#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 { #region ================== Constants #endregion #region ================== Variables // Data containers private List containers; // Palette private Playpal palette; // Textures private Dictionary textures; private List texturenames; // Flats private Dictionary flats; private List flatnames; // Sprites private Dictionary sprites; // Background loading private LinkedList loadlist; private Thread backgroundloader; // Special images private ImageData missingtexture3d; // 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 List TextureNames { get { return texturenames; } } public List FlatNames { get { return flatnames; } } public bool IsDisposed { get { return isdisposed; } } public ImageData MissingTexture3D { get { return missingtexture3d; } } public bool IsLoading { get { if(loadlist != null) { return (backgroundloader != null) && backgroundloader.IsAlive && (loadlist.Count > 0); } 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(); } // Disposer internal void Dispose() { // Not already disposed? if(!isdisposed) { // Clean up Unload(); missingtexture3d.Dispose(); missingtexture3d = 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(); loadlist = new LinkedList(); // 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(); // 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 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; loadlist = 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 = "BackgroundLoader"; backgroundloader.Priority = ThreadPriority.Lowest; backgroundloader.Start(); } // This stops background loading private void StopBackgroundLoader() { LinkedListNode n; 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 n = loadlist.First; while(n != null) { n.Value.LoadState = ImageData.LOADSTATE_NONE; n.Value.LoadingTicket = null; n = n.Next; } loadlist.Clear(); // Done backgroundloader = null; General.MainWindow.UpdateStatusIcon(); } } // The background loader private void BackgroundLoad() { try { do { // Get next item ImageData image = null; lock(loadlist) { // Anything to do? if(loadlist.Count > 0) { // Fetch image image = loadlist.First.Value; image.LoadingTicket = null; loadlist.RemoveFirst(); // Load or unload this image? switch(image.LoadState) { // Load image case ImageData.LOADSTATE_LOAD: image.LoadImage(); //image.CreateTexture(); // Impossible from different thread break; // Unload image case ImageData.LOADSTATE_TRASH: image.UnloadImage(); break; } } } // Did we do something? if(image != null) { // Wait a bit and update icon General.MainWindow.UpdateStatusIcon(); Thread.Sleep(1); } else { // Wait longer to release CPU resources Thread.Sleep(50); } } while(true); } catch(ThreadInterruptedException) { return; } } // This adds an image for background loading or unloading public void BackgroundLoadImage(ImageData img, bool load) { int loadstate = load ? ImageData.LOADSTATE_LOAD : ImageData.LOADSTATE_TRASH; lock(loadlist) { // Already in the list? if(img.LoadingTicket != null) { // Just change the state img.LoadState = loadstate; } else { // Set load state and add to list img.LoadState = loadstate; img.LoadingTicket = loadlist.AddLast(img); } } // Update icon General.MainWindow.UpdateStatusIcon(); } // This removes an image from background loading // This does not work for images that are being unloaded! public void BackgroundCancelImage(ImageData img) { // Queued? if(img.LoadingTicket != null) { // Not being trashed? if(img.LoadState != ImageData.LOADSTATE_TRASH) { lock(loadlist) { // Remove it from queue LinkedListNode ticket = img.LoadingTicket; img.LoadingTicket = null; loadlist.Remove(ticket); } // Update icon General.MainWindow.UpdateStatusIcon(); } } } #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; // 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); 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); } } } } // 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(); } } // 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); } } } } // 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(); } } // 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); } } } // 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(); } } } // 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; } #endregion } }