UltimateZoneBuilder/Source/Core/Data/FileImage.cs

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#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* 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.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.IO;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Controls;
#endregion
namespace CodeImp.DoomBuilder.Data
{
public sealed class FileImage : ImageData
{
#region ================== Variables
private readonly int probableformat;
#endregion
#region ================== Constructor / Disposer
// Constructor
public FileImage(string name, string filepathname, bool asflat)
{
// Initialize
this.isFlat = asflat; //mxd
SetName(name, filepathname);
if(asflat)
{
probableformat = ImageDataFormat.DOOMFLAT;
this.scale.x = General.Map.Config.DefaultFlatScale;
this.scale.y = General.Map.Config.DefaultFlatScale;
}
else
{
probableformat = ImageDataFormat.DOOMPICTURE;
this.scale.x = General.Map.Config.DefaultTextureScale;
this.scale.y = General.Map.Config.DefaultTextureScale;
}
// We have no destructor
GC.SuppressFinalize(this);
}
// Constructor
public FileImage(string name, string filepathname, bool asflat, float scalex, float scaley)
{
// Initialize
this.scale.x = scalex;
this.scale.y = scaley;
this.isFlat = asflat; //mxd
SetName(name, filepathname);
probableformat = (asflat ? ImageDataFormat.DOOMFLAT : ImageDataFormat.DOOMPICTURE);
// We have no destructor
GC.SuppressFinalize(this);
}
//mxd. Constructor for loading internal images
internal FileImage(string name, string filepathname)
{
// Initialize
SetName(name, filepathname, true, true);
probableformat = ImageDataFormat.DOOMPICTURE;
// We have no destructor
GC.SuppressFinalize(this);
}
#endregion
#region ================== Methods
//mxd: name is relative path to the image ("\Textures\sometexture.png")
//mxd: filepathname is absolute path to the image ("D:\Doom\MyCoolProject\Textures\sometexture.png")
//mxd: also, zdoom uses '/' as directory separator char.
//mxd: and doesn't recognize long texture names in a root folder / pk3/7 root
private void SetName(string name, string filepathname)
{
SetName(name, filepathname, General.Map.Config.UseLongTextureNames, false);
}
private void SetName(string name, string filepathname, bool uselongtexturenames, bool forcelongtexturename)
{
name = name.Replace(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar);
if(!uselongtexturenames || (!forcelongtexturename && string.IsNullOrEmpty(Path.GetDirectoryName(name))))
{
this.name = Path.GetFileNameWithoutExtension(name.ToUpperInvariant());
if (this.name.Length > DataManager.CLASIC_IMAGE_NAME_LENGTH)
{
this.name = this.name.Substring(0, DataManager.CLASIC_IMAGE_NAME_LENGTH);
}
this.virtualname = Path.Combine(Path.GetDirectoryName(name), this.name).Replace(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar);
this.displayname = this.name;
this.shortname = this.name;
}
else
{
this.name = name;
this.virtualname = name;
this.displayname = Path.GetFileNameWithoutExtension(name);
this.shortname = this.displayname.ToUpperInvariant();
if (this.shortname.Length > DataManager.CLASIC_IMAGE_NAME_LENGTH)
{
this.shortname = this.shortname.Substring(0, DataManager.CLASIC_IMAGE_NAME_LENGTH);
}
hasLongName = true;
}
Added, Texture Browser: added "Show textures in subdirectories" checkbox (enabled by default). When enabled, textures from current PK3/PK7/Directory resource directory and it's subdirectories will be shown. Otherwise, only textures from current directory will be shown. Removed, Texture Browser: removed "Show image sizes" checkbox. "Show texture and flat sizes in browsers" preferences setting is now used instead. Fixed, Things mode: event line between pre-last and the last PatrolPoint was not drawn. Fixed, Things mode: highlight range for sizeless things (things with "fixedsize" game configuration property) was calculated incorrectly. Fixed: fixed a crash when opening Script Editor after using "Open map in current wad" command to switch to UDMF map with SCRIPTS lump when current script configuration was not saved in the wad's .dbs file. Fixed: map closing events were not triggered when using "Open map in current wad" command, which could potentially result in plugin crashes/incorrect behavior. Fixed: Sector Drawing overrides panel could trigger an exception when closing the map during resource loading. Internal: added "Debug + Profiler" solution configuration, added 2 profiling methods to DebugConsole. Internal: rewrote MainForm.DisplayStatus() / StatusInfo to handle selection info in a more structured way. Fixed, internal: some destructors could potentially be executed more than once potentially leading to exceptions. Other destructors were not called at all. Updated ZDoom_DECORATE.cfg.
2015-09-16 12:10:43 +00:00
this.longname = Lump.MakeLongName(this.name, uselongtexturenames);
this.fullname = filepathname;
Added, Texture Browser: added "Show textures in subdirectories" checkbox (enabled by default). When enabled, textures from current PK3/PK7/Directory resource directory and it's subdirectories will be shown. Otherwise, only textures from current directory will be shown. Removed, Texture Browser: removed "Show image sizes" checkbox. "Show texture and flat sizes in browsers" preferences setting is now used instead. Fixed, Things mode: event line between pre-last and the last PatrolPoint was not drawn. Fixed, Things mode: highlight range for sizeless things (things with "fixedsize" game configuration property) was calculated incorrectly. Fixed: fixed a crash when opening Script Editor after using "Open map in current wad" command to switch to UDMF map with SCRIPTS lump when current script configuration was not saved in the wad's .dbs file. Fixed: map closing events were not triggered when using "Open map in current wad" command, which could potentially result in plugin crashes/incorrect behavior. Fixed: Sector Drawing overrides panel could trigger an exception when closing the map during resource loading. Internal: added "Debug + Profiler" solution configuration, added 2 profiling methods to DebugConsole. Internal: rewrote MainForm.DisplayStatus() / StatusInfo to handle selection info in a more structured way. Fixed, internal: some destructors could potentially be executed more than once potentially leading to exceptions. Other destructors were not called at all. Updated ZDoom_DECORATE.cfg.
2015-09-16 12:10:43 +00:00
this.level = virtualname.Split(new[] { Path.AltDirectorySeparatorChar }).Length - 1;
if(General.Settings.CapitalizeTextureNames && !string.IsNullOrEmpty(this.displayname))
{
this.displayname = this.displayname.ToUpperInvariant();
}
if (this.displayname.Length > ImageBrowserItem.MAX_NAME_LENGTH)
{
this.displayname = this.displayname.Substring(0, ImageBrowserItem.MAX_NAME_LENGTH);
}
}
// This loads the image
protected override void LocalLoadImage()
{
// Leave when already loaded
if(this.IsImageLoaded) return;
lock(this)
{
// Load file data
if(bitmap != null) bitmap.Dispose(); bitmap = null;
MemoryStream filedata = new MemoryStream(File.ReadAllBytes(fullname));
// Get a reader for the data
IImageReader reader = ImageDataFormat.GetImageReader(filedata, probableformat, General.Map.Data.Palette);
if(!(reader is UnknownImageReader))
{
// Load the image
filedata.Seek(0, SeekOrigin.Begin);
try { bitmap = reader.ReadAsBitmap(filedata); }
catch(InvalidDataException)
{
// Data cannot be read!
bitmap = null;
}
}
// Not loaded?
if(bitmap == null)
{
General.ErrorLogger.Add(ErrorType.Error, "Image file '" + fullname + "' data format could not be read, while loading image '" + this.Name + "'. Is this a valid picture file at all?");
loadfailed = true;
}
else
{
// Get width and height
width = bitmap.Size.Width;
height = bitmap.Size.Height;
}
// Pass on to base
filedata.Dispose();
base.LocalLoadImage();
}
}
#endregion
}
}