Fixed severe lags during Texture Browser opening when resource wad for current texture had lots of textures.

Texture groups weren't created properly in soma cases.
Added Monster/Hate Target sprite.
This commit is contained in:
MaxED 2012-09-05 10:31:32 +00:00
parent ddeeadf574
commit f2b42d1329
6 changed files with 34 additions and 22 deletions

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@ -106,6 +106,7 @@ monsters
87
{
title = "Monsters Target";
sprite = "internal:Target";
height = 32;
}
}

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@ -787,7 +787,11 @@ zdoom
title = "Map Spot (gravity)";
sprite = "internal:MapSpotGravity";
}
9076 = "Hate target";
9076
{
title = "Hate target";
sprite = "internal:Target";
}
9988
{
title = "Custom Sprite";

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Build/Sprites/Target.png Normal file

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@ -33,7 +33,7 @@ namespace CodeImp.DoomBuilder.GZBuilder
//version
public const float Version = 1.12f;
public const char Revision = 'f';
public const char Revision = 'g';
//debug console
#if DEBUG

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@ -62,6 +62,11 @@ namespace CodeImp.DoomBuilder.Windows
// Initialize
InitializeComponent();
//mxd. Set title
string imgType = (browseFlats ? "flats" : "textures");
this.Text = "Browse " + imgType;
browser.ApplySettings();
// Update the used textures
@ -69,8 +74,12 @@ namespace CodeImp.DoomBuilder.Windows
tvTextureSets.BeginUpdate();//mxd
//mxd. Set title
this.Text = "Browse " + (browseFlats ? "flats" : "textures");
// Texture to select when list is filled
selecttextureonfill = selecttexture;
// Make groups
usedgroup = browser.AddGroup("Used " + imgType + ":");
availgroup = browser.AddGroup("Available " + imgType + ":");
//mxd. Fill texture sets list with normal texture sets
foreach(IFilledTextureSet ts in General.Map.Data.TextureSets)
@ -90,17 +99,8 @@ namespace CodeImp.DoomBuilder.Windows
item.ImageIndex = 2 + ts.Location.type;
item.SelectedImageIndex = item.ImageIndex;
if (ts.Location.type != DataLocation.RESOURCE_WAD) {
if (ts.Location.type != DataLocation.RESOURCE_WAD)
createNodes(item);
/*if (item.Nodes.Count > 1) { //sort them
TreeNode[] children = new TreeNode[item.Nodes.Count];
item.Nodes.CopyTo(children, 0);
Array.Sort(children, sortTreeNodes);
item.Nodes.Clear();
item.Nodes.AddRange(children);
}*/
}
}
//mxd. Add All textures set
@ -116,6 +116,7 @@ namespace CodeImp.DoomBuilder.Windows
TreeNode 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;
@ -142,20 +143,22 @@ namespace CodeImp.DoomBuilder.Windows
if (selectedset != null) {//mxd
tvTextureSets.SelectedNode = selectedset;
FillImagesList();
//FillImagesList();
}
// Texture to select when list is filled
selecttextureonfill = selecttexture;
//selecttextureonfill = selecttexture;
// Make groups
usedgroup = browser.AddGroup("Used Textures");
availgroup = browser.AddGroup("Available Textures");
//usedgroup = browser.AddGroup("Used Textures");
//availgroup = browser.AddGroup("Available Textures");
// 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));
@ -184,6 +187,7 @@ namespace CodeImp.DoomBuilder.Windows
//then - in current node
IFilledTextureSet set = (node.Tag as IFilledTextureSet);
foreach (ImageData img in set.Textures) {
if (img.LongName == longname)
return node;
@ -453,7 +457,10 @@ namespace CodeImp.DoomBuilder.Windows
private void TextureBrowserForm_Shown(object sender, EventArgs e)
{
// Select texture
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);

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@ -131,7 +131,7 @@
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