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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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using CodeImp.DoomBuilder.Rendering ;
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using CodeImp.DoomBuilder.Config ;
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using SlimDX.Direct3D9 ;
using System.Drawing ;
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using CodeImp.DoomBuilder.Plugins ;
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#endregion
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namespace CodeImp.DoomBuilder
{
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public static class General
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{
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#region = = = = = = = = = = = = = = = = = = API Declarations
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//[DllImport("user32.dll")]
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//internal static extern bool LockWindowUpdate(IntPtr hwnd);
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[DllImport("kernel32.dll", EntryPoint="RtlZeroMemory", SetLastError=false)]
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internal static extern void ZeroMemory ( IntPtr dest , int size ) ;
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[DllImport("kernel32.dll", EntryPoint = "RtlMoveMemory", SetLastError = false)]
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internal static extern unsafe void CopyMemory ( void * dst , void * src , UIntPtr length ) ;
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#endregion
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#region = = = = = = = = = = = = = = = = = = Constants
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// Memory APIs
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internal const uint MEM_COMMIT = 0x1000 ;
internal const uint MEM_RESERVE = 0x2000 ;
internal const uint MEM_DECOMMIT = 0x4000 ;
internal const uint MEM_RELEASE = 0x8000 ;
internal const uint MEM_RESET = 0x80000 ;
internal const uint MEM_TOP_DOWN = 0x100000 ;
internal const uint MEM_PHYSICAL = 0x400000 ;
internal const uint PAGE_NOACCESS = 0x01 ;
internal const uint PAGE_READONLY = 0x02 ;
internal const uint PAGE_READWRITE = 0x04 ;
internal const uint PAGE_WRITECOPY = 0x08 ;
internal const uint PAGE_EXECUTE = 0x10 ;
internal const uint PAGE_EXECUTE_READ = 0x20 ;
internal const uint PAGE_EXECUTE_READWRITE = 0x40 ;
internal const uint PAGE_EXECUTE_WRITECOPY = 0x80 ;
internal const uint PAGE_GUARD = 0x100 ;
internal const uint PAGE_NOCACHE = 0x200 ;
internal 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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private const string PLUGINS_DIR = "Plugins" ;
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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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private static string pluginspath ;
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// Main objects
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private static Assembly thisasm ;
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private static MainForm mainwindow ;
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private static ProgramConfiguration settings ;
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private static MapManager map ;
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private static ActionManager actions ;
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private static PluginManager plugins ;
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private static ColorCollection colors ;
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private static Clock clock ;
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// Configurations
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private static List < ConfigurationInfo > configs ;
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private static List < CompilerInfo > compilers ;
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private static List < NodebuilderInfo > nodebuilders ;
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// States
private static bool debugbuild ;
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// Tools
private static EarClipTriangulator earclipper ;
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#endregion
#region = = = = = = = = = = = = = = = = = = Properties
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internal 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 string PluginsPath { get { return pluginspath ; } }
internal static MainForm MainWindow { get { return mainwindow ; } }
public static IMainForm Interface { get { return mainwindow ; } }
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public static ProgramConfiguration Settings { get { return settings ; } }
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public static ColorCollection Colors { get { return colors ; } }
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internal static List < ConfigurationInfo > Configs { get { return configs ; } }
internal static List < NodebuilderInfo > Nodebuilders { get { return nodebuilders ; } }
internal static List < CompilerInfo > Compilers { get { return compilers ; } }
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public static MapManager Map { get { return map ; } }
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internal static ActionManager Actions { get { return actions ; } }
internal static PluginManager Plugins { get { return plugins ; } }
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public static Clock Clock { get { return clock ; } }
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public static bool DebugBuild { get { return debugbuild ; } }
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internal static EarClipTriangulator EarClipper { get { return earclipper ; } }
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#endregion
#region = = = = = = = = = = = = = = = = = = Configurations
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// This returns the game configuration info by filename
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internal static ConfigurationInfo GetConfigurationInfo ( string filename )
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{
// 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
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internal static Configuration LoadGameConfiguration ( string filename )
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{
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
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ShowErrorMessage ( "Unable to load the game configuration file \"" + filename + "\".\n" +
"Error near line " + cfg . ErrorLine + ": " + cfg . ErrorDescription , MessageBoxButtons . OK ) ;
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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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ShowErrorMessage ( "Unable to load the game configuration file \"" + filename + "\".\n" +
"This configuration is not a Doom Builder 2 game configuration." , MessageBoxButtons . OK ) ;
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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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ShowErrorMessage ( "Unable to load the game configuration file \"" + filename + "\"." , MessageBoxButtons . OK ) ;
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return null ;
}
}
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// This loads all game configurations
private static void LoadAllGameConfigurations ( )
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{
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 ) ) ;
}
}
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// Sort the list
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configs . Sort ( ) ;
}
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// This loads all nodebuilder configurations
private static void LoadAllNodebuilderConfigurations ( )
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{
Configuration cfg ;
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IDictionary builderslist ;
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string [ ] filenames ;
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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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ShowErrorMessage ( "Unable to load the compiler configuration file \"" + Path . GetFileName ( filepath ) + "\".\n" +
"Error near line " + cfg . ErrorLine + ": " + cfg . ErrorDescription , MessageBoxButtons . OK ) ;
}
else
{
// Get structures
builderslist = cfg . ReadSetting ( "nodebuilders" , new Hashtable ( ) ) ;
foreach ( DictionaryEntry de in builderslist )
{
// Check if this is a structure
if ( de . Value is IDictionary )
{
try
{
// Make nodebuilder info
nodebuilders . Add ( new NodebuilderInfo ( Path . GetFileName ( filepath ) , de . Key . ToString ( ) , cfg ) ) ;
}
catch ( Exception e )
{
// Unable to load configuration
ShowErrorMessage ( "Unable to load the nodebuilder configuration '" + de . Key . ToString ( ) + "' from \"" + Path . GetFileName ( filepath ) + "\". Error: " + e . Message , MessageBoxButtons . OK ) ;
}
}
}
}
}
catch ( Exception )
{
// Unable to load configuration
ShowErrorMessage ( "Unable to load the compiler configuration file \"" + Path . GetFileName ( filepath ) + "\"." , MessageBoxButtons . OK ) ;
}
}
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// Sort the list
nodebuilders . Sort ( ) ;
}
// This loads all compiler configurations
private static void LoadAllCompilerConfigurations ( )
{
Configuration cfg ;
IDictionary compilerslist ;
string [ ] filenames ;
// Display status
mainwindow . DisplayStatus ( "Loading compiler configurations..." ) ;
// Make array
compilers = new List < CompilerInfo > ( ) ;
// 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
ShowErrorMessage ( "Unable to load the compiler configuration file \"" + Path . GetFileName ( filepath ) + "\".\n" +
"Error near line " + cfg . ErrorLine + ": " + cfg . ErrorDescription , MessageBoxButtons . OK ) ;
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}
else
{
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// Get structures
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compilerslist = cfg . ReadSetting ( "compilers" , new Hashtable ( ) ) ;
foreach ( DictionaryEntry de in compilerslist )
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{
// Check if this is a structure
if ( de . Value is IDictionary )
{
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// Make compiler info
compilers . Add ( new CompilerInfo ( Path . GetFileName ( filepath ) , de . Key . ToString ( ) , cfg ) ) ;
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}
}
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}
}
catch ( Exception )
{
// Unable to load configuration
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ShowErrorMessage ( "Unable to load the compiler configuration file \"" + Path . GetFileName ( filepath ) + "\"." , MessageBoxButtons . OK ) ;
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}
}
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}
// This returns a nodebuilder by name
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internal static NodebuilderInfo GetNodebuilderByName ( string name )
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{
// Go for all nodebuilders
foreach ( NodebuilderInfo n in nodebuilders )
{
// Name matches?
if ( n . Name = = name ) return n ;
}
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// Cannot find that nodebuilder
return null ;
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}
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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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internal static void Main ( string [ ] args )
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{
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Uri localpath ;
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Version thisversion ;
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// Determine states
#if DEBUG
debugbuild = true ;
#else
debugbuild = false ;
#endif
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// Enable OS visual styles
Application . EnableVisualStyles ( ) ;
Application . DoEvents ( ) ; // This must be here to work around a .NET bug
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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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pluginspath = Path . Combine ( apppath , PLUGINS_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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General . WriteLogLine ( "Plugins path: " + pluginspath ) ;
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// Load configuration
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General . WriteLogLine ( "Loading program configuration..." ) ;
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settings = new ProgramConfiguration ( ) ;
if ( settings . Load ( Path . Combine ( settingspath , SETTINGS_FILE ) ,
Path . Combine ( apppath , SETTINGS_FILE ) ) )
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{
// Create action manager
actions = new ActionManager ( ) ;
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// Bind static methods to actions
ActionAttribute . BindMethods ( typeof ( General ) ) ;
// Create main window
General . WriteLogLine ( "Loading main interface window..." ) ;
mainwindow = new MainForm ( ) ;
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mainwindow . UpdateInterface ( ) ;
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// Show main window
General . WriteLogLine ( "Showing main interface window..." ) ;
mainwindow . Show ( ) ;
mainwindow . Update ( ) ;
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// Create tools
earclipper = new EarClipTriangulator ( ) ;
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// Start Direct3D
General . WriteLogLine ( "Starting Direct3D graphics driver..." ) ;
Direct3D . Initialize ( ) ;
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// Load plugin manager
General . WriteLogLine ( "Loading plugins..." ) ;
plugins = new PluginManager ( ) ;
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// Load game configurations
General . WriteLogLine ( "Loading game configurations..." ) ;
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LoadAllGameConfigurations ( ) ;
// Load compiler configurations
General . WriteLogLine ( "Loading compiler configurations..." ) ;
LoadAllCompilerConfigurations ( ) ;
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// Load nodebuilder configurations
General . WriteLogLine ( "Loading nodebuilder configurations..." ) ;
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LoadAllNodebuilderConfigurations ( ) ;
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// Load color settings
General . WriteLogLine ( "Loading color settings..." ) ;
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colors = new ColorCollection ( settings . Config ) ;
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// Create application clock
General . WriteLogLine ( "Creating application clock..." ) ;
clock = new Clock ( ) ;
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// Run application from the main window
General . WriteLogLine ( "Startup done" ) ;
mainwindow . DisplayReady ( ) ;
Application . Run ( mainwindow ) ;
}
else
{
// Terminate
Terminate ( false ) ;
}
}
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#endregion
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#region = = = = = = = = = = = = = = = = = = Terminate
// This terminates the program
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internal 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
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if ( map ! = null ) map . Dispose ( ) ;
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map = null ;
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mainwindow . Dispose ( ) ;
actions . Dispose ( ) ;
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clock . Dispose ( ) ;
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plugins . Dispose ( ) ;
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Direct3D . Terminate ( ) ;
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// Save colors
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colors . SaveColors ( settings . Config ) ;
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// 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..." ) ;
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settings . Save ( Path . Combine ( settingspath , SETTINGS_FILE ) ) ;
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// 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("newmap")]
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internal 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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Cursor . Current = Cursors . WaitCursor ;
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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
}
else
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{
// Unable to create map manager
map . Dispose ( ) ;
map = null ;
// Show splash logo on display
mainwindow . ShowSplashDisplay ( ) ;
}
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// All done
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mainwindow . UpdateInterface ( ) ;
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mainwindow . DisplayReady ( ) ;
Cursor . Current = Cursors . Default ;
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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("closemap")]
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internal static void CloseMap ( )
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{
// 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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Cursor . Current = Cursors . WaitCursor ;
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// Trash the current map
if ( map ! = null ) map . Dispose ( ) ;
map = null ;
// Show splash logo on display
mainwindow . ShowSplashDisplay ( ) ;
// Done
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Cursor . Current = Cursors . Default ;
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mainwindow . UpdateInterface ( ) ;
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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("openmap")]
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internal static void OpenMap ( )
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{
OpenFileDialog openfile ;
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// Open map file dialog
openfile = new OpenFileDialog ( ) ;
openfile . Filter = "Doom WAD Files (*.wad)|*.wad" ;
openfile . Title = "Open Map" ;
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openfile . AddExtension = false ;
openfile . CheckFileExists = true ;
openfile . Multiselect = false ;
openfile . ValidateNames = true ;
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if ( openfile . ShowDialog ( mainwindow ) = = DialogResult . OK )
{
// Update main window
mainwindow . Update ( ) ;
// Open map file
OpenMapFile ( openfile . FileName ) ;
}
}
// This opens the specified file
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internal static void OpenMapFile ( string filename )
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{
OpenMapOptionsForm openmapwindow ;
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// Ask the user to save changes (if any)
if ( General . AskSaveMap ( ) )
{
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// Open map options dialog
openmapwindow = new OpenMapOptionsForm ( filename ) ;
if ( openmapwindow . ShowDialog ( mainwindow ) = = DialogResult . OK )
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{
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// Display status
mainwindow . DisplayStatus ( "Opening map file..." ) ;
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Cursor . Current = Cursors . WaitCursor ;
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// Clear the display
mainwindow . ClearDisplay ( ) ;
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// Trash the current map, if any
if ( map ! = null ) map . Dispose ( ) ;
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// Create map manager with given options
map = new MapManager ( ) ;
if ( map . InitializeOpenMap ( filename , openmapwindow . Options ) )
{
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// Add recent file
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mainwindow . AddRecentFile ( filename ) ;
}
else
{
// Unable to create map manager
map . Dispose ( ) ;
map = null ;
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// Show splash logo on display
mainwindow . ShowSplashDisplay ( ) ;
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}
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// All done
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mainwindow . UpdateInterface ( ) ;
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mainwindow . DisplayReady ( ) ;
Cursor . Current = Cursors . Default ;
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}
}
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}
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// This saves the current map
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[Action("savemap")]
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internal static void SaveMap ( )
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{
// Check if a wad file is known
if ( map . FilePathName = = "" )
{
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// Call to SaveMapAs
SaveMapAs ( ) ;
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}
else
{
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// Display status
mainwindow . DisplayStatus ( "Saving map file..." ) ;
Cursor . Current = Cursors . WaitCursor ;
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// Save the map
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if ( map . SaveMap ( map . FilePathName , MapManager . SAVE_NORMAL ) )
{
// Add recent file
mainwindow . AddRecentFile ( map . FilePathName ) ;
}
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// All done
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mainwindow . UpdateInterface ( ) ;
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mainwindow . DisplayReady ( ) ;
Cursor . Current = Cursors . Default ;
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}
}
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// This saves the current map as a different file
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[Action("savemapas")]
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internal static void SaveMapAs ( )
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{
SaveFileDialog savefile ;
// Show save as dialog
savefile = new SaveFileDialog ( ) ;
savefile . Filter = "Doom WAD Files (*.wad)|*.wad" ;
savefile . Title = "Save Map As" ;
savefile . AddExtension = true ;
savefile . CheckPathExists = true ;
savefile . OverwritePrompt = true ;
savefile . ValidateNames = true ;
if ( savefile . ShowDialog ( mainwindow ) = = DialogResult . OK )
{
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// Display status
mainwindow . DisplayStatus ( "Saving map file..." ) ;
Cursor . Current = Cursors . WaitCursor ;
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// Save the map
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if ( map . SaveMap ( savefile . FileName , MapManager . SAVE_AS ) )
{
// Add recent file
mainwindow . AddRecentFile ( map . FilePathName ) ;
}
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// All done
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mainwindow . UpdateInterface ( ) ;
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mainwindow . DisplayReady ( ) ;
Cursor . Current = Cursors . Default ;
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}
}
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// This asks to save the map if needed
// Returns false when action was cancelled
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internal 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
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try { File . AppendAllText ( logfile , line + Environment . NewLine ) ; }
catch ( Exception ) { }
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}
// This outputs log information
public static void WriteLog ( string text )
{
// Output to console
Console . Write ( text ) ;
// Write to log file
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try { File . AppendAllText ( logfile , text ) ; }
catch ( Exception ) { }
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}
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#endregion
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#region = = = = = = = = = = = = = = = = = = Tools
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// This returns an element from a collection by index
public static T GetByIndex < T > ( ICollection < T > collection , int index )
{
IEnumerator < T > e = collection . GetEnumerator ( ) ;
for ( int i = - 1 ; i < index ; i + + ) e . MoveNext ( ) ;
return e . Current ;
}
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// This returns the next power of 2
public static int NextPowerOf2 ( int v )
{
int p = 0 ;
// Continue increasing until higher than v
while ( Math . Pow ( 2 , p ) < v ) p + + ;
// Return power
return ( int ) Math . Pow ( 2 , p ) ;
}
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// Convert bool to integer
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internal static int Bool2Int ( bool v )
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{
if ( v ) return 1 ; else return 0 ;
}
// Convert integer to bool
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internal static bool Int2Bool ( int v )
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{
return ( v ! = 0 ) ;
}
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// This shows a message and logs the message
public static DialogResult ShowErrorMessage ( string message , MessageBoxButtons buttons )
{
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Cursor oldcursor ;
DialogResult result ;
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// Log the message
WriteLogLine ( message ) ;
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// Use normal cursor
oldcursor = Cursor . Current ;
Cursor . Current = Cursors . Default ;
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// Show message
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result = MessageBox . Show ( Form . ActiveForm , message , Application . ProductName , buttons , MessageBoxIcon . Error ) ;
// Restore old cursor
Cursor . Current = oldcursor ;
// Return result
return result ;
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}
// This shows a message and logs the message
public static DialogResult ShowWarningMessage ( string message , MessageBoxButtons buttons )
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{
return ShowWarningMessage ( message , buttons , MessageBoxDefaultButton . Button1 ) ;
}
// This shows a message and logs the message
public static DialogResult ShowWarningMessage ( string message , MessageBoxButtons buttons , MessageBoxDefaultButton defaultbutton )
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{
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Cursor oldcursor ;
DialogResult result ;
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// Log the message
WriteLogLine ( message ) ;
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// Use normal cursor
oldcursor = Cursor . Current ;
Cursor . Current = Cursors . Default ;
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// Show message
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result = MessageBox . Show ( Form . ActiveForm , message , Application . ProductName , buttons , MessageBoxIcon . Warning , defaultbutton ) ;
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// Restore old cursor
Cursor . Current = oldcursor ;
// Return result
return result ;
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}
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// This returns a unique temp filename
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internal static string MakeTempFilename ( string tempdir )
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{
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 ) ] ;
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filename = Path . Combine ( tempdir , filename + ".tmp" ) ;
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}
// Continue while file is not unique
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while ( File . Exists ( filename ) | | Directory . Exists ( filename ) ) ;
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// Return the filename
return filename ;
}
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// This returns a unique temp directory name
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internal static string MakeTempDirname ( )
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{
string dirname ;
string chars = "abcdefghijklmnopqrstuvwxyz1234567890" ;
Random rnd = new Random ( ) ;
int i ;
do
{
// Generate a filename
dirname = "" ;
for ( i = 0 ; i < 8 ; i + + ) dirname + = chars [ rnd . Next ( chars . Length ) ] ;
dirname = Path . Combine ( temppath , dirname ) ;
}
// Continue while file is not unique
while ( File . Exists ( dirname ) | | Directory . Exists ( dirname ) ) ;
// Return the filename
return dirname ;
}
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// This shows an image in a panel either zoomed or centered depending on size
public static void DisplayZoomedImage ( Panel panel , Image image )
{
// Set the image
panel . BackgroundImage = image ;
// Image not null?
if ( image ! = null )
{
// Small enough to fit in panel?
if ( ( image . Size . Width < panel . ClientRectangle . Width ) & &
( image . Size . Height < panel . ClientRectangle . Height ) )
{
// Display centered
panel . BackgroundImageLayout = ImageLayout . Center ;
}
else
{
// Display zoomed
panel . BackgroundImageLayout = ImageLayout . Zoom ;
}
}
}
// This calculates the new rectangle when one is scaled into another keeping aspect ratio
public static RectangleF MakeZoomedRect ( Size source , RectangleF target )
{
return MakeZoomedRect ( new SizeF ( ( int ) source . Width , ( int ) source . Height ) , target ) ;
}
// This calculates the new rectangle when one is scaled into another keeping aspect ratio
public static RectangleF MakeZoomedRect ( Size source , Rectangle target )
{
return MakeZoomedRect ( new SizeF ( ( int ) source . Width , ( int ) source . Height ) ,
new RectangleF ( ( int ) target . Left , ( int ) target . Top , ( int ) target . Width , ( int ) target . Height ) ) ;
}
// This calculates the new rectangle when one is scaled into another keeping aspect ratio
public static RectangleF MakeZoomedRect ( SizeF source , RectangleF target )
{
float scale ;
// Image fits?
if ( ( source . Width < = target . Width ) & &
( source . Height < = target . Height ) )
{
// Just center
scale = 1.0f ;
}
// Image is wider than tall?
else if ( ( source . Width - target . Width ) > ( source . Height - target . Height ) )
{
// Scale down by width
scale = target . Width / source . Width ;
}
else
{
// Scale down by height
scale = target . Height / source . Height ;
}
// Return centered and scaled
return new RectangleF ( target . Left + ( target . Width - source . Width * scale ) * 0.5f ,
target . Top + ( target . Height - source . Height * scale ) * 0.5f ,
source . Width * scale , source . Height * scale ) ;
}
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#endregion
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[Action("testaction")]
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internal static void TestAction ( )
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{
TextureBrowserForm t = new TextureBrowserForm ( ) ;
t . ShowDialog ( mainwindow ) ;
t . Dispose ( ) ;
}
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}
}
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