#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; #endregion namespace CodeImp.DoomBuilder.Data { public sealed class DataManager : IDisposable { #region ================== Constants #endregion #region ================== Variables // Data containers private List containers; // Palette private Playpal palette; // Textures private Dictionary textures; // Flats private Dictionary flats; // Sprites private Dictionary sprites; // Background loading private Thread backgroundloader; // Disposing private bool isdisposed = false; #endregion #region ================== Properties public Playpal Palette { get { return palette; } } public ICollection Textures { get { return textures.Values; } } public ICollection Flats { get { return flats.Values; } } public bool IsDisposed { get { return isdisposed; } } public bool IsLoading { get { return (backgroundloader != null) && backgroundloader.IsAlive; } } #endregion #region ================== Constructor / Disposer // Constructor public DataManager() { // We have no destructor GC.SuppressFinalize(this); } // Disposer public void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up Unload(); // Done isdisposed = true; } } #endregion #region ================== Loading / Unloading // This loads all data resources public void Load(DataLocationList configlist, DataLocationList maplist, DataLocation maplocation) { DataLocationList all = DataLocationList.Combined(configlist, maplist); all.Add(maplocation); Load(all); } // This loads all data resources public void Load(DataLocationList configlist, DataLocationList maplist) { DataLocationList all = DataLocationList.Combined(configlist, maplist); Load(all); } // This loads all data resources public void Load(DataLocationList locations) { DataReader c; // Create collections containers = new List(); textures = new Dictionary(); flats = new Dictionary(); sprites = new Dictionary(); // 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 General.WriteLogLine("Loading PLAYPAL palette..."); LoadPalette(); General.WriteLogLine("Loading textures..."); LoadTextures(); General.WriteLogLine("Loading flats..."); LoadFlats(); General.WriteLogLine("Loading sprites..."); LoadSprites(); // Start background loading StartBackgroundLoader(); } // This unloads all data public void Unload() { // Stop background loader StopBackgroundLoader(); // 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(); } #endregion #region ================== Suspend / Resume // This suspends data resources public 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 public 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 = "BackgroundLoader"; backgroundloader.Priority = ThreadPriority.Lowest; backgroundloader.Start(); } // This stops background loading private void StopBackgroundLoader() { General.WriteLogLine("Stopping background resource loading..."); if(backgroundloader != null) { // Stop the thread and wait for it to end backgroundloader.Interrupt(); backgroundloader.Join(); // Done backgroundloader = null; } } // The background loader private void BackgroundLoad() { int starttime = General.Clock.GetCurrentTime(); int deltatime; try { // Load all lists LoadImagesList(textures); LoadImagesList(flats); LoadImagesList(sprites); } catch(ThreadInterruptedException) { return; } // Done deltatime = General.Clock.GetCurrentTime() - starttime; General.WriteLogLine("Background resource loading completed in " + deltatime + "ms"); General.WriteLogLine("Loaded " + textures.Count + " textures, " + flats.Count + " flats, " + sprites.Count + " sprites"); backgroundloader = null; General.MainWindow.UpdateStatusIcon(); } // This loads a list of ImageData private void LoadImagesList(Dictionary list) { Dictionary.Enumerator walker; bool moveresult = false; bool interrupted = false; do { // Get enumerator lock(list) { walker = list.GetEnumerator(); moveresult = walker.MoveNext(); } // Continue until at end of list while(moveresult) { lock(list) { // Load image walker.Current.Value.LoadImage(); //walker.Current.Value.CreateTexture(); // Impossible from different thread } // Wait a bit Thread.Sleep(1); lock(list) { try { // Move to next item moveresult = walker.MoveNext(); } catch(InvalidOperationException) { // List was modified, restart! interrupted = true; break; } } } } while(interrupted); } #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; } } #endregion #region ================== Textures // This loads the textures private void LoadTextures() { ICollection images; PatchNames pnames = new PatchNames(); PatchNames newpnames; // 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 textures.Remove(img.LongName); textures.Add(img.LongName, img); // Also add as flat when using mixed resources if(General.Map.Config.MixTexturesFlats) { flats.Remove(img.LongName); flats.Add(img.LongName, img); } } } } } // This returns a specific patch stream public 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) { lock(textures) { // Does this texture exist? if(textures.ContainsKey(longname)) { // Return texture return textures[longname]; } else { // Return null image return new NullImage(); } } } // 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 void LoadFlats() { ICollection images; // 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 flats.Remove(img.LongName); flats.Add(img.LongName, img); // Also add as texture when using mixed resources if(General.Map.Config.MixTexturesFlats) { textures.Remove(img.LongName); textures.Add(img.LongName, img); } } } } } // This returns a specific flat stream public 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) { lock(flats) { // Does this flat exist? if(flats.ContainsKey(longname)) { // Return flat return flats[longname]; } else { // Return null image return new NullImage(); } } } // 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 void 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); } } } } // This returns an image by long public ImageData GetSpriteImage(string name) { Stream spritedata = null; long longname = Lump.MakeLongName(name); SpriteImage image; lock(sprites) { // 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(); } } } } // 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 } }