#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; using CodeImp.DoomBuilder.IO; using System.Windows.Forms; using SlimDX.Direct3D9; using CodeImp.DoomBuilder.Config; using System.Threading; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Windows; #endregion namespace CodeImp.DoomBuilder.Data { public sealed class DataManager { #region ================== Constants #endregion #region ================== Variables // Data containers private List containers; // Palette private Playpal palette; // Textures, Flats and Sprites private Dictionary textures; private List texturenames; private Dictionary flats; private List flatnames; private Dictionary sprites; private List texturesets; private OthersTextureSet othertextures; // Background loading private Queue imageque; private Thread backgroundloader; private volatile bool updatedusedtextures; // Image previews private PreviewManager previews; // Special images private ImageData missingtexture3d; private ImageData hourglass3d; private ImageData crosshair; private ImageData crosshairbusy; // Used images private Dictionary usedimages; // Disposing private bool isdisposed = false; #endregion #region ================== Properties public Playpal Palette { get { return palette; } } public PreviewManager Previews { get { return previews; } } public ICollection Textures { get { return textures.Values; } } public ICollection Flats { get { return flats.Values; } } public List TextureNames { get { return texturenames; } } public List FlatNames { get { return flatnames; } } public bool IsDisposed { get { return isdisposed; } } public ImageData MissingTexture3D { get { return missingtexture3d; } } public ImageData Hourglass3D { get { return hourglass3d; } } public ImageData Crosshair3D { get { return crosshair; } } public ImageData CrosshairBusy3D { get { return crosshairbusy; } } internal ICollection TextureSets { get { return texturesets; } } internal OthersTextureSet OthersTextureSet { get { return othertextures; } } public bool IsLoading { get { if(imageque != null) { return (backgroundloader != null) && backgroundloader.IsAlive && ((imageque.Count > 0) || previews.IsLoading); } else { return false; } } } #endregion #region ================== Constructor / Disposer // Constructor internal DataManager() { // We have no destructor GC.SuppressFinalize(this); // Load special images missingtexture3d = new ResourceImage("MissingTexture3D.png"); missingtexture3d.LoadImage(); hourglass3d = new ResourceImage("Hourglass3D.png"); hourglass3d.LoadImage(); crosshair = new ResourceImage("Crosshair.png"); crosshair.LoadImage(); crosshairbusy = new ResourceImage("CrosshairBusy.png"); crosshairbusy.LoadImage(); } // Disposer internal void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up Unload(); missingtexture3d.Dispose(); missingtexture3d = null; hourglass3d.Dispose(); hourglass3d = null; crosshair.Dispose(); crosshair = null; crosshairbusy.Dispose(); crosshairbusy = null; // Done isdisposed = true; } } #endregion #region ================== Loading / Unloading // This loads all data resources internal void Load(DataLocationList configlist, DataLocationList maplist, DataLocation maplocation) { DataLocationList all = DataLocationList.Combined(configlist, maplist); all.Add(maplocation); Load(all); } // This loads all data resources internal void Load(DataLocationList configlist, DataLocationList maplist) { DataLocationList all = DataLocationList.Combined(configlist, maplist); Load(all); } // This loads all data resources internal void Load(DataLocationList locations) { int texcount, flatcount, spritecount; DataReader c; // Create collections containers = new List(); textures = new Dictionary(); flats = new Dictionary(); sprites = new Dictionary(); texturenames = new List(); flatnames = new List(); imageque = new Queue(); previews = new PreviewManager(); texturesets = new List(); usedimages = new Dictionary(); // Load texture sets foreach(DefinedTextureSet ts in General.Map.ConfigSettings.TextureSets) texturesets.Add(new MatchingTextureSet(ts)); // Sort the texture sets texturesets.Sort(); // Other textures set othertextures = new OthersTextureSet(); // Go for all locations foreach(DataLocation dl in locations) { // Nothing chosen yet c = null; // TODO: Make this work more elegant using reflection. // Make DataLocation.type of type Type and assign the // types of the desired reader classes. try { // 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; // PK3 file container case DataLocation.RESOURCE_PK3: c = new PK3Reader(dl); break; } } 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; } // Add container if(c != null) containers.Add(c); } // Load stuff LoadPalette(); texcount = LoadTextures(); flatcount = LoadFlats(); spritecount = LoadSprites(); // Sort names texturenames.Sort(); flatnames.Sort(); // Update the used textures General.Map.Data.UpdateUsedTextures(); // Add texture names to texture sets foreach(KeyValuePair img in textures) { // Add to all sets where it matches bool matchfound = false; foreach(MatchingTextureSet ms in texturesets) matchfound |= ms.AddTexture(img.Value); // If not matched in any set, add it to the others if(!matchfound) othertextures.AddTexture(img.Value); } // Add flat names to texture sets foreach(KeyValuePair img in flats) { // Add to all sets where it matches bool matchfound = false; foreach(MatchingTextureSet ms in texturesets) matchfound |= ms.AddFlat(img.Value); // If not matched in any set, add it to the others if(!matchfound) othertextures.AddFlat(img.Value); } // Start background loading StartBackgroundLoader(); // Output info General.WriteLogLine("Loaded " + texcount + " textures, " + flatcount + " flats, " + spritecount + " sprites"); } // This unloads all data internal void Unload() { // Stop background loader StopBackgroundLoader(); // Dispose preview manager previews.Dispose(); previews = null; // Dispose resources foreach(KeyValuePair i in textures) i.Value.Dispose(); foreach(KeyValuePair i in flats) i.Value.Dispose(); foreach(KeyValuePair i in sprites) i.Value.Dispose(); palette = null; // Dispose containers foreach(DataReader c in containers) c.Dispose(); containers.Clear(); // Trash collections containers = null; textures = null; flats = null; sprites = null; texturenames = null; flatnames = null; imageque = null; } #endregion #region ================== Suspend / Resume // This suspends data resources internal void Suspend() { // Stop background loader StopBackgroundLoader(); // Go for all containers foreach(DataReader d in containers) { // Suspend General.WriteLogLine("Suspended data resource '" + d.Location.location + "'"); d.Suspend(); } } // This resumes data resources internal void Resume() { // Go for all containers foreach(DataReader d in containers) { 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); } } // Start background loading StartBackgroundLoader(); } #endregion #region ================== Background Loading // This starts background loading private void StartBackgroundLoader() { // If a loader is already running, stop it first if(backgroundloader != null) StopBackgroundLoader(); // Start a low priority thread to load images in background General.WriteLogLine("Starting background resource loading..."); backgroundloader = new Thread(new ThreadStart(BackgroundLoad)); backgroundloader.Name = "Background Loader"; backgroundloader.Priority = ThreadPriority.Lowest; backgroundloader.IsBackground = true; backgroundloader.Start(); } // This stops background loading private void StopBackgroundLoader() { ImageData img; General.WriteLogLine("Stopping background resource loading..."); if(backgroundloader != null) { // Stop the thread and wait for it to end backgroundloader.Interrupt(); backgroundloader.Join(); // Reset load states on all images in the list while(imageque.Count > 0) { img = imageque.Dequeue(); switch(img.ImageState) { case ImageLoadState.Loading: img.ImageState = ImageLoadState.None; break; case ImageLoadState.Unloading: img.ImageState = ImageLoadState.Ready; break; } switch(img.PreviewState) { case ImageLoadState.Loading: img.PreviewState = ImageLoadState.None; break; case ImageLoadState.Unloading: img.PreviewState = ImageLoadState.Ready; break; } } // Done backgroundloader = null; General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatusIcon, 0, 0); } } // The background loader private void BackgroundLoad() { try { do { // Do we have to update the used-in-map status? if(updatedusedtextures) BackgroundUpdateUsedTextures(); // Get next item ImageData image = null; lock(imageque) { // Fetch next image to process if(imageque.Count > 0) image = imageque.Dequeue(); } // Any image to process? if(image != null) { // Load this image? if(image.IsReferenced && (image.ImageState != ImageLoadState.Ready)) { image.LoadImage(); } // Unload this image? if(!image.IsReferenced && (image.ImageState != ImageLoadState.None)) { // Still unreferenced? image.UnloadImage(); } } // Doing something? if(image != null) { // Wait a bit and update icon General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatusIcon, 0, 0); Thread.Sleep(0); } else { // Process previews only when we don't have images to process // because these are lower priority than the actual images if(previews.BackgroundLoad()) { // Wait a bit and update icon General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatusIcon, 0, 0); Thread.Sleep(0); } else { // Wait longer to release CPU resources Thread.Sleep(50); } } } while(true); } catch(ThreadInterruptedException) { return; } } // This adds an image for background loading or unloading internal void ProcessImage(ImageData img) { // Load this image? if((img.ImageState == ImageLoadState.None) && img.IsReferenced) { // Add for loading img.ImageState = ImageLoadState.Loading; lock(imageque) { imageque.Enqueue(img); } } // Unload this image? if((img.ImageState == ImageLoadState.Ready) && !img.IsReferenced) { // Add for unloading img.ImageState = ImageLoadState.Unloading; lock(imageque) { imageque.Enqueue(img); } } // Update icon General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatusIcon, 0, 0); } // This updates the used-in-map status on all textures and flats private void BackgroundUpdateUsedTextures() { lock(usedimages) { // Set used on all textures foreach(KeyValuePair i in textures) { i.Value.SetUsedInMap(usedimages.ContainsKey(i.Key)); if(i.Value.IsImageLoaded != i.Value.IsReferenced) ProcessImage(i.Value); } // Flats are not already included with the textures? if(!General.Map.Config.MixTexturesFlats) { // Set used on all flats foreach(KeyValuePair i in flats) { i.Value.SetUsedInMap(usedimages.ContainsKey(i.Key)); if(i.Value.IsImageLoaded != i.Value.IsReferenced) ProcessImage(i.Value); } } // Done updatedusedtextures = false; } } #endregion #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; } // 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(); } } #endregion #region ================== Textures // This loads the textures private int LoadTextures() { ICollection images; PatchNames pnames = new PatchNames(); PatchNames newpnames; int counter = 0; long firsttexture = 0; // 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. newpnames = dr.LoadPatchNames(); if(newpnames != null) pnames = newpnames; // Load textures images = dr.LoadTextures(pnames); if(images != null) { // Go for all textures foreach(ImageData img in images) { // Add or replace in textures list if(!textures.ContainsKey(img.LongName)) texturenames.Add(img.Name); textures.Remove(img.LongName); textures.Add(img.LongName, img); if(firsttexture == 0) firsttexture = img.LongName; counter++; // Also add as flat when using mixed resources if(General.Map.Config.MixTexturesFlats) { if(!flats.ContainsKey(img.LongName)) flatnames.Add(img.Name); flats.Remove(img.LongName); flats.Add(img.LongName, img); } // Add to preview manager previews.AddImage(img); } } } // The first texture cannot be used, because in the game engine it // has index 0 which means "no texture", so remove it from the list. textures.Remove(firsttexture); if(General.Map.Config.MixTexturesFlats) flats.Remove(firsttexture); // Output info return counter; } // This returns a specific patch stream internal Stream GetPatchData(string pname) { 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; } // This returns an image by string public ImageData GetTextureImage(string name) { // Get the long name long longname = Lump.MakeLongName(name); return GetTextureImage(longname); } // This returns an image by long public ImageData GetTextureImage(long longname) { // Does this texture exist? if(textures.ContainsKey(longname)) { // Return texture return textures[longname]; } else { // Return null image return new NullImage(); } } // BAD! These block while loading the image. That is not // what our background loading system is for! /* // 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; } */ #endregion #region ================== Flats // This loads the flats private int LoadFlats() { ICollection images; int counter = 0; // 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 if(!flats.ContainsKey(img.LongName)) flatnames.Add(img.Name); flats.Remove(img.LongName); flats.Add(img.LongName, img); counter++; // Also add as texture when using mixed resources if(General.Map.Config.MixTexturesFlats) { if(!textures.ContainsKey(img.LongName)) texturenames.Add(img.Name); textures.Remove(img.LongName); textures.Add(img.LongName, img); } // Add to preview manager previews.AddImage(img); } } } // Output info return counter; } // This returns a specific flat stream internal Stream GetFlatData(string pname) { 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) { // Get the long name long longname = Lump.MakeLongName(name); return GetFlatImage(longname); } // This returns an image by long public ImageData GetFlatImage(long longname) { // Does this flat exist? if(flats.ContainsKey(longname)) { // Return flat return flats[longname]; } else { // Return null image return new NullImage(); } } // BAD! These block while loading the image. That is not // what our background loading system is for! /* // 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; } */ #endregion #region ================== Sprites // This loads the sprites private int 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); // Add to preview manager previews.AddImage(image); } } } // Output info return sprites.Count; } // This returns an image by long public ImageData GetSpriteImage(string name) { Stream spritedata = null; long longname = Lump.MakeLongName(name); SpriteImage image; // Sprite already loaded? if(sprites.ContainsKey(longname)) { // Return exiting sprite return sprites[longname]; } else { // 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; } // Found anything? if(spritedata != null) { // Make new sprite image image = new SpriteImage(name); // Add to collection sprites.Add(longname, image); // Return result return image; } else { // Return null image return new NullImage(); } } } // BAD! These block while loading the image. That is not // what our background loading system is for! /* // 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; } */ #endregion #region ================== Tools // This finds the first IWAD resource // Returns false when not found internal bool FindFirstIWAD(out DataLocation result) { // Go for all data containers foreach(DataReader dr in containers) { // Container is a WAD file? if(dr is WADReader) { // Check if it is an IWAD WADReader wr = dr as WADReader; if(wr.IsIWAD) { // Return location! result = wr.Location; return true; } } } // No IWAD found result = new DataLocation(); return false; } // This signals the background thread to update the // used-in-map status on all textures and flats public void UpdateUsedTextures() { lock(usedimages) { usedimages.Clear(); // Go through the map to find the used textures foreach(Sidedef sd in General.Map.Map.Sidedefs) { // Add used textures to dictionary if(sd.HighTexture.Length > 0) usedimages[sd.LongHighTexture] = 0; if(sd.LowTexture.Length > 0) usedimages[sd.LongMiddleTexture] = 0; if(sd.MiddleTexture.Length > 0) usedimages[sd.LongLowTexture] = 0; } // Go through the map to find the used flats foreach(Sector s in General.Map.Map.Sectors) { // Add used flats to dictionary usedimages[s.LongFloorTexture] = 0; usedimages[s.LongCeilTexture] = 0; } // Notify the background thread that it needs to update the images updatedusedtextures = true; } } #endregion } }