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#region = = = = = = = = = = = = = = = = = = Copyright ( c ) 2007 Pascal vd Heiden
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/ *
* Copyright ( c ) 2007 Pascal vd Heiden , www . codeimp . com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful ,
* but WITHOUT ANY WARRANTY ; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the
* GNU General Public License for more details .
*
* /
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#endregion
#region = = = = = = = = = = = = = = = = = = Namespaces
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using System ;
using System.Collections ;
using System.Collections.Generic ;
using System.Globalization ;
using System.Text ;
using System.Windows.Forms ;
using System.IO ;
using System.Reflection ;
using CodeImp.DoomBuilder.Interface ;
using CodeImp.DoomBuilder.IO ;
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using CodeImp.DoomBuilder.Map ;
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using CodeImp.DoomBuilder.Geometry ;
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using System.Runtime.InteropServices ;
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using CodeImp.DoomBuilder.Controls ;
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using System.Diagnostics ;
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#endregion
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namespace CodeImp.DoomBuilder
{
internal static class General
{
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#region = = = = = = = = = = = = = = = = = = API Declarations
[DllImport("user32.dll")]
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public static extern bool LockWindowUpdate ( IntPtr hwnd ) ;
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[DllImport("kernel32.dll", EntryPoint="RtlZeroMemory", SetLastError=false)]
public static extern void ZeroMemory ( IntPtr dest , int size ) ;
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[DllImport("kernel32.dll", EntryPoint = "RtlMoveMemory", SetLastError = false)]
internal static extern unsafe void CopyMemory ( void * dst , void * src , UIntPtr length ) ;
[DllImport("kernel32.dll", SetLastError = true)]
internal static unsafe extern void * VirtualAlloc ( IntPtr lpAddress , UIntPtr dwSize , uint flAllocationType , uint flProtect ) ;
[DllImport("kernel32.dll", SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
internal static unsafe extern bool VirtualFree ( void * lpAddress , UIntPtr dwSize , uint dwFreeType ) ;
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#endregion
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#region = = = = = = = = = = = = = = = = = = Constants
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// Memory APIs
public const uint MEM_COMMIT = 0x1000 ;
public const uint MEM_RESERVE = 0x2000 ;
public const uint MEM_DECOMMIT = 0x4000 ;
public const uint MEM_RELEASE = 0x8000 ;
public const uint MEM_RESET = 0x80000 ;
public const uint MEM_TOP_DOWN = 0x100000 ;
public const uint MEM_PHYSICAL = 0x400000 ;
public const uint PAGE_NOACCESS = 0x01 ;
public const uint PAGE_READONLY = 0x02 ;
public const uint PAGE_READWRITE = 0x04 ;
public const uint PAGE_WRITECOPY = 0x08 ;
public const uint PAGE_EXECUTE = 0x10 ;
public const uint PAGE_EXECUTE_READ = 0x20 ;
public const uint PAGE_EXECUTE_READWRITE = 0x40 ;
public const uint PAGE_EXECUTE_WRITECOPY = 0x80 ;
public const uint PAGE_GUARD = 0x100 ;
public const uint PAGE_NOCACHE = 0x200 ;
public const uint PAGE_WRITECOMBINE = 0x400 ;
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// Files and Folders
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private const string SETTINGS_FILE = "Builder.cfg" ;
private const string SETTINGS_DIR = "Doom Builder" ;
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private const string LOG_FILE = "Builder.log" ;
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private const string GAME_CONFIGS_DIR = "Configurations" ;
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private const string COMPILERS_DIR = "Compilers" ;
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#endregion
#region = = = = = = = = = = = = = = = = = = Variables
// Files and Folders
private static string apppath ;
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private static string settingspath ;
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private static string logfile ;
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private static string temppath ;
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private static string configspath ;
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private static string compilerspath ;
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// Main objects
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private static Assembly thisasm ;
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private static MainForm mainwindow ;
private static Configuration settings ;
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private static MapManager map ;
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private static ActionManager actions ;
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// Configurations
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private static List < ConfigurationInfo > configs ;
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private static List < NodebuilderInfo > nodebuilders ;
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#endregion
#region = = = = = = = = = = = = = = = = = = Properties
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public static Assembly ThisAssembly { get { return thisasm ; } }
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public static string AppPath { get { return apppath ; } }
public static string TempPath { get { return temppath ; } }
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public static string ConfigsPath { get { return configspath ; } }
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public static string CompilersPath { get { return compilerspath ; } }
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public static MainForm MainWindow { get { return mainwindow ; } }
public static Configuration Settings { get { return settings ; } }
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public static List < ConfigurationInfo > Configs { get { return configs ; } }
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public static List < NodebuilderInfo > Nodebuilders { get { return nodebuilders ; } }
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public static MapManager Map { get { return map ; } }
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public static ActionManager Actions { get { return actions ; } }
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#endregion
#region = = = = = = = = = = = = = = = = = = Configurations
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// This returns the game configuration info by filename
public static ConfigurationInfo GetConfigurationInfo ( string filename )
{
// Go for all config infos
foreach ( ConfigurationInfo ci in configs )
{
// Check if filename matches
if ( string . Compare ( Path . GetFileNameWithoutExtension ( ci . Filename ) ,
Path . GetFileNameWithoutExtension ( filename ) , true ) = = 0 )
{
// Return this info
return ci ;
}
}
// None found
return null ;
}
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// This loads and returns a game configuration
public static Configuration LoadGameConfiguration ( string filename )
{
Configuration cfg ;
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string message ;
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// Make the full filepathname
string filepathname = Path . Combine ( configspath , filename ) ;
// Load configuration
try
{
// Try loading the configuration
cfg = new Configuration ( filepathname , true ) ;
// Check for erors
if ( cfg . ErrorResult ! = 0 )
{
// Error in configuration
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message = "Unable to load the game configuration file \"" + filename + "\".\n" +
"Error near line " + cfg . ErrorLine + ": " + cfg . ErrorDescription ;
General . WriteLogLine ( message ) ;
MessageBox . Show ( mainwindow , message , Application . ProductName , MessageBoxButtons . OK , MessageBoxIcon . Error ) ;
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return null ;
}
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// Check if this is a Doom Builder 2 config
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else if ( cfg . ReadSetting ( "type" , "" ) ! = "Doom Builder 2 Game Configuration" )
{
// Old configuration
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message = "Unable to load the game configuration file \"" + filename + "\".\n" +
"This configuration is not a Doom Builder 2 game configuration." ;
General . WriteLogLine ( message ) ;
MessageBox . Show ( mainwindow , message , Application . ProductName , MessageBoxButtons . OK , MessageBoxIcon . Error ) ;
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return null ;
}
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else
{
// Return config
return cfg ;
}
}
catch ( Exception )
{
// Unable to load configuration
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message = "Unable to load the game configuration file \"" + filename + "\"." ;
General . WriteLogLine ( message ) ;
MessageBox . Show ( mainwindow , message , Application . ProductName , MessageBoxButtons . OK , MessageBoxIcon . Error ) ;
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return null ;
}
}
// This finds all game configurations
private static void FindGameConfigurations ( )
{
Configuration cfg ;
string [ ] filenames ;
string name , fullfilename ;
// Display status
mainwindow . DisplayStatus ( "Loading game configurations..." ) ;
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// Make array
configs = new List < ConfigurationInfo > ( ) ;
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// Go for all cfg files in the configurations directory
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filenames = Directory . GetFiles ( configspath , "*.cfg" , SearchOption . TopDirectoryOnly ) ;
foreach ( string filepath in filenames )
{
// Check if it can be loaded
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cfg = LoadGameConfiguration ( Path . GetFileName ( filepath ) ) ;
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if ( cfg ! = null )
{
// Get name and filename
name = cfg . ReadSetting ( "game" , "<unnamed game>" ) ;
fullfilename = Path . GetFileName ( filepath ) ;
// Add to lists
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General . WriteLogLine ( "Registered game configuration '" + name + "' from '" + fullfilename + "'" ) ;
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configs . Add ( new ConfigurationInfo ( name , fullfilename ) ) ;
}
}
// Sort the configurations list
configs . Sort ( ) ;
}
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// This finds all nodebuilder configurations
private static void FindNodebuilderConfigurations ( )
{
Configuration cfg ;
string [ ] filenames ;
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string message ;
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// Display status
mainwindow . DisplayStatus ( "Loading nodebuilder configurations..." ) ;
// Make array
nodebuilders = new List < NodebuilderInfo > ( ) ;
// Go for all cfg files in the compilers directory
filenames = Directory . GetFiles ( compilerspath , "*.cfg" , SearchOption . TopDirectoryOnly ) ;
foreach ( string filepath in filenames )
{
try
{
// Try loading the configuration
cfg = new Configuration ( filepath , true ) ;
// Check for erors
if ( cfg . ErrorResult ! = 0 )
{
// Error in configuration
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message = "Unable to load the nodebuilder configuration file \"" + filepath + "\".\n" +
"Error near line " + cfg . ErrorLine + ": " + cfg . ErrorDescription ;
General . WriteLogLine ( message ) ;
MessageBox . Show ( mainwindow , message , Application . ProductName , MessageBoxButtons . OK , MessageBoxIcon . Error ) ;
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}
else
{
// Make nodebuilder info
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nodebuilders . Add ( new NodebuilderInfo ( cfg , filepath ) ) ;
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}
}
catch ( Exception )
{
// Unable to load configuration
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message = "Unable to load the nodebuilder configuration file \"" + filepath + "\"." ;
General . WriteLogLine ( message ) ;
MessageBox . Show ( mainwindow , message , Application . ProductName , MessageBoxButtons . OK , MessageBoxIcon . Error ) ;
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}
}
// Sort the configurations list
configs . Sort ( ) ;
}
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#endregion
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#region = = = = = = = = = = = = = = = = = = Startup
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// Main program entry
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[STAThread]
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public static void Main ( string [ ] args )
{
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Uri localpath ;
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Version thisversion ;
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// Get a reference to this assembly
thisasm = Assembly . GetExecutingAssembly ( ) ;
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thisversion = thisasm . GetName ( ) . Version ;
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// Find application path
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localpath = new Uri ( Path . GetDirectoryName ( thisasm . GetName ( ) . CodeBase ) ) ;
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apppath = Uri . UnescapeDataString ( localpath . AbsolutePath ) ;
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// Setup directories
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temppath = Path . GetTempPath ( ) ;
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settingspath = Path . Combine ( Environment . GetFolderPath ( Environment . SpecialFolder . LocalApplicationData ) , SETTINGS_DIR ) ;
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configspath = Path . Combine ( apppath , GAME_CONFIGS_DIR ) ;
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compilerspath = Path . Combine ( apppath , COMPILERS_DIR ) ;
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logfile = Path . Combine ( settingspath , LOG_FILE ) ;
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// Make program settings directory if missing
if ( ! Directory . Exists ( settingspath ) ) Directory . CreateDirectory ( settingspath ) ;
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// Remove the previous log file and start logging
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if ( File . Exists ( logfile ) ) File . Delete ( logfile ) ;
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General . WriteLogLine ( "Doom Builder " + thisversion . Major + "." + thisversion . Minor + " startup" ) ;
General . WriteLogLine ( "Application path: " + apppath ) ;
General . WriteLogLine ( "Temporary path: " + temppath ) ;
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General . WriteLogLine ( "Local settings path: " + settingspath ) ;
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General . WriteLogLine ( "Configurations path: " + configspath ) ;
General . WriteLogLine ( "Compilers path: " + compilerspath ) ;
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// Load configuration
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General . WriteLogLine ( "Loading program configuration..." ) ;
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if ( LoadProgramConfiguration ( ) )
{
// Create action manager
actions = new ActionManager ( ) ;
// Bind static methods to actions
ActionAttribute . BindMethods ( typeof ( General ) ) ;
// Create main window
General . WriteLogLine ( "Loading main interface window..." ) ;
mainwindow = new MainForm ( ) ;
mainwindow . UpdateMenus ( ) ;
// Show main window
General . WriteLogLine ( "Showing main interface window..." ) ;
mainwindow . Show ( ) ;
mainwindow . Update ( ) ;
// Load game configurations
General . WriteLogLine ( "Loading game configurations..." ) ;
FindGameConfigurations ( ) ;
// Load nodebuilder configurations
General . WriteLogLine ( "Loading nodebuilder configurations..." ) ;
FindNodebuilderConfigurations ( ) ;
// Run application from the main window
General . WriteLogLine ( "Startup done" ) ;
mainwindow . DisplayReady ( ) ;
Application . Run ( mainwindow ) ;
}
else
{
// Terminate
Terminate ( false ) ;
}
}
// Program configuration
private static bool LoadProgramConfiguration ( )
{
string message ;
DialogResult result ;
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// Check if no config for this user exists yet
if ( ! File . Exists ( Path . Combine ( settingspath , SETTINGS_FILE ) ) )
{
// Copy new configuration
General . WriteLogLine ( "Local user program configuration is missing!" ) ;
File . Copy ( Path . Combine ( apppath , SETTINGS_FILE ) , Path . Combine ( settingspath , SETTINGS_FILE ) ) ;
General . WriteLogLine ( "New program configuration copied for local user" ) ;
}
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// Load it
settings = new Configuration ( Path . Combine ( settingspath , SETTINGS_FILE ) , true ) ;
if ( settings . ErrorResult ! = 0 )
{
// Error in configuration
message = "Error in program configuration near line " + settings . ErrorLine + ": " + settings . ErrorDescription ;
General . WriteLogLine ( message ) ;
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// Ask user for a new copy
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result = MessageBox . Show ( mainwindow , "Unable to load the program configuration for the local user. The configuration is corrupt and may contain incorrect settings.\nWould you like to reset your program settings?" , Application . ProductName , MessageBoxButtons . YesNoCancel , MessageBoxIcon . Error ) ;
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if ( result = = DialogResult . Yes )
{
// Remove old configuration and make a new copy
General . WriteLogLine ( "User requested a new copy of the program configuration" ) ;
File . Delete ( Path . Combine ( settingspath , SETTINGS_FILE ) ) ;
File . Copy ( Path . Combine ( apppath , SETTINGS_FILE ) , Path . Combine ( settingspath , SETTINGS_FILE ) ) ;
General . WriteLogLine ( "New program configuration copied for local user" ) ;
// Load it
settings = new Configuration ( Path . Combine ( settingspath , SETTINGS_FILE ) , true ) ;
if ( settings . ErrorResult ! = 0 )
{
// Error in configuration
message = "Error in program configuration near line " + settings . ErrorLine + ": " + settings . ErrorDescription ;
General . WriteLogLine ( message ) ;
MessageBox . Show ( mainwindow , "Default program configuration is corrupted. Please re-install Doom Builder." , Application . ProductName , MessageBoxButtons . OK , MessageBoxIcon . Error ) ;
return false ;
}
}
else if ( result = = DialogResult . Cancel )
{
// User requested to cancel startup
General . WriteLogLine ( "User cancelled startup" ) ;
return false ;
}
}
// Done
return true ;
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}
#endregion
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#region = = = = = = = = = = = = = = = = = = Terminate
// This terminates the program
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public static void Terminate ( bool properexit )
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{
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// Terminate properly?
if ( properexit )
{
General . WriteLogLine ( "Termination requested" ) ;
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// Unbind static methods from actions
ActionAttribute . UnbindMethods ( typeof ( General ) ) ;
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// Clean up
mainwindow . Dispose ( ) ;
actions . Dispose ( ) ;
// Save action controls
actions . SaveSettings ( ) ;
// Save game configuration settings
foreach ( ConfigurationInfo ci in configs ) ci . SaveSettings ( ) ;
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// Save settings configuration
General . WriteLogLine ( "Saving program configuration..." ) ;
settings . SaveConfiguration ( Path . Combine ( settingspath , SETTINGS_FILE ) ) ;
// Application ends here and now
General . WriteLogLine ( "Termination done" ) ;
Application . Exit ( ) ;
}
else
{
// Just end now
General . WriteLogLine ( "Immediate program termination" ) ;
Application . Exit ( ) ;
}
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}
#endregion
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#region = = = = = = = = = = = = = = = = = = Management
// This creates a new map
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[Action(Action.NEWMAP)]
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public static void NewMap ( )
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{
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MapOptions newoptions = new MapOptions ( ) ;
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MapOptionsForm optionswindow ;
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// Ask the user to save changes (if any)
if ( General . AskSaveMap ( ) )
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{
// Open map options dialog
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optionswindow = new MapOptionsForm ( newoptions ) ;
if ( optionswindow . ShowDialog ( mainwindow ) = = DialogResult . OK )
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{
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// Display status
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mainwindow . DisplayStatus ( "Creating new map..." ) ;
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// Clear the display
mainwindow . ClearDisplay ( ) ;
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// Trash the current map, if any
if ( map ! = null ) map . Dispose ( ) ;
// Create map manager with given options
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map = new MapManager ( ) ;
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if ( map . InitializeNewMap ( newoptions ) )
{
// Done
mainwindow . UpdateMenus ( ) ;
mainwindow . DisplayReady ( ) ;
}
else
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{
// Unable to create map manager
map . Dispose ( ) ;
map = null ;
// Show splash logo on display
mainwindow . ShowSplashDisplay ( ) ;
// Failed
mainwindow . UpdateMenus ( ) ;
mainwindow . DisplayReady ( ) ;
}
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}
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}
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}
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// This closes the current map
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[Action(Action.CLOSEMAP)]
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public static void CloseMap ( )
{
// Ask the user to save changes (if any)
if ( General . AskSaveMap ( ) )
{
// Display status
mainwindow . DisplayStatus ( "Closing map..." ) ;
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General . WriteLogLine ( "Unloading map..." ) ;
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// Trash the current map
if ( map ! = null ) map . Dispose ( ) ;
map = null ;
// Show splash logo on display
mainwindow . ShowSplashDisplay ( ) ;
// Done
mainwindow . UpdateMenus ( ) ;
mainwindow . DisplayReady ( ) ;
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General . WriteLogLine ( "Map unload done" ) ;
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}
}
// This loads a map from file
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[Action(Action.OPENMAP)]
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public static void OpenMap ( )
{
OpenFileDialog openfile ;
OpenMapOptionsForm openmapwindow ;
// Ask the user to save changes (if any)
if ( General . AskSaveMap ( ) )
{
// Open map file dialog
openfile = new OpenFileDialog ( ) ;
openfile . Filter = "Doom WAD Files (*.wad)|*.wad" ;
openfile . Title = "Open Map" ;
if ( openfile . ShowDialog ( mainwindow ) = = DialogResult . OK )
{
// Update main window
mainwindow . Update ( ) ;
// Open map options dialog
openmapwindow = new OpenMapOptionsForm ( openfile . FileName ) ;
if ( openmapwindow . ShowDialog ( mainwindow ) = = DialogResult . OK )
{
// Display status
mainwindow . DisplayStatus ( "Opening map file..." ) ;
// Clear the display
mainwindow . ClearDisplay ( ) ;
// Trash the current map, if any
if ( map ! = null ) map . Dispose ( ) ;
// Create map manager with given options
map = new MapManager ( ) ;
if ( map . InitializeOpenMap ( openfile . FileName , openmapwindow . Options ) )
{
// Done
mainwindow . UpdateMenus ( ) ;
mainwindow . DisplayReady ( ) ;
}
else
{
// Unable to create map manager
map . Dispose ( ) ;
map = null ;
// Show splash logo on display
mainwindow . ShowSplashDisplay ( ) ;
// Failed
mainwindow . UpdateMenus ( ) ;
mainwindow . DisplayReady ( ) ;
}
}
}
}
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}
// This asks to save the map if needed
// Returns false when action was cancelled
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public static bool AskSaveMap ( )
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{
DialogResult result ;
// Map open and not saved?
if ( ( map ! = null ) & & map . IsChanged )
{
// Ask to save changes
result = MessageBox . Show ( mainwindow , "Do you want to save changes to " + map . FileTitle + " (" + map . Options . CurrentName + ")?" , Application . ProductName , MessageBoxButtons . YesNoCancel , MessageBoxIcon . Question ) ;
if ( result = = DialogResult . Yes )
{
// TODO: Save map
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}
else if ( result = = DialogResult . Cancel )
{
// Abort
return false ;
}
}
// Continue
return true ;
}
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#endregion
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#region = = = = = = = = = = = = = = = = = = Debug
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// This outputs log information
public static void WriteLogLine ( string line )
{
// Output to console
Console . WriteLine ( line ) ;
// Write to log file
File . AppendAllText ( logfile , line + Environment . NewLine ) ;
}
// This outputs log information
public static void WriteLog ( string text )
{
// Output to console
Console . Write ( text ) ;
// Write to log file
File . AppendAllText ( logfile , text ) ;
}
#endregion
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#region = = = = = = = = = = = = = = = = = = Tools
// This returns a unique temp filename
public static string MakeTempFilename ( )
{
string filename ;
string chars = "abcdefghijklmnopqrstuvwxyz1234567890" ;
Random rnd = new Random ( ) ;
int i ;
do
{
// Generate a filename
filename = "" ;
for ( i = 0 ; i < 8 ; i + + ) filename + = chars [ rnd . Next ( chars . Length ) ] ;
filename = Path . Combine ( temppath , filename + ".tmp" ) ;
}
// Continue while file is not unique
while ( File . Exists ( filename ) ) ;
// Return the filename
return filename ;
}
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// This returns the long value for a 8 byte texture name
public static unsafe long GetTextureLongName ( string name )
{
long value = 0 ;
byte [ ] namebytes = Encoding . ASCII . GetBytes ( name ) ;
uint bytes = ( uint ) namebytes . Length ;
if ( bytes > 8 ) bytes = 8 ;
fixed ( void * bp = namebytes )
{
CopyMemory ( & value , bp , new UIntPtr ( bytes ) ) ;
}
return value ;
}
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#endregion
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}
}
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