UltimateZoneBuilder/Source/General/General.cs

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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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#endregion
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namespace CodeImp.DoomBuilder
{
internal static class General
{
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#region ================== API Declarations
[DllImport("user32.dll")]
public static extern int LockWindowUpdate(IntPtr hwnd);
#endregion
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#region ================== Constants
// Files and Folders
private const string SETTINGS_CONFIG_FILE = "Builder.cfg";
private const string GAME_CONFIGS_DIR = "Configurations";
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#endregion
#region ================== Variables
// Files and Folders
private static string apppath;
private static string temppath;
private static string configspath;
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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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#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; } }
public static string ConfigsPath { get { return configspath; } }
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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; } }
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
// This loads and returns a game configuration
public static Configuration LoadGameConfiguration(string filename)
{
Configuration cfg;
// 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
MessageBox.Show(mainwindow, "Unable to load the game configuration file \"" + filename + "\".\n" +
"Error near line " + cfg.ErrorLine + ": " + cfg.ErrorDescription,
Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Error);
return null;
}
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// Check if this is a Doom Builder 1 config
else if(cfg.ReadSetting("type", "") != "Doom Builder 2 Game Configuration")
{
// Old configuration
MessageBox.Show(mainwindow, "Unable to load the game configuration file \"" + filename + "\".\n" +
"This configuration is not a Doom Builder 2 game configuration.",
Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Error);
return null;
}
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else
{
// Return config
return cfg;
}
}
catch(Exception)
{
// Unable to load configuration
MessageBox.Show(mainwindow, "Unable to load the game configuration file \"" + filename + "\".",
Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Error);
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>();
// Go for all files in the configurations directory
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
configs.Add(new ConfigurationInfo(name, fullfilename));
}
}
// Sort the configurations list
configs.Sort();
}
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#endregion
#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;
// Get a reference to this assembly
thisasm = Assembly.GetExecutingAssembly();
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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);
// Temporary directory
temppath = Path.GetTempPath();
// Configurations directory
configspath = Path.Combine(apppath, GAME_CONFIGS_DIR);
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// Load configuration
if(!File.Exists(Path.Combine(apppath, SETTINGS_CONFIG_FILE))) throw (new FileNotFoundException("Unable to find the program configuration \"" + SETTINGS_CONFIG_FILE + "\"."));
settings = new Configuration(Path.Combine(apppath, SETTINGS_CONFIG_FILE), false);
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// Create action manager
actions = new ActionManager();
// Bind static methods to actions
ActionAttribute.BindMethods(typeof(General));
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// Create main window
mainwindow = new MainForm();
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mainwindow.UpdateMenus();
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// Show main window
mainwindow.Show();
mainwindow.Update();
// Load game configurations
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FindGameConfigurations();
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// Run application from the main window
mainwindow.DisplayReady();
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Application.Run(mainwindow);
}
#endregion
#region ================== Terminate
// This terminates the program
public static void Terminate()
{
// Unbind static methods from actions
ActionAttribute.UnbindMethods(typeof(General));
// Clean up
mainwindow.Dispose();
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actions.Dispose();
// Save settings configuration
settings.SaveConfiguration(Path.Combine(apppath, SETTINGS_CONFIG_FILE));
// Application ends here and now
Application.Exit();
}
#endregion
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#region ================== Management
// This creates a new map
[Action(Action.NEWMAP)]
public static void NewMap()
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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
optionswindow = new MapOptionsForm(newoptions);
if(optionswindow.ShowDialog(mainwindow) == DialogResult.OK)
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{
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// Display status
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();
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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// This closes the current map
[Action(Action.CLOSEMAP)]
public static void CloseMap()
{
// Ask the user to save changes (if any)
if(General.AskSaveMap())
{
// Display status
mainwindow.DisplayStatus("Closing map...");
// Trash the current map
if(map != null) map.Dispose();
map = null;
// Show splash logo on display
mainwindow.ShowSplashDisplay();
// Done
mainwindow.UpdateMenus();
mainwindow.DisplayReady();
}
}
// This loads a map from file
[Action(Action.OPENMAP)]
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 ================== 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;
}
#endregion
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}
}