UltimateZoneBuilder/Source/Core/GZBuilder/GZGeneral.cs

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using System;
using System.Collections.Generic;
using System.Drawing;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Controls;
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using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.ZDoom;
using CodeImp.DoomBuilder.Actions;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.GZBuilder.IO;
using CodeImp.DoomBuilder.GZBuilder.Data;
using CodeImp.DoomBuilder.GZBuilder.Controls;
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using ColladaDotNet.Pipeline.MD3;
namespace CodeImp.DoomBuilder.GZBuilder
{
//mxd. should get rid of this class one day...
public class GZGeneral
{
private static Dictionary<int, ModelDefEntry> modelDefEntries; //doomEdNum, entry
public static Dictionary<int, ModelDefEntry> ModelDefEntries { get { return modelDefEntries; } }
//gzdoom light types
private static int[] gzLights = { /* normal lights */ 9800, 9801, 9802, 9803, 9804, /* additive lights */ 9810, 9811, 9812, 9813, 9814, /* negative lights */ 9820, 9821, 9822, 9823, 9824, /* vavoom lights */ 1502, 1503};
public static int[] GZ_LIGHTS { get { return gzLights; } }
private static int[] gzLightTypes = { 5, 10, 15 }; //this is actually offsets in gz_lights
public static int[] GZ_LIGHT_TYPES { get { return gzLightTypes; } }
private static int[] gzAnimatedLightTypes = { (int)GZDoomLightType.FLICKER, (int)GZDoomLightType.RANDOM, (int)GZDoomLightType.PULSE };
public static int[] GZ_ANIMATED_LIGHT_TYPES { get { return gzAnimatedLightTypes; } }
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//version
public const float Version = 1.05f;
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//debug console
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#if DEBUG
private static Docker console;
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#endif
public static void Init() {
//bind actions
General.Actions.BindMethods(typeof(GZGeneral));
General.MainWindow.UpdateGZDoomPannel();
//create console
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#if DEBUG
ConsoleDocker cd = new ConsoleDocker();
console = new Docker("consoledockerpannel", "Console", cd);
((MainForm)General.Interface).addDocker(console);
((MainForm)General.Interface).selectDocker(console);
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#endif
}
public static void OnMapOpenEnd() {
loadModelDefs();
loadModels();
General.MainWindow.UpdateGZDoomPannel();
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}
public static void OnReloadResources() {
loadModelDefs();
loadModels();
#if DEBUG
((ConsoleDocker)console.Control).Clear();
#endif
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}
//General.Map.Config.FormatInterface == "UniversalMapSetIO" == UMDF
//General.Interface.RedrawDisplay();
//General.Editing.Mode is ClassicMode
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public static bool LoadModelForThing(Thing t) {
if (modelDefEntries.ContainsKey(t.Type)) {
General.ErrorLogger.Add(ErrorType.Warning, "GZBuilder: got model override for thing id " + t.Type);
if (modelDefEntries[t.Type].Model == null) {
//load model and texture
ModelDefEntry mde = modelDefEntries[t.Type];
mde.Model = ModelReader.Parse(mde, General.Map.Graphics.Device);
if (mde.Model != null) {
General.Map.IsChanged = true; //update display
General.ErrorLogger.Add(ErrorType.Warning, "GZBuilder: loaded model for thing id " + t.Type);
return true;
} else {
General.ErrorLogger.Add(ErrorType.Warning, "GZBuilder: failed to load model(s) for thing id " + t.Type + ". Node removed.");
}
}
return true;
}
return false;
}
//functions
private static void loadModelDefs() {
Dictionary<string, int> Actors = new Dictionary<string,int>();
Dictionary<int, ThingTypeInfo> things = General.Map.Config.GetThingTypes();
//read our new shiny ClassNames for default game things
foreach (KeyValuePair<int, ThingTypeInfo> ti in things) {
if (ti.Value.ClassName != null)
Actors.Add(ti.Value.ClassName, ti.Key);
}
//and for actors defined in DECORATE
ICollection<ActorStructure> ac = General.Map.Data.Decorate.Actors;
foreach (ActorStructure actor in General.Map.Data.Decorate.Actors)
Actors.Add(actor.ClassName.ToLower(), actor.DoomEdNum);
Dictionary<string, ModelDefEntry> modelDefEntriesByName = new Dictionary<string, ModelDefEntry>();
foreach (string folder in General.Map.Data.Folders)
ModelDefParser.ParseFolder(modelDefEntriesByName, folder);
modelDefEntries = new Dictionary<int, ModelDefEntry>();
foreach (KeyValuePair<string, ModelDefEntry> e in modelDefEntriesByName) {
if (Actors.ContainsKey(e.Value.Name)) {
modelDefEntries[Actors[e.Value.Name]] = modelDefEntriesByName[e.Value.Name];
} else {
General.ErrorLogger.Add(ErrorType.Warning, "GZBuilder: ModelDefEntry wasn't found in Decorate: '" + e.Value.Name + "'");
}
}
}
//load models for things which are already in the map
private static void loadModels() {
General.ErrorLogger.Add(ErrorType.Warning, "GZBuilder: loading models...");
foreach(Thing t in General.Map.Map.Things)
LoadModelForThing(t);
}
//debug
public static void Trace(string message) {
#if DEBUG
((ConsoleDocker)console.Control).Trace(message);
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#endif
}
public static void Trace(string message, bool addLineBreak) {
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#if DEBUG
((ConsoleDocker)console.Control).Trace(message, addLineBreak);
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#endif
}
public static void ClearTrace() {
#if DEBUG
((ConsoleDocker)console.Control).Clear();
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#endif
}
public static void TraceInHeader(string message) {
#if DEBUG
((ConsoleDocker)console.Control).TraceInHeader(message);
#endif
}
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//actions
[BeginAction("gztogglemodels")]
private static void toggleModels() {
ToggleModels();
General.MainWindow.UpdateGZDoomPannel();
}
public static void ToggleModels() {
General.Settings.GZDrawModels = !General.Settings.GZDrawModels;
General.MainWindow.DisplayStatus(StatusType.Action, "MD3 models rendering is " + (General.Settings.GZDrawModels ? "ENABLED" : "DISABLED"));
General.MainWindow.RedrawDisplay();
}
[BeginAction("gztogglelights")]
private static void toggleLights() {
ToggleLights();
General.MainWindow.UpdateGZDoomPannel();
}
public static void ToggleLights() {
General.Settings.GZDrawLights = !General.Settings.GZDrawLights;
General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights rendering is " + (General.Settings.GZDrawLights ? "ENABLED" : "DISABLED"));
General.MainWindow.RedrawDisplay();
}
[BeginAction("gztogglelightsanimation")]
private static void toggleLightsAnimation() {
ToggleLightsAnimation();
General.MainWindow.UpdateGZDoomPannel();
}
public static void ToggleLightsAnimation() {
General.Settings.GZAnimateLights = !General.Settings.GZAnimateLights;
General.MainWindow.DisplayStatus(StatusType.Action, "Dynamic lights animation is " + (General.Settings.GZAnimateLights ? "ENABLED" : "DISABLED"));
General.MainWindow.RedrawDisplay();
}
[BeginAction("gztogglefog")]
private static void toggleFog() {
ToggleFog();
General.MainWindow.UpdateGZDoomPannel();
}
public static void ToggleFog() {
General.Settings.GZDrawFog = !General.Settings.GZDrawFog;
General.MainWindow.DisplayStatus(StatusType.Action, "Colored fog rendering is " + (General.Settings.GZDrawFog ? "ENABLED" : "DISABLED"));
General.MainWindow.RedrawDisplay();
General.ShowWarningMessage("Not implemented yet...", MessageBoxButtons.OK);
}
[BeginAction("gzdrawselectedmodelsonly")]
private static void toggleDrawSelectedModelsOnly() {
ToggleDrawSelectedModelsOnly();
General.MainWindow.UpdateGZDoomPannel();
}
public static void ToggleDrawSelectedModelsOnly() {
General.Settings.GZDrawSelectedModelsOnly = !General.Settings.GZDrawSelectedModelsOnly;
General.MainWindow.DisplayStatus(StatusType.Action, "Rendering " + (General.Settings.GZDrawSelectedModelsOnly ? "only selected" : "all") + " models.");
General.MainWindow.RedrawDisplay();
}
[BeginAction("gztogglefogpannel")]
public static void ToggleFogPannel() {
General.ShowWarningMessage("Not implemented yet...", MessageBoxButtons.OK);
}
}
}