UltimateZoneBuilder/Source/General/General.cs

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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
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#endregion
#region ================== Namespaces
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Interface;
using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
#endregion
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namespace CodeImp.DoomBuilder
{
internal static class General
{
#region ================== Constants
// Files and Folders
private const string SETTINGS_CONFIG_FILE = "Builder.cfg";
private const string GAME_CONFIGS_DIR = "Configurations";
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#endregion
#region ================== Variables
// Files and Folders
private static string apppath;
private static string temppath;
private static string configspath;
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// Main objects
private static MainForm mainwindow;
private static Configuration settings;
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private static MapManager map;
// Configurations
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private static List<ConfigurationInfo> configs;
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#endregion
#region ================== Properties
public static string AppPath { get { return apppath; } }
public static string TempPath { get { return temppath; } }
public static string ConfigsPath { get { return configspath; } }
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public static MainForm MainWindow { get { return mainwindow; } }
public static Configuration Settings { get { return settings; } }
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public static List<ConfigurationInfo> Configs { get { return configs; } }
public static MapManager Map { get { return map; } }
#endregion
#region ================== Configurations
// This loads and returns a game configuration
public static Configuration LoadGameConfiguration(string filename)
{
Configuration cfg;
// Make the full filepathname
string filepathname = Path.Combine(configspath, filename);
// Load configuration
try
{
// Try loading the configuration
cfg = new Configuration(filepathname, true);
// Check for erors
if(cfg.ErrorResult != 0)
{
// Error in configuration
MessageBox.Show(mainwindow, "Unable to load the game configuration file \"" + filename + "\".\n" +
"Error near line " + cfg.ErrorLine + ": " + cfg.ErrorDescription,
Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Error);
return null;
}
else
{
// Return config
return cfg;
}
}
catch(Exception)
{
// Unable to load configuration
MessageBox.Show(mainwindow, "Unable to load the game configuration file \"" + filename + "\".",
Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Error);
return null;
}
}
// This finds all game configurations
private static void FindGameConfigurations()
{
Configuration cfg;
string[] filenames;
string name, fullfilename;
// Display status
mainwindow.DisplayStatus("Loading game configurations...");
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// Make array
configs = new List<ConfigurationInfo>();
// Go for all files in the configurations directory
filenames = Directory.GetFiles(configspath, "*.cfg", SearchOption.TopDirectoryOnly);
foreach(string filepath in filenames)
{
// Check if it can be loaded
cfg = LoadGameConfiguration(filepath);
if(cfg != null)
{
// Get name and filename
name = cfg.ReadSetting("game", "<unnamed game>");
fullfilename = Path.GetFileName(filepath);
// Add to lists
configs.Add(new ConfigurationInfo(name, fullfilename));
}
}
// Sort the configurations list
configs.Sort();
}
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#endregion
#region ================== Startup
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// Main program entry
public static void Main(string[] args)
{
// Find application path
string dirpath = Path.GetDirectoryName(Assembly.GetExecutingAssembly().GetName().CodeBase);
Uri localpath = new Uri(dirpath);
apppath = Uri.UnescapeDataString(localpath.AbsolutePath);
// Temporary directory
temppath = Path.GetTempPath();
// Configurations directory
configspath = Path.Combine(apppath, GAME_CONFIGS_DIR);
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// Load configuration
if(!File.Exists(Path.Combine(apppath, SETTINGS_CONFIG_FILE))) throw (new FileNotFoundException("Unable to find the program configuration \"" + SETTINGS_CONFIG_FILE + "\"."));
settings = new Configuration(Path.Combine(apppath, SETTINGS_CONFIG_FILE), false);
// Create main window
mainwindow = new MainForm();
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// Show main window
mainwindow.Show();
mainwindow.Update();
// Load game configurations
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FindGameConfigurations();
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// Run application from the main window
mainwindow.DisplayReady();
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Application.Run(mainwindow);
}
#endregion
#region ================== Terminate
// This terminates the program
public static void Terminate()
{
// Clean up
mainwindow.Dispose();
// Save settings configuration
settings.SaveConfiguration(Path.Combine(apppath, SETTINGS_CONFIG_FILE));
// Application ends here and now
Application.Exit();
}
#endregion
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#region ================== Management
// This creates a new map
public static bool NewMap()
{
MapOptions newoptions;
MapOptionsForm optionswindow;
DialogResult result;
// Empty options
newoptions = new MapOptions();
// Open map options dialog
optionswindow = new MapOptionsForm(newoptions);
if(optionswindow.ShowDialog(mainwindow) == DialogResult.OK)
{
// 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
}
else if(result == DialogResult.Cancel)
{
// Abort
return false;
}
}
// Display status
mainwindow.DisplayStatus("Creating new map...");
// Create map manager with these options
map = new MapManager(newoptions);
// Done
mainwindow.DisplayReady();
return true;
}
else
{
// Cancelled
return false;
}
}
#endregion
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}
}