UltimateZoneBuilder/Source/Core/Windows/TextureBrowserForm.cs

560 lines
17 KiB
C#
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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.Drawing;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Controls;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Config;
using System.IO;
#endregion
namespace CodeImp.DoomBuilder.Windows
{
internal partial class TextureBrowserForm : DelayedForm
{
// Variables
private string selectedname;
private Point lastposition;
private Size lastsize;
private readonly ListViewGroup usedgroup;
private readonly ListViewGroup availgroup;
private TreeNode selectedset; //mxd
private string selecttextureonfill;
private readonly bool browseflats; //mxd
// Properties
public string SelectedName { get { return selectedname; } }
// Constructor
public TextureBrowserForm(string selecttexture, bool browseflats)
{
Cursor.Current = Cursors.WaitCursor;
Textures Browser form: empty texture sets are no longer shown when mixed textures & flats is disabled in the current game configuration. Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree. Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form). Fixed, Textures Browser form: resources tree showed textures count even when browsing flats. Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats). Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models. Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one. Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES". Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked). Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked). Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list. Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
2014-10-07 00:23:02 +00:00
TreeNode item; //mxd
long longname = Lump.MakeLongName(selecttexture ?? "");
longname = (browseflats ? General.Map.Data.GetFullLongFlatName(longname) : General.Map.Data.GetFullLongTextureName(longname)); //mxd
Textures Browser form: empty texture sets are no longer shown when mixed textures & flats is disabled in the current game configuration. Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree. Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form). Fixed, Textures Browser form: resources tree showed textures count even when browsing flats. Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats). Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models. Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one. Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES". Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked). Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked). Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list. Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
2014-10-07 00:23:02 +00:00
int count; //mxd
selectedset = null; //mxd
this.browseflats = browseflats; //mxd
// Initialize
InitializeComponent();
//mxd. Set title
string imagetype = (browseflats ? "flats" : "textures");
this.Text = "Browse " + imagetype;
// Setup texture browser
ImageBrowserControl.ShowTextureSizes = General.Settings.ReadSetting("browserwindow.showtexturesizes", General.Settings.ShowTextureSizes);
ImageBrowserControl.UseLongTextureNames = General.Map.Options.UseLongTextureNames;
browser.BrowseFlats = browseflats;
browser.ApplySettings();
// Update the used textures
General.Map.Data.UpdateUsedTextures();
tvTextureSets.BeginUpdate(); //mxd
// Texture to select when list is filled
selecttextureonfill = selecttexture;
// Make groups
usedgroup = browser.AddGroup("Used " + imagetype + ":");
availgroup = browser.AddGroup("Available " + imagetype + ":");
//mxd. Fill texture sets list with normal texture sets
Textures Browser form: empty texture sets are no longer shown when mixed textures & flats is disabled in the current game configuration. Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree. Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form). Fixed, Textures Browser form: resources tree showed textures count even when browsing flats. Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats). Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models. Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one. Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES". Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked). Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked). Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list. Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
2014-10-07 00:23:02 +00:00
foreach(IFilledTextureSet ts in General.Map.Data.TextureSets)
{
count = (browseflats ? ts.Flats.Count : ts.Textures.Count);
if((count == 0 && !General.Map.Config.MixTexturesFlats) || (ts.Flats.Count == 0 && ts.Textures.Count == 0))
continue;
Textures Browser form: empty texture sets are no longer shown when mixed textures & flats is disabled in the current game configuration. Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree. Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form). Fixed, Textures Browser form: resources tree showed textures count even when browsing flats. Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats). Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models. Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one. Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES". Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked). Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked). Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list. Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
2014-10-07 00:23:02 +00:00
item = tvTextureSets.Nodes.Add(ts.Name + " [" + count + "]");
item.Name = ts.Name;
item.Tag = ts;
item.ImageIndex = 0;
}
//mxd. Add container-specific texture sets
foreach(ResourceTextureSet ts in General.Map.Data.ResourceTextureSets)
{
count = (browseflats ? ts.Flats.Count : ts.Textures.Count);
if((count == 0 && !General.Map.Config.MixTexturesFlats) || (ts.Flats.Count == 0 && ts.Textures.Count == 0))
continue;
Textures Browser form: empty texture sets are no longer shown when mixed textures & flats is disabled in the current game configuration. Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree. Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form). Fixed, Textures Browser form: resources tree showed textures count even when browsing flats. Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats). Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models. Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one. Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES". Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked). Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked). Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list. Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
2014-10-07 00:23:02 +00:00
item = tvTextureSets.Nodes.Add(ts.Name + " [" + count + "]");
item.Name = ts.Name;
item.Tag = ts;
item.ImageIndex = 2 + ts.Location.type;
item.SelectedImageIndex = item.ImageIndex;
if (ts.Location.type != DataLocation.RESOURCE_WAD)
{
CreateNodes(item);
item.Expand();
}
}
//mxd. Add "All" texture set
count = (browseflats ? General.Map.Data.AllTextureSet.Flats.Count : General.Map.Data.AllTextureSet.Textures.Count);
Textures Browser form: empty texture sets are no longer shown when mixed textures & flats is disabled in the current game configuration. Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree. Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form). Fixed, Textures Browser form: resources tree showed textures count even when browsing flats. Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats). Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models. Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one. Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES". Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked). Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked). Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list. Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
2014-10-07 00:23:02 +00:00
item = tvTextureSets.Nodes.Add(General.Map.Data.AllTextureSet.Name + " [" + count + "]");
item.Name = General.Map.Data.AllTextureSet.Name;
item.Tag = General.Map.Data.AllTextureSet;
item.ImageIndex = 1;
item.SelectedImageIndex = item.ImageIndex;
//mxd. Should we bother finding the correct texture set?
if(General.Settings.LocateTextureGroup)
{
//mxd. Get the previously selected texture set
string selectname = General.Settings.ReadSetting("browserwindow.textureset", "");
TreeNode match;
// When texture name is empty, select "All" texture set
if(string.IsNullOrEmpty(selectname) || selectname == "-")
{
match = tvTextureSets.Nodes[tvTextureSets.Nodes.Count - 1];
}
else
{
match = FindNodeByName(tvTextureSets.Nodes, selectname);
}
if(match != null)
{
IFilledTextureSet set = (match.Tag as IFilledTextureSet);
foreach(ImageData img in set.Textures)
{
if(img.LongName == longname)
{
selectedset = match;
break;
}
}
}
//mxd. If the selected texture was not found in the last-selected set, try finding it in the other sets
if(selectedset == null && selecttexture != "-")
{
foreach(TreeNode n in tvTextureSets.Nodes)
{
selectedset = FindTextureByLongName(n, longname);
if(selectedset != null) break;
}
}
//mxd. Texture still not found? Then just select the last used set
if(selectedset == null && match != null) selectedset = match;
}
//mxd. Select the found set or "All", if none were found
if (tvTextureSets.Nodes.Count > 0)
{
if (selectedset == null) selectedset = tvTextureSets.Nodes[tvTextureSets.Nodes.Count - 1];
tvTextureSets.SelectedNodes.Clear();
tvTextureSets.SelectedNodes.Add(selectedset);
selectedset.EnsureVisible();
}
tvTextureSets.EndUpdate();//mxd
// Keep last position and size
lastposition = this.Location;
lastsize = this.Size;
this.SuspendLayout();
// Position window from configuration settings
this.Size = new Size(General.Settings.ReadSetting("browserwindow.sizewidth", this.Size.Width),
General.Settings.ReadSetting("browserwindow.sizeheight", this.Size.Height));
this.WindowState = (FormWindowState)General.Settings.ReadSetting("browserwindow.windowstate", (int)FormWindowState.Normal);
//mxd. Set SplitterDistance
int splitterdistance = splitContainer.Width - General.Settings.ReadSetting("browserwindow.splitterdistance", 203);
if(splitterdistance < splitContainer.Panel1MinSize || splitterdistance > splitContainer.Width - splitContainer.Panel2MinSize)
splitterdistance = splitContainer.Width - splitContainer.Width / 4;
splitContainer.SplitterDistance = splitterdistance;
//mxd
if (this.WindowState == FormWindowState.Normal)
{
Point location = new Point(General.Settings.ReadSetting("browserwindow.positionx", int.MaxValue), General.Settings.ReadSetting("browserwindow.positiony", int.MaxValue));
if (location.X < int.MaxValue && location.Y < int.MaxValue)
{
this.Location = location;
}
else
{
this.StartPosition = FormStartPosition.CenterParent;
}
}
this.ResumeLayout(true);
}
//mxd
private static int SortImageData(ImageData img1, ImageData img2)
{
return img1.FullName.CompareTo(img2.FullName);
}
//mxd
private TreeNode FindTextureByLongName(TreeNode node, long longname)
{
//first search in child nodes
TreeNode match;
foreach(TreeNode n in node.Nodes)
{
match = FindTextureByLongName(n, longname);
if(match != null) return match;
}
//then - in current node
IFilledTextureSet set = (node.Tag as IFilledTextureSet);
if (browseflats)
Textures Browser form: empty texture sets are no longer shown when mixed textures & flats is disabled in the current game configuration. Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree. Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form). Fixed, Textures Browser form: resources tree showed textures count even when browsing flats. Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats). Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models. Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one. Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES". Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked). Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked). Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list. Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
2014-10-07 00:23:02 +00:00
{
foreach(ImageData img in set.Flats)
if(img.LongName == longname) return node;
}
else
{
foreach(ImageData img in set.Textures)
if(img.LongName == longname) return node;
}
return null;
}
//mxd
private static TreeNode FindNodeByName(TreeNodeCollection nodes, string selectname)
{
foreach (TreeNode n in nodes)
{
if (n.Name == selectname) return n;
TreeNode match = FindNodeByName(n.Nodes, selectname);
if(match != null) return match;
}
return null;
}
//mxd
private void CreateNodes(TreeNode root)
{
ResourceTextureSet set = root.Tag as ResourceTextureSet;
if (set == null)
{
General.ErrorLogger.Add(ErrorType.Error, "Resource " + root.Name + " doesn't have TextureSet!");
return;
}
int imageIndex = set.Location.type + 4;
char[] separator = new[] { Path.AltDirectorySeparatorChar };
ImageData[] images;
if (browseflats)
Textures Browser form: empty texture sets are no longer shown when mixed textures & flats is disabled in the current game configuration. Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree. Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form). Fixed, Textures Browser form: resources tree showed textures count even when browsing flats. Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats). Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models. Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one. Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES". Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked). Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked). Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list. Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
2014-10-07 00:23:02 +00:00
{
images = new ImageData[set.Flats.Count];
set.Flats.CopyTo(images, 0);
Textures Browser form: empty texture sets are no longer shown when mixed textures & flats is disabled in the current game configuration. Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree. Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form). Fixed, Textures Browser form: resources tree showed textures count even when browsing flats. Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats). Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models. Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one. Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES". Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked). Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked). Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list. Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
2014-10-07 00:23:02 +00:00
}
else
{
images = new ImageData[set.Textures.Count];
set.Textures.CopyTo(images, 0);
Textures Browser form: empty texture sets are no longer shown when mixed textures & flats is disabled in the current game configuration. Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree. Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form). Fixed, Textures Browser form: resources tree showed textures count even when browsing flats. Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats). Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models. Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one. Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES". Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked). Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked). Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list. Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
2014-10-07 00:23:02 +00:00
}
Array.Sort(images, SortImageData);
foreach(ImageData image in images)
{
string[] parts = image.VirtualName.Split(separator, StringSplitOptions.RemoveEmptyEntries);
TreeNode curNode = root;
if (parts.Length == 1) continue;
Textures Browser form: empty texture sets are no longer shown when mixed textures & flats is disabled in the current game configuration. Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree. Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form). Fixed, Textures Browser form: resources tree showed textures count even when browsing flats. Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats). Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models. Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one. Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES". Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked). Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked). Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list. Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
2014-10-07 00:23:02 +00:00
int localindex = parts[0] == "[TEXTURES]" ? 7 : imageIndex;
for (int i = 0; i < parts.Length - 1; i++)
{
string category = parts[i];
//already got such category?
if (curNode.Nodes.Count > 0 && curNode.Nodes.ContainsKey(category))
{
curNode = curNode.Nodes[category];
}
else //create a new one
{
Textures Browser form: empty texture sets are no longer shown when mixed textures & flats is disabled in the current game configuration. Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree. Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form). Fixed, Textures Browser form: resources tree showed textures count even when browsing flats. Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats). Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models. Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one. Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES". Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked). Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked). Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list. Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
2014-10-07 00:23:02 +00:00
TreeNode n = new TreeNode(category) { Name = category, ImageIndex = localindex, SelectedImageIndex = localindex };
curNode.Nodes.Add(n);
curNode = n;
ResourceTextureSet ts = new ResourceTextureSet(category, set.Location);
curNode.Tag = ts;
}
//add to current and parent nodes
if (i == parts.Length - 2)
{
TreeNode cn = curNode;
while (cn != root)
{
ResourceTextureSet curTs = cn.Tag as ResourceTextureSet;
Textures Browser form: empty texture sets are no longer shown when mixed textures & flats is disabled in the current game configuration. Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree. Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form). Fixed, Textures Browser form: resources tree showed textures count even when browsing flats. Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats). Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models. Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one. Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES". Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked). Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked). Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list. Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
2014-10-07 00:23:02 +00:00
if (image.IsFlat)
curTs.AddFlat(image);
else
curTs.AddTexture(image);
cn = cn.Parent;
}
}
}
}
if (root.Nodes.Count == 1 && root.Nodes[0].Nodes.Count > 0)
{
TreeNode[] children = new TreeNode[root.Nodes[0].Nodes.Count];
root.Nodes[0].Nodes.CopyTo(children, 0);
root.Nodes.Clear();
root.Nodes.AddRange(children);
}
foreach (TreeNode n in root.Nodes) SetItemsCount(n);
}
//mxd
Textures Browser form: empty texture sets are no longer shown when mixed textures & flats is disabled in the current game configuration. Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree. Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form). Fixed, Textures Browser form: resources tree showed textures count even when browsing flats. Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats). Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models. Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one. Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES". Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked). Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked). Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list. Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
2014-10-07 00:23:02 +00:00
private void SetItemsCount(TreeNode node)
{
ResourceTextureSet ts = node.Tag as ResourceTextureSet;
if (ts == null) throw new Exception("Expected IFilledTextureSet, but got null...");
Textures Browser form: empty texture sets are no longer shown when mixed textures & flats is disabled in the current game configuration. Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree. Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form). Fixed, Textures Browser form: resources tree showed textures count even when browsing flats. Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats). Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models. Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one. Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES". Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked). Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked). Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list. Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
2014-10-07 00:23:02 +00:00
Textures Browser form: empty texture sets are no longer shown when mixed textures & flats is disabled in the current game configuration. Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree. Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form). Fixed, Textures Browser form: resources tree showed textures count even when browsing flats. Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats). Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models. Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one. Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES". Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked). Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked). Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list. Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
2014-10-07 00:23:02 +00:00
if (node.Parent != null && General.Map.Config.MixTexturesFlats)
{
ts.MixTexturesAndFlats();
Textures Browser form: empty texture sets are no longer shown when mixed textures & flats is disabled in the current game configuration. Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree. Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form). Fixed, Textures Browser form: resources tree showed textures count even when browsing flats. Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats). Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models. Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one. Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES". Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked). Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked). Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list. Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
2014-10-07 00:23:02 +00:00
node.Text += " [" + ts.Textures.Count + "]";
}
else
{
node.Text += " [" + (browseflats ? ts.Flats.Count : ts.Textures.Count) + "]";
Textures Browser form: empty texture sets are no longer shown when mixed textures & flats is disabled in the current game configuration. Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree. Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form). Fixed, Textures Browser form: resources tree showed textures count even when browsing flats. Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats). Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models. Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one. Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES". Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked). Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked). Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list. Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
2014-10-07 00:23:02 +00:00
}
foreach (TreeNode child in node.Nodes) SetItemsCount(child);
}
// Selection changed
private void browser_SelectedItemChanged()
{
apply.Enabled = (browser.SelectedItem != null);
}
// OK clicked
private void apply_Click(object sender, EventArgs e)
{
// Set selected name and close
if(browser.SelectedItem != null)
{
ImageBrowserItem item = browser.SelectedItem as ImageBrowserItem;
selectedname = item.TextureName;
DialogResult = DialogResult.OK;
}
else
{
selectedname = "";
DialogResult = DialogResult.Cancel;
}
this.Close();
}
// Cancel clicked
private void cancel_Click(object sender, EventArgs e)
{
// No selection, close
selectedname = "";
DialogResult = DialogResult.Cancel;
this.Close();
}
// Activated
private void TextureBrowserForm_Activated(object sender, EventArgs e)
{
Cursor.Current = Cursors.Default;
}
// Loading
private void TextureBrowserForm_Load(object sender, EventArgs e)
{
// Normal windowstate?
if(this.WindowState == FormWindowState.Normal)
{
// Keep last position and size
lastposition = this.Location;
lastsize = this.Size;
}
}
// Resized
private void TextureBrowserForm_ResizeEnd(object sender, EventArgs e)
{
// Normal windowstate?
if(this.WindowState == FormWindowState.Normal)
{
// Keep last position and size
lastposition = this.Location;
lastsize = this.Size;
}
}
// Moved
private void TextureBrowserForm_Move(object sender, EventArgs e)
{
// Normal windowstate?
if(this.WindowState == FormWindowState.Normal)
{
// Keep last position and size
lastposition = this.Location;
lastsize = this.Size;
}
}
// Closing
private void TextureBrowserForm_FormClosing(object sender, FormClosingEventArgs e)
{
int windowstate;
// Determine window state to save
if(this.WindowState != FormWindowState.Minimized)
windowstate = (int)this.WindowState;
else
windowstate = (int)FormWindowState.Normal;
// Save window settings
General.Settings.WriteSetting("browserwindow.positionx", lastposition.X);
General.Settings.WriteSetting("browserwindow.positiony", lastposition.Y);
General.Settings.WriteSetting("browserwindow.sizewidth", lastsize.Width);
General.Settings.WriteSetting("browserwindow.sizeheight", lastsize.Height);
General.Settings.WriteSetting("browserwindow.windowstate", windowstate);
General.Settings.WriteSetting("browserwindow.splitterdistance", splitContainer.Width - splitContainer.SplitterDistance); //mxd
//mxd. Save last selected texture set, if it's not "All" (it will be selected anyway if search for initial texture set fails)
if(this.DialogResult == DialogResult.OK && tvTextureSets.SelectedNodes.Count > 0 && !(tvTextureSets.SelectedNodes[0].Tag is AllTextureSet))
General.Settings.WriteSetting("browserwindow.textureset", tvTextureSets.SelectedNodes[0].Name);
//mxd. Save ImageBrowserControl settings
General.Settings.WriteSetting("browserwindow.showtexturesizes", ImageBrowserControl.ShowTextureSizes);
if(General.Map.Config.UseLongTextureNames) General.Map.Options.UseLongTextureNames = ImageBrowserControl.UseLongTextureNames;
// Clean up
browser.CleanUp();
}
// Static method to browse for texture or flat
// Returns null when cancelled.
public static string Browse(IWin32Window parent, string select, bool browseFlats)
{
TextureBrowserForm browser = new TextureBrowserForm(select, browseFlats);
if(browser.ShowDialog(parent) == DialogResult.OK) return browser.SelectedName; // Return result
// Cancelled
return select;
}
// Item double clicked
private void browser_SelectedItemDoubleClicked()
{
if(apply.Enabled) apply_Click(this, EventArgs.Empty);
}
// This fills the list of textures, depending on the selected texture set
private void FillImagesList()
{
// Get the selected texture set
IFilledTextureSet set = (selectedset.Tag as IFilledTextureSet);
// Start adding
browser.BeginAdding(false);
if (browseflats)
{
// Add all available flats
foreach(ImageData img in set.Flats)
browser.Add(img, img, availgroup);
// Add all used flats
foreach(ImageData img in set.Flats)
if(img.UsedInMap) browser.Add(img, img, usedgroup);
}
else
{
// Add all available textures and mark the images for temporary loading
foreach (ImageData img in set.Textures)
browser.Add(img, img, availgroup);
// Add all used textures and mark the images for permanent loading
foreach (ImageData img in set.Textures)
if(img.UsedInMap) browser.Add(img, img, usedgroup);
}
// Done adding
browser.EndAdding();
}
// Help
private void TextureBrowserForm_HelpRequested(object sender, HelpEventArgs hlpevent)
{
General.ShowHelp("w_imagesbrowser.html");
hlpevent.Handled = true;
}
private void TextureBrowserForm_Shown(object sender, EventArgs e)
{
if (selectedset != null) //mxd. Calling FillImagesList() from constructor leads to TERRIBLE load times. Why? I have no sodding idea...
FillImagesList();
// Select texture
if(!string.IsNullOrEmpty(selecttextureonfill))
{
browser.SelectItem(selecttextureonfill, usedgroup);
selecttextureonfill = null;
}
//mxd. Focus the textbox. Calling this from TextureBrowserForm_Activated (like it's done in DB2) fails when the form is maximized. Again, I've no idea why...
browser.FocusTextbox();
}
//mxd
private void tvTextureSets_NodeMouseClick(object sender, TreeNodeMouseClickEventArgs e)
{
selectedset = e.Node;
FillImagesList();
}
//mxd
private void tvTextureSets_KeyUp(object sender, KeyEventArgs e)
{
if(tvTextureSets.SelectedNodes.Count > 0 && tvTextureSets.SelectedNodes[0] != selectedset)
{
selectedset = tvTextureSets.SelectedNodes[0];
FillImagesList();
}
}
}
}