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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.Collections ;
using System.Collections.Generic ;
using System.Globalization ;
using System.Text ;
using System.Drawing ;
using System.Drawing.Imaging ;
using System.IO ;
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using CodeImp.DoomBuilder.IO ;
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using System.Windows.Forms ;
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using SlimDX.Direct3D9 ;
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using CodeImp.DoomBuilder.Config ;
using System.Threading ;
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#endregion
namespace CodeImp.DoomBuilder.Data
{
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public sealed class DataManager
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{
#region = = = = = = = = = = = = = = = = = = Constants
#endregion
#region = = = = = = = = = = = = = = = = = = Variables
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// Data containers
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private List < DataReader > containers ;
// Palette
private Playpal palette ;
// Textures
private Dictionary < long , ImageData > textures ;
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private List < string > texturenames ;
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// Flats
private Dictionary < long , ImageData > flats ;
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private List < string > flatnames ;
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// Sprites
private Dictionary < long , ImageData > sprites ;
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// Background loading
private Thread backgroundloader ;
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// Special images
private ImageData missingtexture3d ;
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// Disposing
private bool isdisposed = false ;
#endregion
#region = = = = = = = = = = = = = = = = = = Properties
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public Playpal Palette { get { return palette ; } }
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public ICollection < ImageData > Textures { get { return textures . Values ; } }
public ICollection < ImageData > Flats { get { return flats . Values ; } }
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public List < string > TextureNames { get { return texturenames ; } }
public List < string > FlatNames { get { return flatnames ; } }
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public bool IsDisposed { get { return isdisposed ; } }
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public bool IsLoading { get { return ( backgroundloader ! = null ) & & backgroundloader . IsAlive ; } }
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public ImageData MissingTexture3D { get { return missingtexture3d ; } }
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#endregion
#region = = = = = = = = = = = = = = = = = = Constructor / Disposer
// Constructor
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internal DataManager ( )
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{
// We have no destructor
GC . SuppressFinalize ( this ) ;
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// Load special images
missingtexture3d = new ResourceImage ( "MissingTexture3D.png" ) ;
missingtexture3d . LoadImage ( ) ;
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}
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// Disposer
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internal void Dispose ( )
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{
// Not already disposed?
if ( ! isdisposed )
{
// Clean up
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Unload ( ) ;
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missingtexture3d . Dispose ( ) ;
missingtexture3d = null ;
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// Done
isdisposed = true ;
}
}
#endregion
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#region = = = = = = = = = = = = = = = = = = Loading / Unloading
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// This loads all data resources
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internal void Load ( DataLocationList configlist , DataLocationList maplist , DataLocation maplocation )
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{
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DataLocationList all = DataLocationList . Combined ( configlist , maplist ) ;
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all . Add ( maplocation ) ;
Load ( all ) ;
}
// This loads all data resources
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internal void Load ( DataLocationList configlist , DataLocationList maplist )
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{
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DataLocationList all = DataLocationList . Combined ( configlist , maplist ) ;
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Load ( all ) ;
}
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// This loads all data resources
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internal void Load ( DataLocationList locations )
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{
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DataReader c ;
// Create collections
containers = new List < DataReader > ( ) ;
textures = new Dictionary < long , ImageData > ( ) ;
flats = new Dictionary < long , ImageData > ( ) ;
sprites = new Dictionary < long , ImageData > ( ) ;
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texturenames = new List < string > ( ) ;
flatnames = new List < string > ( ) ;
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// Go for all locations
foreach ( DataLocation dl in locations )
{
// Nothing chosen yet
c = null ;
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// TODO: Make this work more elegant using reflection.
// Make DataLocation.type of type Type and assign the
// types of the desired reader classes.
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try
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{
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// Choose container type
switch ( dl . type )
{
// WAD file container
case DataLocation . RESOURCE_WAD :
c = new WADReader ( dl ) ;
break ;
// Directory container
case DataLocation . RESOURCE_DIRECTORY :
c = new DirectoryReader ( dl ) ;
break ;
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// PK3 file container
case DataLocation . RESOURCE_PK3 :
c = new PK3Reader ( dl ) ;
break ;
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}
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}
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catch ( Exception )
{
// Unable to load resource
General . ShowErrorMessage ( "Unable to load resources from location \"" + dl . location + "\". Please make sure the location is accessible and not in use by another program." , MessageBoxButtons . OK ) ;
continue ;
}
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// Add container
if ( c ! = null ) containers . Add ( c ) ;
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}
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// Load stuff
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General . WriteLogLine ( "Loading palette..." ) ;
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LoadPalette ( ) ;
General . WriteLogLine ( "Loading textures..." ) ;
LoadTextures ( ) ;
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General . WriteLogLine ( "Loading flats..." ) ;
LoadFlats ( ) ;
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General . WriteLogLine ( "Loading sprites..." ) ;
LoadSprites ( ) ;
// Start background loading
StartBackgroundLoader ( ) ;
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}
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// This unloads all data
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internal void Unload ( )
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{
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// Stop background loader
StopBackgroundLoader ( ) ;
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// Dispose resources
foreach ( KeyValuePair < long , ImageData > i in textures ) i . Value . Dispose ( ) ;
foreach ( KeyValuePair < long , ImageData > i in flats ) i . Value . Dispose ( ) ;
foreach ( KeyValuePair < long , ImageData > i in sprites ) i . Value . Dispose ( ) ;
palette = null ;
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// Dispose containers
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foreach ( DataReader c in containers ) c . Dispose ( ) ;
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containers . Clear ( ) ;
}
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#endregion
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#region = = = = = = = = = = = = = = = = = = Suspend / Resume
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// This suspends data resources
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internal void Suspend ( )
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{
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// Stop background loader
StopBackgroundLoader ( ) ;
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// Go for all containers
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foreach ( DataReader d in containers )
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{
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// Suspend
General . WriteLogLine ( "Suspended data resource '" + d . Location . location + "'" ) ;
d . Suspend ( ) ;
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}
}
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// This resumes data resources
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internal void Resume ( )
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{
// Go for all containers
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foreach ( DataReader d in containers )
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{
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try
{
// Resume
General . WriteLogLine ( "Resumed data resource '" + d . Location . location + "'" ) ;
d . Resume ( ) ;
}
catch ( Exception )
{
// Unable to load resource
General . ShowErrorMessage ( "Unable to load resources from location \"" + d . Location . location + "\". Please make sure the location is accessible and not in use by another program." , MessageBoxButtons . OK ) ;
}
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}
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// Start background loading
StartBackgroundLoader ( ) ;
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}
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#endregion
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#region = = = = = = = = = = = = = = = = = = Background Loading
// This starts background loading
private void StartBackgroundLoader ( )
{
// If a loader is already running, stop it first
if ( backgroundloader ! = null ) StopBackgroundLoader ( ) ;
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// Only do background loading when preferred
if ( General . Settings . BackgroundLoading )
{
// Start a low priority thread to load images in background
General . WriteLogLine ( "Starting background resource loading..." ) ;
backgroundloader = new Thread ( new ThreadStart ( BackgroundLoad ) ) ;
backgroundloader . Name = "BackgroundLoader" ;
backgroundloader . Priority = ThreadPriority . Lowest ;
backgroundloader . Start ( ) ;
}
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}
// This stops background loading
private void StopBackgroundLoader ( )
{
General . WriteLogLine ( "Stopping background resource loading..." ) ;
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if ( backgroundloader ! = null )
{
// Stop the thread and wait for it to end
backgroundloader . Interrupt ( ) ;
backgroundloader . Join ( ) ;
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// Done
backgroundloader = null ;
}
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}
// The background loader
private void BackgroundLoad ( )
{
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int starttime = General . Clock . GetCurrentTime ( ) ;
int deltatime ;
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try
{
// Load all lists
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LoadImagesList ( textures ) ;
LoadImagesList ( flats ) ;
LoadImagesList ( sprites ) ;
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}
catch ( ThreadInterruptedException )
{
return ;
}
// Done
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deltatime = General . Clock . GetCurrentTime ( ) - starttime ;
General . WriteLogLine ( "Background resource loading completed in " + deltatime + "ms" ) ;
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General . WriteLogLine ( "Loaded " + textures . Count + " textures, " + flats . Count + " flats, " + sprites . Count + " sprites" ) ;
backgroundloader = null ;
General . MainWindow . UpdateStatusIcon ( ) ;
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}
// This loads a list of ImageData
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private void LoadImagesList ( Dictionary < long , ImageData > list )
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{
Dictionary < long , ImageData > . Enumerator walker ;
bool moveresult = false ;
bool interrupted = false ;
do
{
// Get enumerator
lock ( list )
{
walker = list . GetEnumerator ( ) ;
moveresult = walker . MoveNext ( ) ;
}
// Continue until at end of list
while ( moveresult )
{
lock ( list )
{
// Load image
walker . Current . Value . LoadImage ( ) ;
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//walker.Current.Value.CreateTexture(); // Impossible from different thread
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}
// Wait a bit
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Thread . Sleep ( 1 ) ;
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lock ( list )
{
try
{
// Move to next item
moveresult = walker . MoveNext ( ) ;
}
catch ( InvalidOperationException )
{
// List was modified, restart!
interrupted = true ;
break ;
}
}
}
}
while ( interrupted ) ;
}
#endregion
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#region = = = = = = = = = = = = = = = = = = Palette
// This loads the PLAYPAL palette
private void LoadPalette ( )
{
// Go for all opened containers
for ( int i = containers . Count - 1 ; i > = 0 ; i - - )
{
// Load palette
palette = containers [ i ] . LoadPalette ( ) ;
if ( palette ! = null ) break ;
}
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// Make empty palette when still no palette found
if ( palette = = null )
{
General . WriteLogLine ( "WARNING: None of the loaded resources define a color palette!" ) ;
palette = new Playpal ( ) ;
}
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}
#endregion
#region = = = = = = = = = = = = = = = = = = Textures
// This loads the textures
private void LoadTextures ( )
{
ICollection < ImageData > images ;
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PatchNames pnames = new PatchNames ( ) ;
PatchNames newpnames ;
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// Go for all opened containers
foreach ( DataReader dr in containers )
{
// Load PNAMES info
// Note that pnames is NOT set to null in the loop
// because if a container has no pnames, the pnames
// of the previous (higher) container should be used.
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newpnames = dr . LoadPatchNames ( ) ;
if ( newpnames ! = null ) pnames = newpnames ;
// Load textures
images = dr . LoadTextures ( pnames ) ;
if ( images ! = null )
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{
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// Go for all textures
foreach ( ImageData img in images )
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{
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// Add or replace in textures list
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if ( ! textures . ContainsKey ( img . LongName ) ) texturenames . Add ( img . Name ) ;
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textures . Remove ( img . LongName ) ;
textures . Add ( img . LongName , img ) ;
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// Also add as flat when using mixed resources
if ( General . Map . Config . MixTexturesFlats )
{
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if ( ! flats . ContainsKey ( img . LongName ) ) flatnames . Add ( img . Name ) ;
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flats . Remove ( img . LongName ) ;
flats . Add ( img . LongName , img ) ;
}
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}
}
}
}
// This returns a specific patch stream
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internal Stream GetPatchData ( string pname )
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{
Stream patch ;
// Go for all opened containers
for ( int i = containers . Count - 1 ; i > = 0 ; i - - )
{
// This contain provides this patch?
patch = containers [ i ] . GetPatchData ( pname ) ;
if ( patch ! = null ) return patch ;
}
// No such patch found
return null ;
}
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// This returns an image by string
public ImageData GetTextureImage ( string name )
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{
// Get the long name
long longname = Lump . MakeLongName ( name ) ;
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return GetTextureImage ( longname ) ;
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}
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// This returns an image by long
public ImageData GetTextureImage ( long longname )
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{
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lock ( textures )
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{
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// Does this texture exist?
if ( textures . ContainsKey ( longname ) )
{
// Return texture
return textures [ longname ] ;
}
else
{
// Return null image
return new NullImage ( ) ;
}
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}
}
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// This returns a bitmap by string
public Bitmap GetTextureBitmap ( string name )
{
ImageData img = GetTextureImage ( name ) ;
img . LoadImage ( ) ;
return img . Bitmap ;
}
// This returns a bitmap by string
public Bitmap GetTextureBitmap ( long longname )
{
ImageData img = GetTextureImage ( longname ) ;
img . LoadImage ( ) ;
return img . Bitmap ;
}
// This returns a texture by string
public Texture GetTextureTexture ( string name )
{
ImageData img = GetTextureImage ( name ) ;
img . LoadImage ( ) ;
img . CreateTexture ( ) ;
return img . Texture ;
}
// This returns a texture by string
public Texture GetTextureTexture ( long longname )
{
ImageData img = GetTextureImage ( longname ) ;
img . LoadImage ( ) ;
img . CreateTexture ( ) ;
return img . Texture ;
}
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#endregion
#region = = = = = = = = = = = = = = = = = = Flats
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// This loads the flats
private void LoadFlats ( )
{
ICollection < ImageData > images ;
// Go for all opened containers
foreach ( DataReader dr in containers )
{
// Load flats
images = dr . LoadFlats ( ) ;
if ( images ! = null )
{
// Go for all flats
foreach ( ImageData img in images )
{
// Add or replace in flats list
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if ( ! flats . ContainsKey ( img . LongName ) ) flatnames . Add ( img . Name ) ;
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flats . Remove ( img . LongName ) ;
flats . Add ( img . LongName , img ) ;
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// Also add as texture when using mixed resources
if ( General . Map . Config . MixTexturesFlats )
{
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if ( ! textures . ContainsKey ( img . LongName ) ) texturenames . Add ( img . Name ) ;
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textures . Remove ( img . LongName ) ;
textures . Add ( img . LongName , img ) ;
}
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}
}
}
}
// This returns a specific flat stream
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internal Stream GetFlatData ( string pname )
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{
Stream flat ;
// Go for all opened containers
for ( int i = containers . Count - 1 ; i > = 0 ; i - - )
{
// This contain provides this flat?
flat = containers [ i ] . GetFlatData ( pname ) ;
if ( flat ! = null ) return flat ;
}
// No such patch found
return null ;
}
// This returns an image by string
public ImageData GetFlatImage ( string name )
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{
// Get the long name
long longname = Lump . MakeLongName ( name ) ;
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return GetFlatImage ( longname ) ;
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}
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// This returns an image by long
public ImageData GetFlatImage ( long longname )
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{
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lock ( flats )
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{
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// Does this flat exist?
if ( flats . ContainsKey ( longname ) )
{
// Return flat
return flats [ longname ] ;
}
else
{
// Return null image
return new NullImage ( ) ;
}
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}
}
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// This returns a bitmap by string
public Bitmap GetFlatBitmap ( string name )
{
ImageData img = GetFlatImage ( name ) ;
img . LoadImage ( ) ;
return img . Bitmap ;
}
// This returns a bitmap by string
public Bitmap GetFlatBitmap ( long longname )
{
ImageData img = GetFlatImage ( longname ) ;
img . LoadImage ( ) ;
return img . Bitmap ;
}
// This returns a texture by string
public Texture GetFlatTexture ( string name )
{
ImageData img = GetFlatImage ( name ) ;
img . LoadImage ( ) ;
img . CreateTexture ( ) ;
return img . Texture ;
}
// This returns a texture by string
public Texture GetFlatTexture ( long longname )
{
ImageData img = GetFlatImage ( longname ) ;
img . LoadImage ( ) ;
img . CreateTexture ( ) ;
return img . Texture ;
}
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#endregion
#region = = = = = = = = = = = = = = = = = = Sprites
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// This loads the sprites
private void LoadSprites ( )
{
Stream spritedata = null ;
SpriteImage image ;
// Go for all things
foreach ( ThingTypeInfo ti in General . Map . Config . Things )
{
// Sprite not added to collection yet?
if ( ! sprites . ContainsKey ( ti . SpriteLongName ) )
{
// Go for all opened containers
for ( int i = containers . Count - 1 ; i > = 0 ; i - - )
{
// This contain provides this sprite?
spritedata = containers [ i ] . GetSpriteData ( ti . Sprite ) ;
if ( spritedata ! = null ) break ;
}
// Found anything?
if ( spritedata ! = null )
{
// Make new sprite image
image = new SpriteImage ( ti . Sprite ) ;
// Add to collection
sprites . Add ( ti . SpriteLongName , image ) ;
}
}
}
}
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// This returns an image by long
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public ImageData GetSpriteImage ( string name )
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{
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Stream spritedata = null ;
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long longname = Lump . MakeLongName ( name ) ;
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SpriteImage image ;
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lock ( sprites )
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{
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// Sprite already loaded?
if ( sprites . ContainsKey ( longname ) )
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{
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// Return exiting sprite
return sprites [ longname ] ;
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}
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else
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{
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// Go for all opened containers
for ( int i = containers . Count - 1 ; i > = 0 ; i - - )
{
// This contain provides this sprite?
spritedata = containers [ i ] . GetSpriteData ( name ) ;
if ( spritedata ! = null ) break ;
}
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// Found anything?
if ( spritedata ! = null )
{
// Make new sprite image
image = new SpriteImage ( name ) ;
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// Add to collection
sprites . Add ( longname , image ) ;
// Return result
return image ;
}
else
{
// Return null image
return new NullImage ( ) ;
}
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}
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}
}
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// This returns a bitmap by string
public Bitmap GetSpriteBitmap ( string name )
{
ImageData img = GetSpriteImage ( name ) ;
img . LoadImage ( ) ;
return img . Bitmap ;
}
// This returns a texture by string
public Texture GetSpriteTexture ( string name )
{
ImageData img = GetSpriteImage ( name ) ;
img . LoadImage ( ) ;
img . CreateTexture ( ) ;
return img . Texture ;
}
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#endregion
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}
}