UltimateZoneBuilder/Source/General/General.cs
2008-01-02 21:49:43 +00:00

1002 lines
28 KiB
C#

#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;
using System.Diagnostics;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Config;
using SlimDX.Direct3D9;
using System.Drawing;
using CodeImp.DoomBuilder.Plugins;
#endregion
namespace CodeImp.DoomBuilder
{
public static class General
{
#region ================== API Declarations
//[DllImport("user32.dll")]
//internal static extern bool LockWindowUpdate(IntPtr hwnd);
[DllImport("kernel32.dll", EntryPoint="RtlZeroMemory", SetLastError=false)]
internal 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);
#endregion
#region ================== Constants
// Memory APIs
internal const uint MEM_COMMIT = 0x1000;
internal const uint MEM_RESERVE = 0x2000;
internal const uint MEM_DECOMMIT = 0x4000;
internal const uint MEM_RELEASE = 0x8000;
internal const uint MEM_RESET = 0x80000;
internal const uint MEM_TOP_DOWN = 0x100000;
internal const uint MEM_PHYSICAL = 0x400000;
internal const uint PAGE_NOACCESS = 0x01;
internal const uint PAGE_READONLY = 0x02;
internal const uint PAGE_READWRITE = 0x04;
internal const uint PAGE_WRITECOPY = 0x08;
internal const uint PAGE_EXECUTE = 0x10;
internal const uint PAGE_EXECUTE_READ = 0x20;
internal const uint PAGE_EXECUTE_READWRITE = 0x40;
internal const uint PAGE_EXECUTE_WRITECOPY = 0x80;
internal const uint PAGE_GUARD = 0x100;
internal const uint PAGE_NOCACHE = 0x200;
internal const uint PAGE_WRITECOMBINE = 0x400;
// Files and Folders
private const string SETTINGS_FILE = "Builder.cfg";
private const string SETTINGS_DIR = "Doom Builder";
private const string LOG_FILE = "Builder.log";
private const string GAME_CONFIGS_DIR = "Configurations";
private const string COMPILERS_DIR = "Compilers";
private const string PLUGINS_DIR = "Plugins";
#endregion
#region ================== Variables
// Files and Folders
private static string apppath;
private static string settingspath;
private static string logfile;
private static string temppath;
private static string configspath;
private static string compilerspath;
private static string pluginspath;
// Main objects
private static Assembly thisasm;
private static MainForm mainwindow;
private static ProgramConfiguration settings;
private static MapManager map;
private static ActionManager actions;
private static PluginManager plugins;
private static ColorCollection colors;
private static Clock clock;
// Configurations
private static List<ConfigurationInfo> configs;
private static List<CompilerInfo> compilers;
private static List<NodebuilderInfo> nodebuilders;
#endregion
#region ================== Properties
internal 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 string PluginsPath { get { return pluginspath; } }
internal static MainForm MainWindow { get { return mainwindow; } }
public static IMainForm Interface { get { return mainwindow; } }
public static ProgramConfiguration Settings { get { return settings; } }
public static ColorCollection Colors { get { return colors; } }
internal static List<ConfigurationInfo> Configs { get { return configs; } }
internal static List<NodebuilderInfo> Nodebuilders { get { return nodebuilders; } }
internal static List<CompilerInfo> Compilers { get { return compilers; } }
public static MapManager Map { get { return map; } }
internal static ActionManager Actions { get { return actions; } }
internal static PluginManager Plugins { get { return plugins; } }
public static Clock Clock { get { return clock; } }
#endregion
#region ================== Configurations
// This returns the game configuration info by filename
internal 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
internal 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
ShowErrorMessage("Unable to load the game configuration file \"" + filename + "\".\n" +
"Error near line " + cfg.ErrorLine + ": " + cfg.ErrorDescription, MessageBoxButtons.OK);
return null;
}
// Check if this is a Doom Builder 2 config
else if(cfg.ReadSetting("type", "") != "Doom Builder 2 Game Configuration")
{
// Old configuration
ShowErrorMessage("Unable to load the game configuration file \"" + filename + "\".\n" +
"This configuration is not a Doom Builder 2 game configuration.", MessageBoxButtons.OK);
return null;
}
else
{
// Return config
return cfg;
}
}
catch(Exception)
{
// Unable to load configuration
ShowErrorMessage("Unable to load the game configuration file \"" + filename + "\".", MessageBoxButtons.OK);
return null;
}
}
// This loads all game configurations
private static void LoadAllGameConfigurations()
{
Configuration cfg;
string[] filenames;
string name, fullfilename;
// Display status
mainwindow.DisplayStatus("Loading game configurations...");
// Make array
configs = new List<ConfigurationInfo>();
// 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", "<unnamed game>");
fullfilename = Path.GetFileName(filepath);
// Add to lists
General.WriteLogLine("Registered game configuration '" + name + "' from '" + fullfilename + "'");
configs.Add(new ConfigurationInfo(name, fullfilename));
}
}
// Sort the list
configs.Sort();
}
// This loads all nodebuilder configurations
private static void LoadAllNodebuilderConfigurations()
{
Configuration cfg;
IDictionary builderslist;
string[] filenames;
// Display status
mainwindow.DisplayStatus("Loading nodebuilder configurations...");
// Make array
nodebuilders = new List<NodebuilderInfo>();
// 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
ShowErrorMessage("Unable to load the compiler configuration file \"" + Path.GetFileName(filepath) + "\".\n" +
"Error near line " + cfg.ErrorLine + ": " + cfg.ErrorDescription, MessageBoxButtons.OK);
}
else
{
// Get structures
builderslist = cfg.ReadSetting("nodebuilders", new Hashtable());
foreach(DictionaryEntry de in builderslist)
{
// Check if this is a structure
if(de.Value is IDictionary)
{
try
{
// Make nodebuilder info
nodebuilders.Add(new NodebuilderInfo(Path.GetFileName(filepath), de.Key.ToString(), cfg));
}
catch(Exception e)
{
// Unable to load configuration
ShowErrorMessage("Unable to load the nodebuilder configuration '" + de.Key.ToString() + "' from \"" + Path.GetFileName(filepath) + "\". Error: " + e.Message, MessageBoxButtons.OK);
}
}
}
}
}
catch(Exception)
{
// Unable to load configuration
ShowErrorMessage("Unable to load the compiler configuration file \"" + Path.GetFileName(filepath) + "\".", MessageBoxButtons.OK);
}
}
// Sort the list
nodebuilders.Sort();
}
// This loads all compiler configurations
private static void LoadAllCompilerConfigurations()
{
Configuration cfg;
IDictionary compilerslist;
string[] filenames;
// Display status
mainwindow.DisplayStatus("Loading compiler configurations...");
// Make array
compilers = new List<CompilerInfo>();
// 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
ShowErrorMessage("Unable to load the compiler configuration file \"" + Path.GetFileName(filepath) + "\".\n" +
"Error near line " + cfg.ErrorLine + ": " + cfg.ErrorDescription, MessageBoxButtons.OK);
}
else
{
// Get structures
compilerslist = cfg.ReadSetting("compilers", new Hashtable());
foreach(DictionaryEntry de in compilerslist)
{
// Check if this is a structure
if(de.Value is IDictionary)
{
// Make compiler info
compilers.Add(new CompilerInfo(Path.GetFileName(filepath), de.Key.ToString(), cfg));
}
}
}
}
catch(Exception)
{
// Unable to load configuration
ShowErrorMessage("Unable to load the compiler configuration file \"" + Path.GetFileName(filepath) + "\".", MessageBoxButtons.OK);
}
}
}
// This returns a nodebuilder by name
internal static NodebuilderInfo GetNodebuilderByName(string name)
{
// Go for all nodebuilders
foreach(NodebuilderInfo n in nodebuilders)
{
// Name matches?
if(n.Name == name) return n;
}
// Cannot find that nodebuilder
return null;
}
#endregion
#region ================== Startup
// Main program entry
[STAThread]
internal static void Main(string[] args)
{
Uri localpath;
Version thisversion;
// Enable OS visual styles
Application.EnableVisualStyles();
Application.DoEvents(); // This must be here to work around a .NET bug
// Get a reference to this assembly
thisasm = Assembly.GetExecutingAssembly();
thisversion = thisasm.GetName().Version;
// Find application path
localpath = new Uri(Path.GetDirectoryName(thisasm.GetName().CodeBase));
apppath = Uri.UnescapeDataString(localpath.AbsolutePath);
// Setup directories
temppath = Path.GetTempPath();
settingspath = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData), SETTINGS_DIR);
configspath = Path.Combine(apppath, GAME_CONFIGS_DIR);
compilerspath = Path.Combine(apppath, COMPILERS_DIR);
pluginspath = Path.Combine(apppath, PLUGINS_DIR);
logfile = Path.Combine(settingspath, LOG_FILE);
// Make program settings directory if missing
if(!Directory.Exists(settingspath)) Directory.CreateDirectory(settingspath);
// Remove the previous log file and start logging
if(File.Exists(logfile)) File.Delete(logfile);
General.WriteLogLine("Doom Builder " + thisversion.Major + "." + thisversion.Minor + " startup");
General.WriteLogLine("Application path: " + apppath);
General.WriteLogLine("Temporary path: " + temppath);
General.WriteLogLine("Local settings path: " + settingspath);
General.WriteLogLine("Configurations path: " + configspath);
General.WriteLogLine("Compilers path: " + compilerspath);
General.WriteLogLine("Plugins path: " + pluginspath);
// Load configuration
General.WriteLogLine("Loading program configuration...");
settings = new ProgramConfiguration();
if(settings.Load(Path.Combine(settingspath, SETTINGS_FILE),
Path.Combine(apppath, SETTINGS_FILE)))
{
// Create action manager
actions = new ActionManager();
// Bind static methods to actions
ActionAttribute.BindMethods(typeof(General));
// Create main window
General.WriteLogLine("Loading main interface window...");
mainwindow = new MainForm();
mainwindow.UpdateInterface();
// Show main window
General.WriteLogLine("Showing main interface window...");
mainwindow.Show();
mainwindow.Update();
// Start Direct3D
General.WriteLogLine("Starting Direct3D graphics driver...");
Direct3D.Initialize();
// Load plugin manager
General.WriteLogLine("Loading plugins...");
plugins = new PluginManager();
// Load game configurations
General.WriteLogLine("Loading game configurations...");
LoadAllGameConfigurations();
// Load compiler configurations
General.WriteLogLine("Loading compiler configurations...");
LoadAllCompilerConfigurations();
// Load nodebuilder configurations
General.WriteLogLine("Loading nodebuilder configurations...");
LoadAllNodebuilderConfigurations();
// Load color settings
General.WriteLogLine("Loading color settings...");
colors = new ColorCollection(settings.Config);
// Create application clock
General.WriteLogLine("Creating application clock...");
clock = new Clock();
// Run application from the main window
General.WriteLogLine("Startup done");
mainwindow.DisplayReady();
Application.Run(mainwindow);
}
else
{
// Terminate
Terminate(false);
}
}
#endregion
#region ================== Terminate
// This terminates the program
internal static void Terminate(bool properexit)
{
// Terminate properly?
if(properexit)
{
General.WriteLogLine("Termination requested");
// Unbind static methods from actions
ActionAttribute.UnbindMethods(typeof(General));
// Clean up
if(map != null) map.Dispose();
map = null;
mainwindow.Dispose();
actions.Dispose();
clock.Dispose();
plugins.Dispose();
Direct3D.Terminate();
// Save colors
colors.SaveColors(settings.Config);
// Save action controls
actions.SaveSettings();
// Save game configuration settings
foreach(ConfigurationInfo ci in configs) ci.SaveSettings();
// Save settings configuration
General.WriteLogLine("Saving program configuration...");
settings.Save(Path.Combine(settingspath, SETTINGS_FILE));
// Application ends here and now
General.WriteLogLine("Termination done");
Application.Exit();
}
else
{
// Just end now
General.WriteLogLine("Immediate program termination");
Application.Exit();
}
}
#endregion
#region ================== Management
// This creates a new map
[Action("newmap")]
internal 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...");
Cursor.Current = Cursors.WaitCursor;
// 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
}
else
{
// Unable to create map manager
map.Dispose();
map = null;
// Show splash logo on display
mainwindow.ShowSplashDisplay();
}
// All done
mainwindow.UpdateInterface();
mainwindow.DisplayReady();
Cursor.Current = Cursors.Default;
}
}
}
// This closes the current map
[Action("closemap")]
internal static void CloseMap()
{
// Ask the user to save changes (if any)
if(General.AskSaveMap())
{
// Display status
mainwindow.DisplayStatus("Closing map...");
General.WriteLogLine("Unloading map...");
Cursor.Current = Cursors.WaitCursor;
// Trash the current map
if(map != null) map.Dispose();
map = null;
// Show splash logo on display
mainwindow.ShowSplashDisplay();
// Done
Cursor.Current = Cursors.Default;
mainwindow.UpdateInterface();
mainwindow.DisplayReady();
General.WriteLogLine("Map unload done");
}
}
// This loads a map from file
[Action("openmap")]
internal static void OpenMap()
{
OpenFileDialog openfile;
// Open map file dialog
openfile = new OpenFileDialog();
openfile.Filter = "Doom WAD Files (*.wad)|*.wad";
openfile.Title = "Open Map";
openfile.AddExtension = false;
openfile.CheckFileExists = true;
openfile.Multiselect = false;
openfile.ValidateNames = true;
if(openfile.ShowDialog(mainwindow) == DialogResult.OK)
{
// Update main window
mainwindow.Update();
// Open map file
OpenMapFile(openfile.FileName);
}
}
// This opens the specified file
internal static void OpenMapFile(string filename)
{
OpenMapOptionsForm openmapwindow;
// Ask the user to save changes (if any)
if(General.AskSaveMap())
{
// Open map options dialog
openmapwindow = new OpenMapOptionsForm(filename);
if(openmapwindow.ShowDialog(mainwindow) == DialogResult.OK)
{
// Display status
mainwindow.DisplayStatus("Opening map file...");
Cursor.Current = Cursors.WaitCursor;
// 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(filename, openmapwindow.Options))
{
// Add recent file
mainwindow.AddRecentFile(filename);
}
else
{
// Unable to create map manager
map.Dispose();
map = null;
// Show splash logo on display
mainwindow.ShowSplashDisplay();
}
// All done
mainwindow.UpdateInterface();
mainwindow.DisplayReady();
Cursor.Current = Cursors.Default;
}
}
}
// This saves the current map
[Action("savemap")]
internal static void SaveMap()
{
// Check if a wad file is known
if(map.FilePathName == "")
{
// Call to SaveMapAs
SaveMapAs();
}
else
{
// Display status
mainwindow.DisplayStatus("Saving map file...");
Cursor.Current = Cursors.WaitCursor;
// Save the map
if(map.SaveMap(map.FilePathName, MapManager.SAVE_NORMAL))
{
// Add recent file
mainwindow.AddRecentFile(map.FilePathName);
}
// All done
mainwindow.UpdateInterface();
mainwindow.DisplayReady();
Cursor.Current = Cursors.Default;
}
}
// This saves the current map as a different file
[Action("savemapas")]
internal static void SaveMapAs()
{
SaveFileDialog savefile;
// Show save as dialog
savefile = new SaveFileDialog();
savefile.Filter = "Doom WAD Files (*.wad)|*.wad";
savefile.Title = "Save Map As";
savefile.AddExtension = true;
savefile.CheckPathExists = true;
savefile.OverwritePrompt = true;
savefile.ValidateNames = true;
if(savefile.ShowDialog(mainwindow) == DialogResult.OK)
{
// Display status
mainwindow.DisplayStatus("Saving map file...");
Cursor.Current = Cursors.WaitCursor;
// Save the map
if(map.SaveMap(savefile.FileName, MapManager.SAVE_AS))
{
// Add recent file
mainwindow.AddRecentFile(map.FilePathName);
}
// All done
mainwindow.UpdateInterface();
mainwindow.DisplayReady();
Cursor.Current = Cursors.Default;
}
}
// This asks to save the map if needed
// Returns false when action was cancelled
internal 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 ================== Debug
// This outputs log information
public static void WriteLogLine(string line)
{
// Output to console
Console.WriteLine(line);
// Write to log file
try { File.AppendAllText(logfile, line + Environment.NewLine); }
catch(Exception) { }
}
// This outputs log information
public static void WriteLog(string text)
{
// Output to console
Console.Write(text);
// Write to log file
try { File.AppendAllText(logfile, text); }
catch(Exception) { }
}
#endregion
#region ================== Tools
// This returns an element from a collection by index
public static T GetByIndex<T>(ICollection<T> collection, int index)
{
IEnumerator<T> e = collection.GetEnumerator();
for(int i = -1; i < index; i++) e.MoveNext();
return e.Current;
}
// This returns the next power of 2
public static int NextPowerOf2(int v)
{
int p = 0;
// Continue increasing until higher than v
while(Math.Pow(2, p) < v) p++;
// Return power
return (int)Math.Pow(2, p);
}
// Convert bool to integer
internal static int Bool2Int(bool v)
{
if(v) return 1; else return 0;
}
// Convert integer to bool
internal static bool Int2Bool(int v)
{
return (v != 0);
}
// This shows a message and logs the message
public static DialogResult ShowErrorMessage(string message, MessageBoxButtons buttons)
{
Cursor oldcursor;
DialogResult result;
// Log the message
WriteLogLine(message);
// Use normal cursor
oldcursor = Cursor.Current;
Cursor.Current = Cursors.Default;
// Show message
result = MessageBox.Show(Form.ActiveForm, message, Application.ProductName, buttons, MessageBoxIcon.Error);
// Restore old cursor
Cursor.Current = oldcursor;
// Return result
return result;
}
// This shows a message and logs the message
public static DialogResult ShowWarningMessage(string message, MessageBoxButtons buttons)
{
return ShowWarningMessage(message, buttons, MessageBoxDefaultButton.Button1);
}
// This shows a message and logs the message
public static DialogResult ShowWarningMessage(string message, MessageBoxButtons buttons, MessageBoxDefaultButton defaultbutton)
{
Cursor oldcursor;
DialogResult result;
// Log the message
WriteLogLine(message);
// Use normal cursor
oldcursor = Cursor.Current;
Cursor.Current = Cursors.Default;
// Show message
result = MessageBox.Show(Form.ActiveForm, message, Application.ProductName, buttons, MessageBoxIcon.Warning, defaultbutton);
// Restore old cursor
Cursor.Current = oldcursor;
// Return result
return result;
}
// This returns a unique temp filename
internal static string MakeTempFilename(string tempdir)
{
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(tempdir, filename + ".tmp");
}
// Continue while file is not unique
while(File.Exists(filename) || Directory.Exists(filename));
// Return the filename
return filename;
}
// This returns a unique temp directory name
internal static string MakeTempDirname()
{
string dirname;
string chars = "abcdefghijklmnopqrstuvwxyz1234567890";
Random rnd = new Random();
int i;
do
{
// Generate a filename
dirname = "";
for(i = 0; i < 8; i++) dirname += chars[rnd.Next(chars.Length)];
dirname = Path.Combine(temppath, dirname);
}
// Continue while file is not unique
while(File.Exists(dirname) || Directory.Exists(dirname));
// Return the filename
return dirname;
}
// This shows an image in a panel either zoomed or centered depending on size
public static void DisplayZoomedImage(Panel panel, Image image)
{
// Set the image
panel.BackgroundImage = image;
// Image not null?
if(image != null)
{
// Small enough to fit in panel?
if((image.Size.Width < panel.ClientRectangle.Width) &&
(image.Size.Height < panel.ClientRectangle.Height))
{
// Display centered
panel.BackgroundImageLayout = ImageLayout.Center;
}
else
{
// Display zoomed
panel.BackgroundImageLayout = ImageLayout.Zoom;
}
}
}
// This calculates the new rectangle when one is scaled into another keeping aspect ratio
public static RectangleF MakeZoomedRect(Size source, RectangleF target)
{
return MakeZoomedRect(new SizeF((int)source.Width, (int)source.Height), target);
}
// This calculates the new rectangle when one is scaled into another keeping aspect ratio
public static RectangleF MakeZoomedRect(Size source, Rectangle target)
{
return MakeZoomedRect(new SizeF((int)source.Width, (int)source.Height),
new RectangleF((int)target.Left, (int)target.Top, (int)target.Width, (int)target.Height));
}
// This calculates the new rectangle when one is scaled into another keeping aspect ratio
public static RectangleF MakeZoomedRect(SizeF source, RectangleF target)
{
float scale;
// Image fits?
if((source.Width <= target.Width) &&
(source.Height <= target.Height))
{
// Just center
scale = 1.0f;
}
// Image is wider than tall?
else if((source.Width - target.Width) > (source.Height - target.Height))
{
// Scale down by width
scale = target.Width / source.Width;
}
else
{
// Scale down by height
scale = target.Height / source.Height;
}
// Return centered and scaled
return new RectangleF(target.Left + (target.Width - source.Width * scale) * 0.5f,
target.Top + (target.Height - source.Height * scale) * 0.5f,
source.Width * scale, source.Height * scale);
}
#endregion
[Action("testaction")]
internal static void TestAction()
{
TextureBrowserForm t = new TextureBrowserForm();
t.ShowDialog(mainwindow);
t.Dispose();
}
}
}