#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.Windows.Forms; using System.IO; using System.Reflection; using CodeImp.DoomBuilder.Interface; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Geometry; using System.Runtime.InteropServices; using CodeImp.DoomBuilder.Controls; #endregion namespace CodeImp.DoomBuilder { internal static class General { #region ================== API Declarations [DllImport("user32.dll")] public static extern int LockWindowUpdate(IntPtr hwnd); [DllImport("kernel32.dll", EntryPoint="RtlZeroMemory", SetLastError=false)] public static extern void ZeroMemory(IntPtr dest, int size); [DllImport("kernel32.dll", EntryPoint = "RtlMoveMemory", SetLastError = false)] internal static extern unsafe void CopyMemory(void* dst, void* src, UIntPtr length); [DllImport("kernel32.dll", SetLastError = true)] internal static unsafe extern void* VirtualAlloc(IntPtr lpAddress, UIntPtr dwSize, uint flAllocationType, uint flProtect); [DllImport("kernel32.dll", SetLastError = true)] [return: MarshalAs(UnmanagedType.Bool)] internal static unsafe extern bool VirtualFree(void* lpAddress, UIntPtr dwSize, uint dwFreeType); #endregion #region ================== Constants // Memory APIs public const uint MEM_COMMIT = 0x1000; public const uint MEM_RESERVE = 0x2000; public const uint MEM_DECOMMIT = 0x4000; public const uint MEM_RELEASE = 0x8000; public const uint MEM_RESET = 0x80000; public const uint MEM_TOP_DOWN = 0x100000; public const uint MEM_PHYSICAL = 0x400000; public const uint PAGE_NOACCESS = 0x01; public const uint PAGE_READONLY = 0x02; public const uint PAGE_READWRITE = 0x04; public const uint PAGE_WRITECOPY = 0x08; public const uint PAGE_EXECUTE = 0x10; public const uint PAGE_EXECUTE_READ = 0x20; public const uint PAGE_EXECUTE_READWRITE = 0x40; public const uint PAGE_EXECUTE_WRITECOPY = 0x80; public const uint PAGE_GUARD = 0x100; public const uint PAGE_NOCACHE = 0x200; public const uint PAGE_WRITECOMBINE = 0x400; // Files and Folders private const string SETTINGS_CONFIG_FILE = "Builder.cfg"; private const string GAME_CONFIGS_DIR = "Configurations"; private const string COMPILERS_DIR = "Compilers"; #endregion #region ================== Variables // Files and Folders private static string apppath; private static string temppath; private static string configspath; private static string compilerspath; // Main objects private static Assembly thisasm; private static MainForm mainwindow; private static Configuration settings; private static MapManager map; private static ActionManager actions; // Configurations private static List configs; private static List nodebuilders; #endregion #region ================== Properties public static Assembly ThisAssembly { get { return thisasm; } } public static string AppPath { get { return apppath; } } public static string TempPath { get { return temppath; } } public static string ConfigsPath { get { return configspath; } } public static string CompilersPath { get { return compilerspath; } } public static MainForm MainWindow { get { return mainwindow; } } public static Configuration Settings { get { return settings; } } public static List Configs { get { return configs; } } public static List Nodebuilders { get { return nodebuilders; } } public static MapManager Map { get { return map; } } public static ActionManager Actions { get { return actions; } } #endregion #region ================== Configurations // This returns the game configuration info by filename public static ConfigurationInfo GetConfigurationInfo(string filename) { // Go for all config infos foreach(ConfigurationInfo ci in configs) { // Check if filename matches if(string.Compare(Path.GetFileNameWithoutExtension(ci.Filename), Path.GetFileNameWithoutExtension(filename), true) == 0) { // Return this info return ci; } } // None found return null; } // 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; } // Check if this is a Doom Builder 2 config else if(cfg.ReadSetting("type", "") != "Doom Builder 2 Game Configuration") { // Old configuration MessageBox.Show(mainwindow, "Unable to load the game configuration file \"" + filename + "\".\n" + "This configuration is not a Doom Builder 2 game configuration.", 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..."); // Make array configs = new List(); // Go for all cfg 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(Path.GetFileName(filepath)); if(cfg != null) { // Get name and filename name = cfg.ReadSetting("game", ""); fullfilename = Path.GetFileName(filepath); // Add to lists configs.Add(new ConfigurationInfo(name, fullfilename)); } } // Sort the configurations list configs.Sort(); } // This finds all nodebuilder configurations private static void FindNodebuilderConfigurations() { Configuration cfg; string[] filenames; // Display status mainwindow.DisplayStatus("Loading nodebuilder configurations..."); // Make array nodebuilders = new List(); // Go for all cfg files in the compilers directory filenames = Directory.GetFiles(compilerspath, "*.cfg", SearchOption.TopDirectoryOnly); foreach(string filepath in filenames) { try { // Try loading the configuration cfg = new Configuration(filepath, true); // Check for erors if(cfg.ErrorResult != 0) { // Error in configuration MessageBox.Show(mainwindow, "Unable to load the nodebuilder configuration file \"" + filepath + "\".\n" + "Error near line " + cfg.ErrorLine + ": " + cfg.ErrorDescription, Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Error); } else { // Make nodebuilder info nodebuilders.Add(new NodebuilderInfo(cfg)); } } catch(Exception) { // Unable to load configuration MessageBox.Show(mainwindow, "Unable to load the nodebuilder configuration file \"" + filepath + "\".", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Error); } } // Sort the configurations list configs.Sort(); } #endregion #region ================== Startup // Main program entry [STAThread] public static void Main(string[] args) { Uri localpath; // Get a reference to this assembly thisasm = Assembly.GetExecutingAssembly(); // Find application path localpath = new Uri(Path.GetDirectoryName(thisasm.GetName().CodeBase)); apppath = Uri.UnescapeDataString(localpath.AbsolutePath); // Setup directories temppath = Path.GetTempPath(); configspath = Path.Combine(apppath, GAME_CONFIGS_DIR); compilerspath = Path.Combine(apppath, COMPILERS_DIR); // 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), true); // Create action manager actions = new ActionManager(); // Bind static methods to actions ActionAttribute.BindMethods(typeof(General)); // Create main window mainwindow = new MainForm(); mainwindow.UpdateMenus(); // Show main window mainwindow.Show(); mainwindow.Update(); // Load game configurations FindGameConfigurations(); // Load nodebuilder configurations FindNodebuilderConfigurations(); // Run application from the main window mainwindow.DisplayReady(); Application.Run(mainwindow); } #endregion #region ================== Terminate // This terminates the program public static void Terminate() { // Unbind static methods from actions ActionAttribute.UnbindMethods(typeof(General)); // Clean up mainwindow.Dispose(); actions.Dispose(); // Save game configuration settings foreach(ConfigurationInfo ci in configs) ci.SaveSettings(); // Save settings configuration settings.SaveConfiguration(Path.Combine(apppath, SETTINGS_CONFIG_FILE)); // Application ends here and now Application.Exit(); } #endregion #region ================== Management // This creates a new map [Action(Action.NEWMAP)] public static void NewMap() { MapOptions newoptions = new MapOptions(); MapOptionsForm optionswindow; // Ask the user to save changes (if any) if(General.AskSaveMap()) { // Open map options dialog optionswindow = new MapOptionsForm(newoptions); if(optionswindow.ShowDialog(mainwindow) == DialogResult.OK) { // Display status mainwindow.DisplayStatus("Creating new map..."); // Clear the display mainwindow.ClearDisplay(); // Trash the current map, if any if(map != null) map.Dispose(); // Create map manager with given options map = new MapManager(); if(map.InitializeNewMap(newoptions)) { // Done mainwindow.UpdateMenus(); mainwindow.DisplayReady(); } else { // Unable to create map manager map.Dispose(); map = null; // Show splash logo on display mainwindow.ShowSplashDisplay(); // Failed mainwindow.UpdateMenus(); mainwindow.DisplayReady(); } } } } // This closes the current map [Action(Action.CLOSEMAP)] public static void CloseMap() { // Ask the user to save changes (if any) if(General.AskSaveMap()) { // Display status mainwindow.DisplayStatus("Closing map..."); // Trash the current map if(map != null) map.Dispose(); map = null; // Show splash logo on display mainwindow.ShowSplashDisplay(); // Done mainwindow.UpdateMenus(); mainwindow.DisplayReady(); } } // This loads a map from file [Action(Action.OPENMAP)] public static void OpenMap() { OpenFileDialog openfile; OpenMapOptionsForm openmapwindow; // Ask the user to save changes (if any) if(General.AskSaveMap()) { // Open map file dialog openfile = new OpenFileDialog(); openfile.Filter = "Doom WAD Files (*.wad)|*.wad"; openfile.Title = "Open Map"; if(openfile.ShowDialog(mainwindow) == DialogResult.OK) { // Update main window mainwindow.Update(); // Open map options dialog openmapwindow = new OpenMapOptionsForm(openfile.FileName); if(openmapwindow.ShowDialog(mainwindow) == DialogResult.OK) { // Display status mainwindow.DisplayStatus("Opening map file..."); // Clear the display mainwindow.ClearDisplay(); // Trash the current map, if any if(map != null) map.Dispose(); // Create map manager with given options map = new MapManager(); if(map.InitializeOpenMap(openfile.FileName, openmapwindow.Options)) { // Done mainwindow.UpdateMenus(); mainwindow.DisplayReady(); } else { // Unable to create map manager map.Dispose(); map = null; // Show splash logo on display mainwindow.ShowSplashDisplay(); // Failed mainwindow.UpdateMenus(); mainwindow.DisplayReady(); } } } } } // This asks to save the map if needed // Returns false when action was cancelled public static bool AskSaveMap() { DialogResult result; // 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; } } // Continue return true; } #endregion #region ================== Tools // This returns a unique temp filename public static string MakeTempFilename() { string filename; string chars = "abcdefghijklmnopqrstuvwxyz1234567890"; Random rnd = new Random(); int i; do { // Generate a filename filename = ""; for(i = 0; i < 8; i++) filename += chars[rnd.Next(chars.Length)]; filename = Path.Combine(temppath, filename + ".tmp"); } // Continue while file is not unique while(File.Exists(filename)); // Return the filename return filename; } #endregion } }