#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.Generic; using System.Windows.Forms; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Data; using CodeImp.DoomBuilder.IO; using System.IO; using CodeImp.DoomBuilder.Config; #endregion namespace CodeImp.DoomBuilder.Windows { internal partial class MapOptionsForm : DelayedForm { // Variables private readonly MapOptions options; private readonly bool newmap; private string previousdefaultmaplumpname; //mxd // Properties public MapOptions Options { get { return options; } } // Constructor public MapOptionsForm(MapOptions options, bool newmap) { this.newmap = newmap; // Initialize InitializeComponent(); // Keep settings this.options = options; //mxd. Go for all enabled configurations for(int i = 0; i < General.Configs.Count; i++) { //mxd. No disabled configs here if(!General.Configs[i].Enabled) continue; // Add config name to list int index = config.Items.Add(General.Configs[i]); //mxd. if(newmap && !string.IsNullOrEmpty(General.Settings.LastUsedConfigName) && General.Configs[i].Name == General.Settings.LastUsedConfigName) { // Select this item config.SelectedIndex = index; } // Is this configuration currently selected? else if(string.Compare(General.Configs[i].Filename, options.ConfigFile, true) == 0) // Is this configuration currently selected? { // Select this item config.SelectedIndex = index; } } //mxd. No dice? Check disabled ones if(config.SelectedIndex == -1) { for(int i = 0; i < General.Configs.Count; i++) { //No enabled configs here if(General.Configs[i].Enabled) continue; if((newmap && !string.IsNullOrEmpty(General.Settings.LastUsedConfigName) && General.Configs[i].Name == General.Settings.LastUsedConfigName) || string.Compare(General.Configs[i].Filename, options.ConfigFile, true) == 0) { //Add and select this item config.SelectedIndex = config.Items.Add(General.Configs[i]); break; } } } //mxd. Still better than nothing :) if(config.SelectedIndex == -1 && config.Items.Count > 0) config.SelectedIndex = 0; //mxd if(General.Map != null) datalocations.StartPath = General.Map.FilePathName; //mxd. Set script compiler if (config.SelectedIndex != -1) { ConfigurationInfo ci = config.SelectedItem as ConfigurationInfo; foreach(KeyValuePair group in General.CompiledScriptConfigs) { scriptcompiler.Items.Add(group.Value); if(group.Key == options.ScriptCompiler) scriptcompiler.SelectedIndex = scriptcompiler.Items.Count - 1; } //Nothing selected? Let's try default one form the game configuration, if we have any if(scriptcompiler.SelectedIndex == -1 && !string.IsNullOrEmpty(ci.DefaultScriptCompiler)) { int cfgindex = 0; foreach(KeyValuePair group in General.CompiledScriptConfigs) { if(group.Key == ci.DefaultScriptCompiler) { scriptcompiler.SelectedIndex = cfgindex; break; } cfgindex++; } } if(General.CompiledScriptConfigs.Count == 0 || string.IsNullOrEmpty(ci.DefaultScriptCompiler)) { scriptcompiler.Enabled = false; scriptcompilerlabel.Enabled = false; } else if (scriptcompiler.SelectedIndex == -1 && scriptcompiler.Items.Count > 0) { scriptcompiler.SelectedIndex = 0; } } // Set the level name if (!string.IsNullOrEmpty(options.CurrentName)) levelname.Text = options.CurrentName; //mxd // Set strict patches loading strictpatches.Checked = options.StrictPatches; // Fill the resources list datalocations.EditResourceLocationList(options.Resources); } // OK clicked private void apply_Click(object sender, EventArgs e) { // Configuration selected? if(config.SelectedIndex == -1) { // Select a configuration! MessageBox.Show(this, "Please select a game configuration to use for editing your map.", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Warning); config.Focus(); return; } // Level name empty? if(levelname.Text.Length == 0) { // Enter a level name! MessageBox.Show(this, "Please enter a level name for your map.", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Warning); levelname.Focus(); return; } // Collect information ConfigurationInfo configinfo = config.SelectedItem as ConfigurationInfo; //mxd DataLocationList locations = datalocations.GetResources(); //mxd. Level name will fuck things up horribly? if(!configinfo.ValidateMapName(levelname.Text.ToUpperInvariant())) { // Enter a different level name! MessageBox.Show(this, "Chosen map name conflicts with a lump name defined for current map format.\n", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Warning); levelname.Focus(); return; } // Resources are valid? (mxd) if(!datalocations.ResourcesAreValid()) { MessageBox.Show(this, "Cannot " + (newmap ? "create map" : "change map settings") + ": at least one resource doesn't exist!", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Warning); datalocations.Focus(); return; } // When making a new map, check if we should warn the user for missing resources if(newmap) { General.Settings.LastUsedConfigName = configinfo.Name; //mxd if((locations.Count == 0) && (configinfo.Resources.Count == 0) && MessageBox.Show(this, "You are about to make a map without selecting any resources. Textures, flats and " + "sprites may not be shown correctly or may not show up at all. Do you want to continue?", Application.ProductName, MessageBoxButtons.YesNo, MessageBoxIcon.Warning, MessageBoxDefaultButton.Button2) == DialogResult.No) { return; } } // Next checks are only for maps that are already opened if(!newmap) { // Now we check if the map name the user has given does already exist in the source WAD file // We have to warn the user about that, because it would create a level name conflict in the WAD // Level name changed and the map exists in a source wad? if((levelname.Text != options.CurrentName) && (General.Map != null) && (General.Map.FilePathName != "") && File.Exists(General.Map.FilePathName)) { // Open the source wad file to check for conflicting name WAD sourcewad = new WAD(General.Map.FilePathName, true); bool conflictingname = (sourcewad.FindLumpIndex(levelname.Text) > -1); sourcewad.Dispose(); // Names conflict? if(conflictingname) { // Show warning! if(General.ShowWarningMessage("The map name \"" + levelname.Text + "\" is already in use by another map or data lump in the source WAD file. Saving your map with this name will cause conflicting data lumps in the WAD file. Do you want to continue?", MessageBoxButtons.YesNo, MessageBoxDefaultButton.Button2) == DialogResult.No) { return; } } } // When the user changed the configuration to one that has a different read/write interface, // we have to warn the user that the map may not be compatible. // Configuration changed? if((options.ConfigFile != "") && (configinfo.Filename != options.ConfigFile)) { // Check if the config uses a different IO interface if(configinfo.Configuration.ReadSetting("formatinterface", "") != General.Map.Config.FormatInterface) { // Warn the user about IO interface change if(General.ShowWarningMessage("The game configuration you selected uses a different file format than your current map. Because your map was not designed for this format it may cause the map to work incorrectly in the game. Do you want to continue?", MessageBoxButtons.YesNo, MessageBoxDefaultButton.Button2) == DialogResult.No) { // Reset to old configuration for(int i = 0; i < config.Items.Count; i++) { // Is this configuration the old config? if(string.Compare((config.Items[i] as ConfigurationInfo).Filename, options.ConfigFile, true) == 0) { // Select this item config.SelectedIndex = i; } } return; } //mxd. Otherwise map data won't be saved if a user decides to save the map right after converting to new map format General.Map.IsChanged = true; } } } // Apply changes options.ClearResources(); options.ConfigFile = (config.SelectedItem as ConfigurationInfo).Filename; //mxd options.CurrentName = levelname.Text.Trim().ToUpper(); options.StrictPatches = strictpatches.Checked; options.CopyResources(datalocations.GetResources()); //mxd. Store script compiler if(scriptcompiler.Enabled && scriptcompiler.SelectedIndex > -1) { ScriptConfiguration scriptcfg = scriptcompiler.SelectedItem as ScriptConfiguration; foreach(KeyValuePair group in General.CompiledScriptConfigs) { if(group.Value == scriptcfg) { options.ScriptCompiler = group.Key; break; } } } //mxd. Use long texture names? if(longtexturenames.Enabled) options.UseLongTextureNames = longtexturenames.Checked; // Hide window this.DialogResult = DialogResult.OK; this.Close(); } // Cancel clicked private void cancel_Click(object sender, EventArgs e) { // Just hide window this.DialogResult = DialogResult.Cancel; this.Close(); } // Game configuration chosen private void config_SelectedIndexChanged(object sender, EventArgs e) { // Anything selected? if(config.SelectedIndex < 0) return; // Get the info ConfigurationInfo ci = config.SelectedItem as ConfigurationInfo; // No lump name in the name field? if(levelname.Text.Trim().Length == 0 || levelname.Text.Trim() == previousdefaultmaplumpname) { // Get default lump name from configuration levelname.Text = ci.DefaultLumpName; examplelabel.Text = ci.DefaultLumpName; //mxd } //mxd bool enablescriptcompiler = !string.IsNullOrEmpty(ci.DefaultScriptCompiler); scriptcompiler.Enabled = enablescriptcompiler; scriptcompilerlabel.Enabled = enablescriptcompiler; previousdefaultmaplumpname = ci.DefaultLumpName; //mxd. Select default script compiler for this game configuration if(scriptcompiler.Enabled) { if(General.CompiledScriptConfigs.ContainsKey(ci.DefaultScriptCompiler)) scriptcompiler.SelectedItem = General.CompiledScriptConfigs[ci.DefaultScriptCompiler]; } else { scriptcompiler.SelectedIndex = -1; } // Show resources datalocations.FixedResourceLocationList(ci.Resources); // Update long texture names checkbox (mxd) longtexturenames.Enabled = ci.Configuration.ReadSetting("longtexturenames", false); longtexturenames.Checked = longtexturenames.Enabled && options.UseLongTextureNames; } // When keys are pressed in the level name field private void levelname_KeyPress(object sender, KeyPressEventArgs e) { string allowedchars = Lump.MAP_LUMP_NAME_CHARS + Lump.MAP_LUMP_NAME_CHARS.ToLowerInvariant() + "\b"; // Check if key is not allowed if(allowedchars.IndexOf(e.KeyChar) == -1) { // Cancel this e.Handled = true; } } // Help private void MapOptionsForm_HelpRequested(object sender, HelpEventArgs hlpevent) { General.ShowHelp("w_mapoptions.html"); hlpevent.Handled = true; } } }