouse = false;
private int _menuClickX = 0;
private int _menuClickY = 0;
private int _mouseOffsetX, _mouseOffsetY;
public Character SelectedCharacter { get { return _selectedCharacter; } }
public CharactersEditorFilter(Panel displayPanel, RoomSettingsEditor editor, Room room, Game game)
{
_room = room;
_panel = displayPanel;
_game = game;
_editor = editor;
_propertyObjectChangedDelegate = new GUIController.PropertyObjectChangedHandler(GUIController_OnPropertyObjectChanged);
RoomItemRefs = new SortedDictionary<string, Character>();
DesignItems = new SortedDictionary<string, DesignTimeProperties>();
InitGameEntities();
Components.CharactersComponent cmp = ComponentController.Instance.FindComponent<Components.CharactersComponent>();
if (cmp != null)
{
cmp.OnCharacterIDChanged += OnCharacterIDChanged;
cmp.OnCharacterRoomChanged += OnCharacterRoomChanged;
}
}
public bool MouseDown(MouseEventArgs e, RoomEditorState state)
{
if (e.Button == MouseButtons.Middle) return false;
int xClick = state.WindowXToRoom(e.X);
int yClick = state.WindowYToRoom(e.Y);
Character character = GetCharacter(xClick, yClick, state);
if (character != null) SelectCharacter(character, xClick, yClick, state);
else _selectedCharacter = null;
if (_selectedCharacter != null)
{
Factory.GUIController.SetPropertyGridObject(_selectedCharacter);
return true;
}
return false;
}
private void SelectCharacter(Character character, int xClick, int yClick, RoomEditorState state)
{
SetSelectedCharacter(character);
if (!DesignItems[GetItemID(character)].Locked)
{
if (!state.DragFromCenter)
{
_mouseOffsetX = xClick - character.StartX;
_mouseOffsetY = yClick - character.StartY;
}
else
{
_mouseOffsetX = 0;
_mouseOffsetY = 0;
}
_movingCharacterWithMouse = true;
}
}
private Character GetCharacter(int x, int y, RoomEditorState state)
{
foreach (Character character in _game.RootCharacterFolder.AllItemsFlat)
{
DesignTimeProperties p;
if (!DesignItems.TryGetValue(GetItemID(character), out p))
continue; // character is not in the room
if (!p.Visible) continue;
AgsView view = _game.FindViewByID(character.NormalView);
if (view != null && view.Loops.Count > 0)
{
if (HitTest(x, y, character, view)) return character;
}
}
return null;
}
private bool HitTest(int x, int y, Character character, AgsView view)
{
int spriteNum = 0;
if (view.Loops[0].Frames.Count > 0)
{
ViewFrame thisFrame = view.Loops[0].Frames[0];
spriteNum = thisFrame.Image;
}
int width, height;
Utilities.GetSizeSpriteWillBeRenderedInGame(spriteNum, out width, out height);
return ((x >= character.StartX - (width / 2)) && (x < character.StartX + (width / 2)) &&
(y >= character.StartY - height) && (y < character.StartY));
}
public bool MouseMove(int x, int y, RoomEditorState state)
{
if (!_movingCharacterWithMouse) return false;
int newX = state.WindowXToRoom(x) - _mouseOffsetX;
int newY = state.WindowYToRoom(y) - _mouseOffsetY;
return MoveCharacter(newX, newY);
}
private bool MoveCharacter(int newX, int newY)
{
if (_selectedCharacter.StartX == newX &&
_selectedCharacter.StartY == newY)
{
return false;
}
_selectedCharacter.StartX = newX;
_selectedCharacter.StartY = newY;
return true;
}
private void CharCoordMenuEventHandler(object sender, EventArgs e)
{
int tempx = _selectedCharacter.StartX;
int tempy = _selectedCharacter.StartY;
RoomEditorState.AdjustCoordsToMatchEngine(_room, ref tempx, ref tempy);
string textToCopy = tempx.ToString() + ", " + tempy.ToString();
Utilities.CopyTextToClipboard(textToCopy);
}
private void ShowCharCoordMenu(MouseEventArgs e, RoomEditorState state)
{
if (_selectedCharacter != null)
{
EventHandler onClick = new EventHandler(CharCoordMenuEventHandler);
ContextMenuStrip menu = new ContextMenuStrip();
menu.Items.Add(new ToolStripMenuItem("Copy Character coordinates to clipboard", null, onClick, MENU_ITEM_COPY_CHAR_COORDS));
OnContextMenu?.Invoke(this, new RoomFilterContextMenuArgs(menu, e.X, e.Y));
_menuClickX = state.WindowXToRoom(e.X);
_menuClickY = state.WindowYToRoom(e.Y);
menu.Show(_panel, e.X, e.Y);
}
}
public bool MouseUp(MouseEventArgs e, RoomEditorState state)
{
_movingCharacterWithMouse = false;
if (e.Button == MouseButtons.Middle) return false;
if (e.Button == MouseButtons.Right)
{
ShowCharCoordMenu(e, state);
return true;
}
return false;
}
public void Invalidate() { _panel.Invalidate(); }
public void PaintToHDC(IntPtr hdc, RoomEditorState state)
{
foreach (Character character in _game.RootCharacterFolder.AllItemsFlat)
{
DesignTimeProperties p;
if (DesignItems.TryGetValue(GetItemID(character), out p) && p.Visible)
{
DrawCharacter(character, state);
}
}
}
public void Paint(Graphics graphics, RoomEditorState state)
{
if (!Enabled || _selectedCharacter == null)
return;
Pen pen = new Pen(Color.Goldenrod);
pen.DashStyle = System.Drawing.Drawing2D.DashStyle.Dot;
{
Rectangle rect = GetCharacterRect(_selectedCharacter, state);
graphics.DrawRectangle(pen, rect);
if (_movingCharacterWithMouse)
{
System.Drawing.Font font = new System.Drawing.Font("Arial", 10.0f);
string toDraw = String.Format("X:{0}, Y:{1}", _selectedCharacter.StartX, _selectedCharacter.StartY);
int scaledx = rect.X + (rect.Width / 2) - ((int)graphics.MeasureString(toDraw, font).Width / 2);
int scaledy = rect.Y - (int)graphics.MeasureString(toDraw, font).Height;
if (scaledx < 0) scaledx = 0;
if (scaledy < 0) scaledy = 0;
graphics.DrawString(toDraw, font, pen.Brush, scaledx, scaledy);
}
}
}
private void DrawCharacter(Character character, RoomEditorState state)
{
AgsView view = _game.FindViewByID(character.NormalView);
if (view != null && view.Loops.Count > 0)
{
int spriteNum = 0;
//this is a check to make certain that loop 0 frame 0 of the character normalview has an image;
//if not, it defaults to using spriteNum 0
if (view.Loops[0].Frames.Count > 0)
{
ViewFrame thisFrame = view.Loops[0].Frames[0];
spriteNum = thisFrame.Image;
}
int xPos = state.RoomXToWindow(character.StartX);
int yPos = state.RoomYToWindow(character.StartY);
int spriteWidth, spriteHeight;
Utilities.GetSizeSpriteWillBeRenderedInGame(spriteNum, out spriteWidth, out spriteHeight);
spriteWidth = state.RoomSizeToWindow(spriteWidth);
spriteHeight = state.RoomSizeToWindow(spriteHeight);
Factory.NativeProxy.DrawSpriteToBuffer(spriteNum, xPos - spriteWidth / 2, yPos - spriteHeight, state.Scale);
}
}
private Rectangle GetCharacterRect(Character character, RoomEditorState state)
{
AgsView view = _game.FindViewByID(character.NormalView);
int xPos = state.RoomXToWindow(character.StartX);
int yPos = state.RoomYToWindow(character.StartY);
if (view == null || view.Loops.Count == 0)
{
return new Rectangle(xPos - 5, yPos - 5, 10, 10);
}
int spriteNum = 0;
if (view.Loops[0].Frames.Count > 0)
spriteNum = _game.FindViewByID(character.NormalView).Loops[0].Frames[0].Image;
int spriteWidth, spriteHeight;
Utilities.GetSizeSpriteWillBeRenderedInGame(spriteNum, out spriteWidth, out spriteHeight);
spriteWidth = state.RoomSizeToWindow(spriteWidth);
spriteHeight = state.RoomSizeToWindow(spriteHeight);
return new Rectangle(xPos - spriteWidth / 2, yPos - spriteHeight, spriteWidth, spriteHeight);
}
public void FilterOn()
{
SetPropertyGridList();
Factory.GUIController.OnPropertyObjectChanged += _propertyObjectChangedDelegate;
_isOn = true;
}
public void FilterOff()
{
Factory.GUIController.OnPropertyObjectChanged -= _propertyObjectChangedDelegate;
_isOn = false;
}
public void UpdateCharactersRoom(Character character, int oldRoom)
{
if (character.StartingRoom == _room.Number)
{
AddCharacterRef(character);
}
else if (oldRoom == _room.Number && character.StartingRoom != _room.Number)
{
RemoveCharacterRef(character);
if (_selectedCharacter == character)
_selectedCharacter = null;
}
}
private void SetPropertyGridList()
{
Dictionary<string, object> list = new Dictionary<string, object>();
list.Add(_room.PropertyGridTitle, _room);
foreach (var item in RoomItemRefs)
{
list.Add(item.Value.PropertyGridTitle, item.Value);
}
Factory.GUIController.SetPropertyGridObjectList(list, _editor.ContentDocument, _room);
}
protected void SetPropertyGridObject(object obj)
{
Factory.GUIController.SetPropertyGridObject(obj, _editor.ContentDocument);
}
private void GUIController_OnPropertyObjectChanged(object newPropertyObject)
{
if (newPropertyObject is Character)
{
Character c = (Character)newPropertyObject;
if (c.StartingRoom == _room.Number)
{
SetSelectedCharacter(c);
_panel.Invalidate();
}
}
else if (newPropertyObject is Room)
{
_selectedCharacter = null;
_panel.Invalidate();
}
}
public string Name { get { return "Characters"; } }
public string DisplayName { get { return "Characters"; } }
public RoomAreaMaskType MaskToDraw
{
get { return RoomAreaMaskType.None; }
}
public bool SupportVisibleItems { get { return true; } }
public bool Modified { get; set; }
public bool Visible { get; set; }
public bool Locked { get; set; }
public bool Enabled { get { return _isOn; } }
public SortedDictionary<string, DesignTimeProperties> DesignItems { get; private set; }
/// <summary>
/// A lookup table for getting game object reference by they key.
/// </summary>
private SortedDictionary<string, Character> RoomItemRefs { get; set; }
public event EventHandler OnItemsChanged;
public event EventHandler<SelectedRoomItemEventArgs> OnSelectedItemChanged;
public event EventHandler<RoomFilterContextMenuArgs> OnContextMenu;
public int ItemCount
{
get
{
return RoomItemRefs.Count;
}
}
public int SelectedArea
{
get { return 0; }
}
public bool ShowTransparencySlider
{
get { return false; }
}
public string HelpKeyword
{
get { return string.Empty; }
}
public bool DoubleClick(RoomEditorState state)
{
return false;
}
public void CommandClick(string command)
{
}
public bool KeyPressed(Keys key)
{
if (_selectedCharacter == null)
return false;
if (DesignItems[GetItemID(_selectedCharacter)].Locked)
return false;
switch (key)
{
case Keys.Right:
return MoveCharacter(_selectedCharacter.StartX + 1, _selectedCharacter.StartY);
case Keys.Left:
return MoveCharacter(_selectedCharacter.StartX - 1, _selectedCharacter.StartY);
case Keys.Down:
return MoveCharacter(_selectedCharacter.StartX, _selectedCharacter.StartY + 1);
case Keys.Up:
return MoveCharacter(_selectedCharacter.StartX, _selectedCharacter.StartY - 1);
}
return false;
}
public void Dispose()
{
}
private string GetItemID(Character c)
{
// Use numeric character's ID as a "unique identifier", for now (script name is optional!)
return GetItemID(c.ID);
}
private string GetItemID(int numID)
{
return numID.ToString("D4");
}
/// <summary>
/// Initialize dictionary of current item references.
/// </summary>
/// <returns></returns>
private SortedDictionary<string, Character> InitItemRefs()
{
SortedDictionary<string, Character> items = new SortedDictionary<string, Character>();
foreach (Character character in _game.RootCharacterFolder.AllItemsFlat)
{
if (character.StartingRoom == _room.Number)
items.Add(GetItemID(character), character);
}
return items;
}
public string GetItemName(string id)
{
Character character;
if (id != null && RoomItemRefs.TryGetValue(id, out character))
return character.ScriptName;
return null;
}
public void SelectItem(string id)
{
if (id != null)
{
Character character;
if (RoomItemRefs.TryGetValue(id, out character))
{
_selectedCharacter = character;
SetPropertyGridObject(character);
return;
}
}
_selectedCharacter = null;
SetPropertyGridObject(_room);
}
public Cursor GetCursor(int x, int y, RoomEditorState state)
{
if (_movingCharacterWithMouse) return Cursors.Hand;
x = state.WindowXToRoom(x);
y = state.WindowYToRoom(y);
if (GetCharacter(x, y, state) != null) return Cursors.Default;
return null;
}
public bool AllowClicksInterception()
{
return true;
}
private void SetSelectedCharacter(Character character)
{
_selectedCharacter = character;
if (OnSelectedItemChanged != null)
{
OnSelectedItemChanged(this, new SelectedRoomItemEventArgs(character.ScriptName));
}
}
private void InitGameEntities()
{
// Initialize item reference
RoomItemRefs = InitItemRefs();
// Initialize design-time properties
// TODO: load last design settings
DesignItems.Clear();
foreach (var item in RoomItemRefs)
DesignItems.Add(item.Key, new DesignTimeProperties());
}
private void OnCharacterIDChanged(object sender, CharacterIDChangedEventArgs e)
{
UpdateCharacterRef(e.Character, GetItemID(e.OldID));
OnItemsChanged(this, null);
if (Enabled)
SetPropertyGridList();
}
private void OnCharacterRoomChanged(object sender, CharacterRoomChangedEventArgs e)
{
UpdateCharactersRoom(e.Character, e.PreviousRoom);
OnItemsChanged(this, null);
Invalidate();
if (Enabled)
SetPropertyGridList();
}
private void AddCharacterRef(Character c)
{
string id = GetItemID(c);
if (RoomItemRefs.ContainsKey(id))
return;
RoomItemRefs.Add(id, c);
DesignItems.Add(id, new DesignTimeProperties());
}
private void RemoveCharacterRef(Character c)
{
string id = GetItemID(c);
RoomItemRefs.Remove(id);
DesignItems.Remove(id);
}
private void UpdateCharacterRef(Character c, string oldID)
{
if (!RoomItemRefs.ContainsKey(oldID))
return;
string newID = GetItemID(c);
if (newID == oldID)
return;
// If the new key is also present that means we are swapping two items
if (RoomItemRefs.ContainsKey(newID))
{
var char2 = RoomItemRefs[newID];
RoomItemRefs.Remove(newID);
RoomItemRefs.Remove(oldID);
RoomItemRefs.Add(newID, c);
RoomItemRefs.Add(oldID, char2);
// We must keep DesignTimeProperties!
var char1Item = DesignItems[oldID];
var char2Item = DesignItems[newID];
DesignItems.Remove(newID);
DesignItems.Remove(oldID);
DesignItems.Add(newID, char1Item);
DesignItems.Add(oldID, char2Item);
}
else
{
RoomItemRefs.Remove(oldID);
RoomItemRefs.Add(newID, c);
// We must keep DesignTimeProperties!
DesignItems.Add(newID, DesignItems[oldID]);
DesignItems.Remove(oldID);
}
}
}
}