#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; using CodeImp.DoomBuilder.ZDoom; using CodeImp.DoomBuilder.VisualModes; using CodeImp.DoomBuilder.GZBuilder.Data; using CodeImp.DoomBuilder.GZBuilder.GZDoom; using CodeImp.DoomBuilder.GZBuilder.MD3; #endregion namespace CodeImp.DoomBuilder.Data { public sealed class DataManager { #region ================== Constants public const string INTERNAL_PREFIX = "internal:"; #endregion #region ================== Variables // Data containers private List containers; private DataReader currentreader; // 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 List resourcetextures; private AllTextureSet alltextures; //mxd private Dictionary modeldefEntries; //Thing.Type, Model entry private Dictionary gldefsEntries; //Thing.Type, Light entry private MapInfo mapInfo; //mapinfo // Background loading private Queue imageque; private Thread backgroundloader; private volatile bool updatedusedtextures; private bool notifiedbusy; // Image previews private PreviewManager previews; // Special images private ImageData missingtexture3d; private ImageData unknowntexture3d; private ImageData hourglass3d; private ImageData crosshair; private ImageData crosshairbusy; private Dictionary internalsprites; //mxd //private ImageData thingbox; private ImageData whitetexture; // Used images private Dictionary usedimages; // Things combined with things created from Decorate private DecorateParser decorate; private List thingcategories; private Dictionary thingtypes; private List invalidDecorateActors;//mxd. List of actors without DoomEdNum // Timing private float loadstarttime; private float loadfinishtime; // Disposing private bool isdisposed = false; #endregion #region ================== Properties //mxd internal Dictionary ModeldefEntries { get { return modeldefEntries; } } internal Dictionary GldefsEntries { get { return gldefsEntries; } } internal MapInfo MapInfo { get { return mapInfo; } } 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 UnknownTexture3D { get { return unknowntexture3d; } } public ImageData Hourglass3D { get { return hourglass3d; } } public ImageData Crosshair3D { get { return crosshair; } } public ImageData CrosshairBusy3D { get { return crosshairbusy; } } public ImageData WhiteTexture { get { return whitetexture; } } public List ThingCategories { get { return thingcategories; } } public ICollection ThingTypes { get { return thingtypes.Values; } } public DecorateParser Decorate { get { return decorate; } } internal ICollection TextureSets { get { return texturesets; } } internal ICollection ResourceTextureSets { get { return resourcetextures; } } internal AllTextureSet AllTextureSet { get { return alltextures; } } 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("CodeImp.DoomBuilder.Resources.MissingTexture3D.png"); missingtexture3d.LoadImage(); unknowntexture3d = new ResourceImage("CodeImp.DoomBuilder.Resources.UnknownTexture3D.png"); unknowntexture3d.LoadImage(); hourglass3d = new ResourceImage("CodeImp.DoomBuilder.Resources.Hourglass3D.png"); hourglass3d.LoadImage(); crosshair = new ResourceImage("CodeImp.DoomBuilder.Resources.Crosshair.png"); crosshair.LoadImage(); crosshairbusy = new ResourceImage("CodeImp.DoomBuilder.Resources.CrosshairBusy.png"); crosshairbusy.LoadImage(); //mxd //thingbox = new ResourceImage("CodeImp.DoomBuilder.Resources.ThingBox.png"); //thingbox.LoadImage(); whitetexture = new ResourceImage("CodeImp.DoomBuilder.Resources.White.png"); whitetexture.UseColorCorrection = false; whitetexture.LoadImage(); whitetexture.CreateTexture(); } // Disposer internal void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up Unload(); missingtexture3d.Dispose(); missingtexture3d = null; unknowntexture3d.Dispose(); unknowntexture3d = null; hourglass3d.Dispose(); hourglass3d = null; crosshair.Dispose(); crosshair = null; crosshairbusy.Dispose(); crosshairbusy = null; //mxd //thingbox.Dispose(); //thingbox = null; whitetexture.Dispose(); whitetexture = null; //mxd if (modeldefEntries != null) { foreach (KeyValuePair group in modeldefEntries) group.Value.Dispose(); modeldefEntries = null; } mapInfo = 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, thingcount, colormapcount; Dictionary texturesonly = new Dictionary(); Dictionary colormapsonly = new Dictionary(); Dictionary flatsonly = new Dictionary(); 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(); internalsprites = new Dictionary(); thingcategories = General.Map.Config.GetThingCategories(); thingtypes = General.Map.Config.GetThingTypes(); // Load texture sets foreach(DefinedTextureSet ts in General.Map.ConfigSettings.TextureSets) texturesets.Add(new MatchingTextureSet(ts)); // Sort the texture sets texturesets.Sort(); // Special textures sets alltextures = new AllTextureSet(); resourcetextures = new List(); // 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 e) { // Unable to load resource General.ErrorLogger.Add(ErrorType.Error, "Unable to load resources from location \"" + dl.location + "\". Please make sure the location is accessible and not in use by another program. The resources will now be loaded with this location excluded. You may reload the resources to try again.\n" + e.GetType().Name + " when creating data reader: " + e.Message); General.WriteLogLine(e.StackTrace); continue; } // Add container if(c != null) { containers.Add(c); resourcetextures.Add(c.TextureSet); } } // Load stuff LoadPalette(); texcount = LoadTextures(texturesonly); flatcount = LoadFlats(flatsonly); colormapcount = LoadColormaps(colormapsonly); LoadSprites(); thingcount = LoadDecorateThings(); spritecount = LoadThingSprites(); LoadInternalSprites(); //mxd General.MainWindow.DisplayStatus(StatusType.Busy, "Parsing MAPINFO..."); loadMapInfo(); Dictionary actorsByClass = createActorsByClassList(); General.MainWindow.DisplayStatus(StatusType.Busy, "Parsing model definitions..."); loadModeldefs(actorsByClass); General.MainWindow.DisplayStatus(StatusType.Busy, "Parsing GLDEFS..."); loadGldefs(actorsByClass, General.Settings.GZLoadDefaultLightDefinitions); General.MainWindow.DisplayReady(); //don't need them any more actorsByClass = null; // Process colormaps (we just put them in as textures) foreach(KeyValuePair t in colormapsonly) { textures.Add(t.Key, t.Value); texturenames.Add(t.Value.Name); } // Process textures foreach(KeyValuePair t in texturesonly) { if(!textures.ContainsKey(t.Key)) { textures.Add(t.Key, t.Value); texturenames.Add(t.Value.Name); } } // Process flats foreach(KeyValuePair f in flatsonly) { flats.Add(f.Key, f.Value); flatnames.Add(f.Value.Name); } // Mixed textures and flats? if(General.Map.Config.MixTexturesFlats) { // Add textures to flats foreach(KeyValuePair t in texturesonly) { if(!flats.ContainsKey(t.Key)) { flats.Add(t.Key, t.Value); flatnames.Add(t.Value.Name); } } // Add flats to textures foreach(KeyValuePair f in flatsonly) { if(!textures.ContainsKey(f.Key)) { textures.Add(f.Key, f.Value); texturenames.Add(f.Value.Name); } } // Do the same on the data readers foreach(DataReader dr in containers) dr.TextureSet.MixTexturesAndFlats(); } // Sort names texturenames.Sort(); flatnames.Sort(); // Sort things foreach(ThingCategory tc in thingcategories) tc.SortIfNeeded(); // 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); // Add to all alltextures.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); // Add to all alltextures.AddFlat(img.Value); } // Start background loading StartBackgroundLoader(); // Output info General.WriteLogLine("Loaded " + texcount + " textures, " + flatcount + " flats, " + colormapcount + " colormaps, " + spritecount + " sprites, " + thingcount + " decorate things, " + modeldefEntries.Count + " model deinitions, " + gldefsEntries.Count + " gl definitions"); } // This unloads all data internal void Unload() { // Stop background loader StopBackgroundLoader(); // Dispose preview manager previews.Dispose(); previews = null; // Dispose decorate decorate.Dispose(); // 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; //mxd if (modeldefEntries != null) { foreach (KeyValuePair group in modeldefEntries) { group.Value.Dispose(); } } // Dispose containers foreach(DataReader c in containers) c.Dispose(); containers.Clear(); // Trash collections decorate = null; containers = null; textures = null; flats = null; sprites = null; texturenames = null; flatnames = null; imageque = null; internalsprites = 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 e) { // Unable to load resource General.ErrorLogger.Add(ErrorType.Error, "Unable to load resources from location \"" + d.Location.location + "\". Please make sure the location is accessible and not in use by another program. The resources will now be loaded with this location excluded. You may reload the resources to try again.\n" + e.GetType().Name + " when resuming data reader: " + e.Message + ")"); General.WriteLogLine(e.StackTrace); } } // Start background loading StartBackgroundLoader(); } #endregion #region ================== Background Loading // This starts background loading private void StartBackgroundLoader() { // Timing loadstarttime = General.Clock.CurrentTime; loadfinishtime = 0; // 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 notifiedbusy = false; backgroundloader = null; General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatus, 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.AllowUnload && (image.ImageState != ImageLoadState.None)) { // Still unreferenced? image.UnloadImage(); } } // Doing something? if(image != null) { // Wait a bit and update icon if(!notifiedbusy) { notifiedbusy = true; General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatus, 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 if(!notifiedbusy) { notifiedbusy = true; General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatus, 0, 0); } Thread.Sleep(0); } else { if(notifiedbusy) { notifiedbusy = false; General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatus, 0, 0); } // Timing if(loadfinishtime == 0) { loadfinishtime = General.Clock.CurrentTime; float deltatimesec = (loadfinishtime - loadstarttime) / 1000.0f; General.WriteLogLine("Resources loading took " + deltatimesec.ToString("########0.00") + " seconds"); } // 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 && img.AllowUnload) { // Add for unloading img.ImageState = ImageLoadState.Unloading; lock(imageque) { imageque.Enqueue(img); } } // Update icon General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatus, 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); } // 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.ErrorLogger.Add(ErrorType.Warning, "None of the loaded resources define a color palette. Did you forget to configure an IWAD for this game configuration?"); palette = new Playpal(); } } #endregion #region ================== Colormaps // This loads the colormaps private int LoadColormaps(Dictionary list) { ICollection images; int counter = 0; // Go for all opened containers foreach(DataReader dr in containers) { // Load colormaps images = dr.LoadColormaps(); if(images != null) { // Go for all colormaps foreach(ImageData img in images) { // Add or replace in flats list list.Remove(img.LongName); list.Add(img.LongName, img); counter++; // Add to preview manager previews.AddImage(img); } } } // Output info return counter; } // This returns a specific colormap stream internal Stream GetColormapData(string pname) { Stream colormap; // Go for all opened containers for(int i = containers.Count - 1; i >= 0; i--) { // This contain provides this flat? colormap = containers[i].GetColormapData(pname); if(colormap != null) return colormap; } // No such patch found return null; } #endregion #region ================== Textures // This loads the textures private int LoadTextures(Dictionary list) { 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 list.Remove(img.LongName); list.Add(img.LongName, img); if(firsttexture == 0) firsttexture = img.LongName; counter++; // 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. list.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; } //mxd internal string GetPatchLocation(string pname) { string fullName = pname; // Go for all opened containers for (int i = containers.Count - 1; i >= 0; i--) { // This contain provides this patch? fullName = containers[i].GetPatchLocation(pname); if (fullName != pname) return fullName; } return pname; } // This returns a specific texture stream internal Stream GetTextureData(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].GetTextureData(pname); if(patch != null) return patch; } // No such patch found return null; } // This checks if a given texture is known public bool GetTextureExists(string name) { long longname = Lump.MakeLongName(name); return textures.ContainsKey(longname); } // This checks if a given texture is known public bool GetTextureExists(long longname) { return textures.ContainsKey(longname); } // 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 UnknownImage(Properties.Resources.UnknownImage); } } #endregion #region ================== Flats // This loads the flats private int LoadFlats(Dictionary list) { 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 list.Remove(img.LongName); list.Add(img.LongName, img); counter++; // 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 checks if a flat is known public bool GetFlatExists(string name) { long longname = Lump.MakeLongName(name); return flats.ContainsKey(longname); } // This checks if a flat is known public bool GetFlatExists(long longname) { return flats.ContainsKey(longname); } // 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 UnknownImage(Properties.Resources.UnknownImage); } } // This returns an image by long and doesn't check if it exists public ImageData GetFlatImageKnown(long longname) { // Return flat return flats[longname]; } #endregion #region ================== Sprites // This loads the hard defined sprites (not all the lumps, we do that on a need-to-know basis, see LoadThingSprites) private int LoadSprites() { ICollection images; int counter = 0; // Load all defined sprites. Note that we do not use all sprites, // so we don't add them for previews just yet. foreach(DataReader dr in containers) { // Load sprites images = dr.LoadSprites(); if(images != null) { // Add or replace in sprites list foreach(ImageData img in images) { sprites[img.LongName] = img; counter++; } } } // Output info return counter; } // This loads the sprites that we really need for things private int LoadThingSprites() { // Go for all things foreach(ThingTypeInfo ti in General.Map.Data.ThingTypes) { // Valid sprite name? if((ti.Sprite.Length > 0) && (ti.Sprite.Length <= 8)) { ImageData image = null; // Sprite not in our collection yet? if(!sprites.ContainsKey(ti.SpriteLongName)) { // Find sprite data Stream spritedata = GetSpriteData(ti.Sprite); if(spritedata != null) { // Make new sprite image image = new SpriteImage(ti.Sprite); // Add to collection sprites.Add(ti.SpriteLongName, image); } } else { image = sprites[ti.SpriteLongName]; } // Add to preview manager if(image != null) previews.AddImage(image); } } // Output info return sprites.Count; } // This returns a specific patch stream internal Stream GetSpriteData(string pname) { if(!string.IsNullOrEmpty(pname)) { // Go for all opened containers for(int i = containers.Count - 1; i >= 0; i--) { // This contain provides this patch? Stream spritedata = containers[i].GetSpriteData(pname); if(spritedata != null) return spritedata; } } // No such patch found return null; } // This tests if a given sprite can be found internal bool GetSpriteExists(string pname) { if(!string.IsNullOrEmpty(pname)) { long longname = Lump.MakeLongName(pname); if(sprites.ContainsKey(longname)) return true; // Go for all opened containers for(int i = containers.Count - 1; i >= 0; i--) { // This contain provides this patch? if(containers[i].GetSpriteExists(pname)) return true; } } // No such patch found return false; } // This loads the internal sprites private void LoadInternalSprites() { // Add sprite icon files from directory string[] files = Directory.GetFiles(General.SpritesPath, "*.png", SearchOption.TopDirectoryOnly); foreach(string spritefile in files) { ImageData img = new FileImage(Path.GetFileNameWithoutExtension(spritefile).ToLowerInvariant(), spritefile, false); img.LoadImage(); img.AllowUnload = false; internalsprites.Add(img.Name, img); } // Add some internal resources if(!internalsprites.ContainsKey("nothing")) { ImageData img = new ResourceImage("CodeImp.DoomBuilder.Resources.Nothing.png"); img.LoadImage(); img.AllowUnload = false; internalsprites.Add("nothing", img); } if(!internalsprites.ContainsKey("unknownthing")) { ImageData img = new ResourceImage("CodeImp.DoomBuilder.Resources.UnknownThing.png"); img.LoadImage(); img.AllowUnload = false; internalsprites.Add("unknownthing", img); } } // This returns an image by long public ImageData GetSpriteImage(string name) { // Is this referring to an internal sprite image? if((name.Length > INTERNAL_PREFIX.Length) && name.ToLowerInvariant().StartsWith(INTERNAL_PREFIX)) { // Get the internal sprite string internalname = name.Substring(INTERNAL_PREFIX.Length).ToLowerInvariant(); if(internalsprites.ContainsKey(internalname)) { return internalsprites[internalname]; } else { return new UnknownImage(Properties.Resources.UnknownImage); } } else { // Get the long name long longname = Lump.MakeLongName(name); // Sprite already loaded? if(sprites.ContainsKey(longname)) { // Return exiting sprite return sprites[longname]; } else { Stream spritedata = null; // 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 SpriteImage image = new SpriteImage(name); // Add to collection sprites.Add(longname, image); // Return result return image; } else { // Return null image return new UnknownImage(Properties.Resources.UnknownImage); } } } } #endregion #region ================== Things // This loads the things from Decorate private int LoadDecorateThings() { int counter = 0; // Create new parser decorate = new DecorateParser(); decorate.OnInclude = LoadDecorateFromLocation; invalidDecorateActors = new List(); //mxd // Only load these when the game configuration supports the use of decorate if(!string.IsNullOrEmpty(General.Map.Config.DecorateGames)) { // Go for all opened containers foreach(DataReader dr in containers) { // Load Decorate info cumulatively (the last Decorate is added to the previous) // I'm not sure if this is the right thing to do though. currentreader = dr; List decostreams = dr.GetDecorateData("DECORATE"); foreach(Stream decodata in decostreams) { // Parse the data decodata.Seek(0, SeekOrigin.Begin); decorate.Parse(decodata, "DECORATE"); // Check for errors if(decorate.HasError) { General.ErrorLogger.Add(ErrorType.Error, "Unable to parse DECORATE data from location " + dr.Location.location + ". " + decorate.ErrorDescription + " on line " + decorate.ErrorLine + " in '" + decorate.ErrorSource + "'"); break; } } } currentreader = null; if(!decorate.HasError) { // Go for all actors in the decorate to make things or update things foreach(ActorStructure actor in decorate.Actors) { // Check if we want to add this actor if(actor.DoomEdNum > 0) { string catname = actor.GetPropertyAllValues("$category").ToLowerInvariant(); if(string.IsNullOrEmpty(catname.Trim())) catname = "decorate"; // Check if we can find this thing in our existing collection if(thingtypes.ContainsKey(actor.DoomEdNum)) { // Update the thing thingtypes[actor.DoomEdNum].ModifyByDecorateActor(actor); } else { // Find the category to put the actor in // First search by Title, then search by Name ThingCategory cat = null; foreach(ThingCategory c in thingcategories) { if(c.Title.ToLowerInvariant() == catname) cat = c; } if(cat == null) { foreach(ThingCategory c in thingcategories) { if(c.Name.ToLowerInvariant() == catname) cat = c; } } // Make the category if needed if(cat == null) { string catfullname = actor.GetPropertyAllValues("$category"); if(string.IsNullOrEmpty(catfullname.Trim())) catfullname = "Decorate"; cat = new ThingCategory(catname, catfullname); thingcategories.Add(cat); } // Add new thing ThingTypeInfo t = new ThingTypeInfo(cat, actor); cat.AddThing(t); thingtypes.Add(t.Index, t); } // Count counter++; } else //mxd { if(!invalidDecorateActors.Contains(actor.ClassName)) invalidDecorateActors.Add(actor.ClassName); } } } } // Output info return counter; } // This loads Decorate data from a specific file or lump name private void LoadDecorateFromLocation(DecorateParser parser, string location) { //General.WriteLogLine("Including DECORATE resource '" + location + "'..."); List decostreams = currentreader.GetDecorateData(location); foreach(Stream decodata in decostreams) { // Parse this data parser.Parse(decodata, location); } } // This gets thing information by index public ThingTypeInfo GetThingInfo(int thingtype) { // Index in config? if(thingtypes.ContainsKey(thingtype)) { // Return from config return thingtypes[thingtype]; } else { // Create unknown thing info return new ThingTypeInfo(thingtype); } } // This gets thing information by index // Returns null when thing type info could not be found public ThingTypeInfo GetThingInfoEx(int thingtype) { // Index in config? if(thingtypes.ContainsKey(thingtype)) { // Return from config return thingtypes[thingtype]; } else { // No such thing type known return null; } } #endregion #region ================== Modeldef, Gldefs, Mapinfo and models loading //mxd public void LoadModels() { General.MainWindow.DisplayStatus(StatusType.Busy, "Loading models..."); foreach (Thing t in General.Map.Map.Things) t.IsModel = LoadModelForThing(t); General.MainWindow.RedrawDisplay(); } //mxd public bool LoadModelForThing(Thing t) { if (modeldefEntries.ContainsKey(t.Type)) { if (modeldefEntries[t.Type].Model == null) { //load models and textures ModeldefEntry mde = modeldefEntries[t.Type]; //create models ModelReader.Load(ref mde, containers, General.Map.Graphics.Device); if (mde.Model != null) { return true; } else { modeldefEntries.Remove(t.Type); return false; } } return true; } return false; } //mxd. This creates dictionary. Should be called after all DECORATE actors are parsed private Dictionary createActorsByClassList() { Dictionary actors = new Dictionary(); Dictionary things = General.Map.Config.GetThingTypes(); //read our new shiny ClassNames for default game things foreach (KeyValuePair ti in things) { if (ti.Value.ClassName != null) actors.Add(ti.Value.ClassName, ti.Key); } //and for actors defined in DECORATE ICollection ac = decorate.Actors; foreach (ActorStructure actor in ac) { string className = actor.ClassName.ToLower(); if (!actors.ContainsKey(className)) actors.Add(className, actor.DoomEdNum); } return actors; } //mxd public void ReloadModeldef() { if (modeldefEntries != null) { foreach (KeyValuePair group in modeldefEntries) group.Value.Dispose(); } General.MainWindow.DisplayStatus(StatusType.Busy, "Reloading model definitions..."); loadModeldefs(createActorsByClassList()); LoadModels(); //rebuild geometry if in Visual mode if (General.Editing.Mode != null && General.Editing.Mode.GetType().Name == "BaseVisualMode") { General.Editing.Mode.OnReloadResources(); } General.MainWindow.DisplayReady(); } //mxd public void ReloadGldefs() { General.MainWindow.DisplayStatus(StatusType.Busy, "Reloading GLDEFS..."); loadGldefs(createActorsByClassList(), false); //rebuild geometry if in Visual mode if (General.Editing.Mode != null && General.Editing.Mode.GetType().Name == "BaseVisualMode") { General.Editing.Mode.OnReloadResources(); } General.MainWindow.DisplayReady(); } //mxd public void ReloadMapInfo() { General.MainWindow.DisplayStatus(StatusType.Busy, "Reloading (Z)MAPINFO..."); loadMapInfo(); //rebuild geometry if in Visual mode if (General.Editing.Mode != null && General.Editing.Mode.GetType().Name == "BaseVisualMode") { General.Editing.Mode.OnReloadResources(); } General.MainWindow.DisplayReady(); } //mxd. This parses modeldefs. Should be called after all DECORATE actors are parsed and actorsByClass dictionary created private void loadModeldefs(Dictionary actorsByClass) { modeldefEntries = new Dictionary(); //create it in all cases, so we don't have to check if it's null every time we need to access it //if no actors defined in DECORATE or game config... if (actorsByClass == null || actorsByClass.Count == 0) { General.ErrorLogger.Add(ErrorType.Warning, "Warning: current game has no Actors!"); return; } foreach(Thing t in General.Map.Map.Things) t.IsModel = false; //drop model flag Dictionary modelDefEntriesByName = new Dictionary(); ModeldefParser mdeParser = new ModeldefParser(); foreach (DataReader dr in containers) { currentreader = dr; Dictionary streams = dr.GetModeldefData(); foreach (KeyValuePair group in streams) { // Parse the data if (mdeParser.Parse(group.Value, currentreader.Location.location + "\\" + group.Key)) { foreach (KeyValuePair g in mdeParser.ModelDefEntries) { modelDefEntriesByName.Add(g.Key, g.Value); } } } } currentreader = null; foreach (KeyValuePair e in modelDefEntriesByName) { if (actorsByClass.ContainsKey(e.Key)) modeldefEntries[actorsByClass[e.Key]] = modelDefEntriesByName[e.Key]; else if(!invalidDecorateActors.Contains(e.Key)) General.ErrorLogger.Add(ErrorType.Warning, "Got MODELDEF override for class '" + e.Key + "', but haven't found such class in Decorate"); } } //mxd. This parses gldefs. Should be called after all DECORATE actors are parsed and actorsByClass dictionary created private void loadGldefs(Dictionary actorsByClass, bool loadDefaultDefinitions) { gldefsEntries = new Dictionary();//create it in all cases, so we don't have to check if it's null every time we need to access it //if no actors defined in DECORATE or game config... if (actorsByClass == null || actorsByClass.Count == 0) { General.ErrorLogger.Add(ErrorType.Warning, "Warning: current game has no Actors!"); return; } GldefsParser parser = new GldefsParser(); parser.OnInclude = loadGldefsFromLocation; //load default GZDoom gldefs for current game if(loadDefaultDefinitions) { if(General.Map.Config.GameType != GameType.UNKNOWN) { string defaultGldefsPath = Gldefs.GLDEFS_LUMPS_PER_GAME[(int)General.Map.Config.GameType].ToLowerInvariant() + ".txt"; defaultGldefsPath = Path.Combine(Path.Combine(General.AppPath, "Gldefs"), defaultGldefsPath); if(File.Exists(defaultGldefsPath)) { StreamReader s = File.OpenText(defaultGldefsPath); parser.Parse(s.BaseStream, defaultGldefsPath); } else { General.ErrorLogger.Add(ErrorType.Warning, "Unable to load default GLDEFS for current game: unable to load file '" + defaultGldefsPath + "'"); } } else { General.ErrorLogger.Add(ErrorType.Warning, "Default GLDEFS for current game not loaded: game type is unknown."); } } //load gldefs from resources foreach (DataReader dr in containers) { currentreader = dr; Dictionary streams = dr.GetGldefsData(General.Map.Config.GameType); foreach (KeyValuePair group in streams) parser.Parse(group.Value, group.Key); } //create gldefsEntries dictionary foreach (KeyValuePair e in parser.Objects) { //ClassName, Light name //if we have decorate actor and light definition for given ClassName... if (actorsByClass.ContainsKey(e.Key) && parser.LightsByName.ContainsKey(e.Value)) { int thingType = actorsByClass[e.Key]; if (gldefsEntries.ContainsKey(thingType)) { gldefsEntries[thingType] = parser.LightsByName[e.Value]; }else{ gldefsEntries.Add(thingType, parser.LightsByName[e.Value]); } } else if(!invalidDecorateActors.Contains(e.Key)) { General.ErrorLogger.Add(ErrorType.Warning, "Got GLDEFS light for class '" + e.Key + "', but haven't found such class in Decorate"); } } } //mxd. This loads (Z)MAPINFO private void loadMapInfo() { MapinfoParser parser = new MapinfoParser(); foreach (DataReader dr in containers) { currentreader = dr; Dictionary streams = dr.GetMapinfoData(); foreach (KeyValuePair group in streams) { // Parse the data parser.Parse(group.Value, Path.Combine(currentreader.Location.location, group.Key), General.Map.Options.LevelName); } } currentreader = null; if (parser.MapInfo != null) mapInfo = parser.MapInfo; else mapInfo = new MapInfo(); } private void loadGldefsFromLocation(GldefsParser parser, string location) { Dictionary streams = currentreader.GetGldefsData(location); foreach (KeyValuePair group in streams) parser.Parse(group.Value, group.Key); } //mxd internal MemoryStream LoadFile(string name) { foreach (DataReader dr in containers) { if (dr.FileExists(name)) return dr.LoadFile(name); } return null; } #endregion #region ================== Tools // This finds the first IWAD resource // Returns false when not found public 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; } } // This returns the long name for a string public long GetLongImageName(string name) { return Lump.MakeLongName(name); } #endregion } }