UltimateZoneBuilder/Source/Data/DataManager.cs

1302 lines
34 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.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;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.ZDoom;
#endregion
namespace CodeImp.DoomBuilder.Data
{
public sealed class DataManager
{
#region ================== Constants
public const string INTERNAL_PREFIX = "internal:";
#endregion
#region ================== Variables
// Data containers
private List<DataReader> containers;
private DataReader currentreader;
// Palette
private Playpal palette;
// Textures, Flats and Sprites
private Dictionary<long, ImageData> textures;
private List<string> texturenames;
private Dictionary<long, ImageData> flats;
private List<string> flatnames;
private Dictionary<long, ImageData> sprites;
private List<MatchingTextureSet> texturesets;
private OthersTextureSet othertextures;
private AllTextureSet alltextures;
// Background loading
private Queue<ImageData> imageque;
private Thread backgroundloader;
private volatile bool updatedusedtextures;
private bool notifiedbusy;
// Image previews
private PreviewManager previews;
// Special images
private ImageData missingtexture3d;
private ImageData unknowntexture3d;
private ImageData hourglass3d;
private ImageData crosshair;
private ImageData crosshairbusy;
private Dictionary<string, ImageData> internalsprites;
private ImageData thingbox;
// Used images
private Dictionary<long, long> usedimages;
// Things combined with things created from Decorate
private List<ThingCategory> thingcategories;
private Dictionary<int, ThingTypeInfo> thingtypes;
// Disposing
private bool isdisposed = false;
#endregion
#region ================== Properties
public Playpal Palette { get { return palette; } }
public PreviewManager Previews { get { return previews; } }
public ICollection<ImageData> Textures { get { return textures.Values; } }
public ICollection<ImageData> Flats { get { return flats.Values; } }
public List<string> TextureNames { get { return texturenames; } }
public List<string> FlatNames { get { return flatnames; } }
public bool IsDisposed { get { return isdisposed; } }
public ImageData MissingTexture3D { get { return missingtexture3d; } }
public ImageData UnknownTexture3D { get { return unknowntexture3d; } }
public ImageData Hourglass3D { get { return hourglass3d; } }
public ImageData Crosshair3D { get { return crosshair; } }
public ImageData CrosshairBusy3D { get { return crosshairbusy; } }
public ImageData ThingBox { get { return thingbox; } }
public List<ThingCategory> ThingCategories { get { return thingcategories; } }
public ICollection<ThingTypeInfo> ThingTypes { get { return thingtypes.Values; } }
internal ICollection<MatchingTextureSet> TextureSets { get { return texturesets; } }
internal OthersTextureSet OthersTextureSet { get { return othertextures; } }
internal AllTextureSet AllTextureSet { get { return alltextures; } }
public bool IsLoading
{
get
{
if(imageque != null)
{
return (backgroundloader != null) && backgroundloader.IsAlive && ((imageque.Count > 0) || previews.IsLoading);
}
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();
unknowntexture3d = new ResourceImage("UnknownTexture3D.png");
unknowntexture3d.LoadImage();
hourglass3d = new ResourceImage("Hourglass3D.png");
hourglass3d.LoadImage();
crosshair = new ResourceImage("Crosshair.png");
crosshair.LoadImage();
crosshairbusy = new ResourceImage("CrosshairBusy.png");
crosshairbusy.LoadImage();
thingbox = new ResourceImage("ThingBox.png");
thingbox.LoadImage();
}
// Disposer
internal void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
Unload();
missingtexture3d.Dispose();
missingtexture3d = null;
unknowntexture3d.Dispose();
unknowntexture3d = null;
hourglass3d.Dispose();
hourglass3d = null;
crosshair.Dispose();
crosshair = null;
crosshairbusy.Dispose();
crosshairbusy = null;
thingbox.Dispose();
thingbox = 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, thingcount;
DataReader c;
// Create collections
containers = new List<DataReader>();
textures = new Dictionary<long, ImageData>();
flats = new Dictionary<long, ImageData>();
sprites = new Dictionary<long, ImageData>();
texturenames = new List<string>();
flatnames = new List<string>();
imageque = new Queue<ImageData>();
previews = new PreviewManager();
texturesets = new List<MatchingTextureSet>();
usedimages = new Dictionary<long, long>();
internalsprites = new Dictionary<string, ImageData>();
thingcategories = General.Map.Config.GetThingCategories();
thingtypes = General.Map.Config.GetThingTypes();
// Load texture sets
foreach(DefinedTextureSet ts in General.Map.ConfigSettings.TextureSets)
texturesets.Add(new MatchingTextureSet(ts));
// Sort the texture sets
texturesets.Sort();
// Special textures sets
othertextures = new OthersTextureSet();
alltextures = new AllTextureSet();
// 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 e)
{
// Unable to load resource
General.WriteLogLine("ERROR while creating data reader. " + e.GetType().Name + ": " + e.Message);
General.WriteLogLine(e.StackTrace);
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();
thingcount = LoadDecorateThings();
spritecount = LoadSprites();
LoadInternalSprites();
// Sort names
texturenames.Sort();
flatnames.Sort();
// Sort things
foreach(ThingCategory tc in thingcategories) tc.SortIfNeeded();
// Update the used textures
General.Map.Data.UpdateUsedTextures();
// Add texture names to texture sets
foreach(KeyValuePair<long, ImageData> img in textures)
{
// Add to all sets where it matches
bool matchfound = false;
foreach(MatchingTextureSet ms in texturesets)
matchfound |= ms.AddTexture(img.Value);
// If not matched in any set, add it to the others
if(!matchfound) othertextures.AddTexture(img.Value);
// Add to all
alltextures.AddTexture(img.Value);
}
// Add flat names to texture sets
foreach(KeyValuePair<long, ImageData> img in flats)
{
// Add to all sets where it matches
bool matchfound = false;
foreach(MatchingTextureSet ms in texturesets)
matchfound |= ms.AddFlat(img.Value);
// If not matched in any set, add it to the others
if(!matchfound) othertextures.AddFlat(img.Value);
// Add to all
alltextures.AddFlat(img.Value);
}
// Start background loading
StartBackgroundLoader();
// Output info
General.WriteLogLine("Loaded " + texcount + " textures, " + flatcount + " flats, " + spritecount + " sprites, " + thingcount + " decorate things");
}
// This unloads all data
internal void Unload()
{
// Stop background loader
StopBackgroundLoader();
// Dispose preview manager
previews.Dispose();
previews = null;
// Dispose resources
foreach(KeyValuePair<long, ImageData> i in textures) i.Value.Dispose();
foreach(KeyValuePair<long, ImageData> i in flats) i.Value.Dispose();
foreach(KeyValuePair<long, ImageData> 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;
imageque = null;
internalsprites = 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 e)
{
// Unable to load resource
General.WriteLogLine("ERROR while resuming data reader. " + e.GetType().Name + ": " + e.Message);
General.WriteLogLine(e.StackTrace);
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 = "Background Loader";
backgroundloader.Priority = ThreadPriority.Lowest;
backgroundloader.IsBackground = true;
backgroundloader.Start();
}
// This stops background loading
private void StopBackgroundLoader()
{
ImageData img;
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
while(imageque.Count > 0)
{
img = imageque.Dequeue();
switch(img.ImageState)
{
case ImageLoadState.Loading:
img.ImageState = ImageLoadState.None;
break;
case ImageLoadState.Unloading:
img.ImageState = ImageLoadState.Ready;
break;
}
switch(img.PreviewState)
{
case ImageLoadState.Loading:
img.PreviewState = ImageLoadState.None;
break;
case ImageLoadState.Unloading:
img.PreviewState = ImageLoadState.Ready;
break;
}
}
// Done
notifiedbusy = false;
backgroundloader = null;
General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatusIcon, 0, 0);
}
}
// The background loader
private void BackgroundLoad()
{
try
{
do
{
// Do we have to update the used-in-map status?
if(updatedusedtextures) BackgroundUpdateUsedTextures();
// Get next item
ImageData image = null;
lock(imageque)
{
// Fetch next image to process
if(imageque.Count > 0) image = imageque.Dequeue();
}
// Any image to process?
if(image != null)
{
// Load this image?
if(image.IsReferenced && (image.ImageState != ImageLoadState.Ready))
{
image.LoadImage();
}
// Unload this image?
if(!image.IsReferenced && (image.ImageState != ImageLoadState.None))
{
// Still unreferenced?
image.UnloadImage();
}
}
// Doing something?
if(image != null)
{
// Wait a bit and update icon
if(!notifiedbusy)
{
notifiedbusy = true;
General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatusIcon, 0, 0);
}
Thread.Sleep(0);
}
else
{
// Process previews only when we don't have images to process
// because these are lower priority than the actual images
if(previews.BackgroundLoad())
{
// Wait a bit and update icon
if(!notifiedbusy)
{
notifiedbusy = true;
General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatusIcon, 0, 0);
}
Thread.Sleep(0);
}
else
{
if(notifiedbusy)
{
notifiedbusy = false;
General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatusIcon, 0, 0);
}
// Wait longer to release CPU resources
Thread.Sleep(50);
}
}
}
while(true);
}
catch(ThreadInterruptedException)
{
return;
}
}
// This adds an image for background loading or unloading
internal void ProcessImage(ImageData img)
{
// Load this image?
if((img.ImageState == ImageLoadState.None) && img.IsReferenced)
{
// Add for loading
img.ImageState = ImageLoadState.Loading;
lock(imageque) { imageque.Enqueue(img); }
}
// Unload this image?
if((img.ImageState == ImageLoadState.Ready) && !img.IsReferenced)
{
// Add for unloading
img.ImageState = ImageLoadState.Unloading;
lock(imageque) { imageque.Enqueue(img); }
}
// Update icon
General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatusIcon, 0, 0);
}
// This updates the used-in-map status on all textures and flats
private void BackgroundUpdateUsedTextures()
{
lock(usedimages)
{
// Set used on all textures
foreach(KeyValuePair<long, ImageData> i in textures)
{
i.Value.SetUsedInMap(usedimages.ContainsKey(i.Key));
if(i.Value.IsImageLoaded != i.Value.IsReferenced) ProcessImage(i.Value);
}
// Flats are not already included with the textures?
if(!General.Map.Config.MixTexturesFlats)
{
// Set used on all flats
foreach(KeyValuePair<long, ImageData> i in flats)
{
i.Value.SetUsedInMap(usedimages.ContainsKey(i.Key));
if(i.Value.IsImageLoaded != i.Value.IsReferenced) ProcessImage(i.Value);
}
}
// Done
updatedusedtextures = false;
}
}
#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<ImageData> images;
PatchNames pnames = new PatchNames();
PatchNames newpnames;
int counter = 0;
long firsttexture = 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);
if(firsttexture == 0) firsttexture = img.LongName;
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);
}
// Add to preview manager
previews.AddImage(img);
}
}
}
// The first texture cannot be used, because in the game engine it
// has index 0 which means "no texture", so remove it from the list.
textures.Remove(firsttexture);
if(General.Map.Config.MixTexturesFlats) flats.Remove(firsttexture);
// 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 a specific texture stream
internal Stream GetTextureData(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].GetTextureData(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 UnknownImage(Properties.Resources.UnknownImage);
}
}
// BAD! These block while loading the image. That is not
// what our background loading system is for!
/*
// 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<ImageData> 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);
}
// Add to preview manager
previews.AddImage(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 UnknownImage(Properties.Resources.UnknownImage);
}
}
// BAD! These block while loading the image. That is not
// what our background loading system is for!
/*
// 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()
{
// Go for all things
foreach(ThingTypeInfo ti in General.Map.Data.ThingTypes)
{
// Sprite not added to collection yet?
if(!sprites.ContainsKey(ti.SpriteLongName) && (ti.Sprite.Length <= 8))
{
// Find sprite data
Stream spritedata = GetSpriteData(ti.Sprite);
if(spritedata != null)
{
// Make new sprite image
SpriteImage image = new SpriteImage(ti.Sprite);
// Add to collection
sprites.Add(ti.SpriteLongName, image);
// Add to preview manager
previews.AddImage(image);
}
}
}
// Output info
return sprites.Count;
}
// This returns a specific patch stream
internal Stream GetSpriteData(string pname)
{
if(!string.IsNullOrEmpty(pname))
{
// Go for all opened containers
for(int i = containers.Count - 1; i >= 0; i--)
{
// This contain provides this patch?
Stream spritedata = containers[i].GetSpriteData(pname);
if(spritedata != null) return spritedata;
}
}
// No such patch found
return null;
}
// This tests if a given sprite can be found
internal bool GetSpriteExists(string pname)
{
if(!string.IsNullOrEmpty(pname))
{
// Go for all opened containers
for(int i = containers.Count - 1; i >= 0; i--)
{
// This contain provides this patch?
if(containers[i].GetSpriteExists(pname)) return true;
}
}
// No such patch found
return false;
}
// This loads the internal sprites
private void LoadInternalSprites()
{
// Add sprite icon files from directory
string[] files = Directory.GetFiles(General.SpritesPath, "*.png", SearchOption.TopDirectoryOnly);
foreach(string spritefile in files)
{
ImageData img = new FileImage(Path.GetFileNameWithoutExtension(spritefile).ToLowerInvariant(), spritefile, false);
img.LoadImage();
internalsprites.Add(img.Name, img);
}
// Add some internal resources
if(!internalsprites.ContainsKey("nothing"))
{
ImageData img = new ResourceImage("Nothing.png");
img.LoadImage();
internalsprites.Add("nothing", img);
}
if(!internalsprites.ContainsKey("unknownthing"))
{
ImageData img = new ResourceImage("UnknownThing.png");
img.LoadImage();
internalsprites.Add("unknownthing", img);
}
}
// This returns an image by long
public ImageData GetSpriteImage(string name)
{
// Is this referring to an internal sprite image?
if((name.Length > INTERNAL_PREFIX.Length) && name.ToLowerInvariant().StartsWith(INTERNAL_PREFIX))
{
// Get the internal sprite
string internalname = name.Substring(INTERNAL_PREFIX.Length).ToLowerInvariant();
if(internalsprites.ContainsKey(internalname))
{
return internalsprites[internalname];
}
else
{
return new UnknownImage(Properties.Resources.UnknownImage);
}
}
else
{
// Get the long name
long longname = Lump.MakeLongName(name);
// Sprite already loaded?
if(sprites.ContainsKey(longname))
{
// Return exiting sprite
return sprites[longname];
}
else
{
Stream spritedata = null;
// 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
SpriteImage image = new SpriteImage(name);
// Add to collection
sprites.Add(longname, image);
// Return result
return image;
}
else
{
// Return null image
return new UnknownImage(Properties.Resources.UnknownImage);
}
}
}
}
// BAD! These block while loading the image. That is not
// what our background loading system is for!
/*
// 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 ================== Things
// This loads the things from Decorate
private int LoadDecorateThings()
{
DecorateParser parser;
int counter = 0;
// Only load these when the game configuration supports the use of decorate
if(!string.IsNullOrEmpty(General.Map.Config.DecorateGames))
{
// Create the parser
parser = new DecorateParser();
parser.OnInclude = LoadDecorateFromLocation;
// Go for all opened containers
foreach(DataReader dr in containers)
{
// Load Decorate info cumulatively (the last Decorate is added to the previous)
// I'm not sure if this is the right thing to do though.
currentreader = dr;
Stream decodata = dr.GetDecorateData("DECORATE");
if(decodata != null)
{
// Parse the data
decodata.Seek(0, SeekOrigin.Begin);
parser.Parse(decodata, "DECORATE");
// Check for errors
if(parser.HasError)
{
General.WriteLogLine("ERROR: Unable to parse DECORATE data from location " + dr.Location.location + "!");
General.WriteLogLine("ERROR: " + parser.ErrorDescription + " on line " + parser.ErrorLine + " in '" + parser.ErrorSource + "'");
break;
}
}
}
currentreader = null;
if(!parser.HasError)
{
// Go for all actors in the decorate to make things or update things
foreach(ActorStructure actor in parser.Actors)
{
// Check if we want to add this actor
if(actor.DoomEdNum > 0)
{
string catname = actor.Category.ToLowerInvariant();
// Check if we can find this thing in our existing collection
if(thingtypes.ContainsKey(actor.DoomEdNum))
{
// Update the thing
thingtypes[actor.DoomEdNum].ModifyByDecorateActor(actor);
}
else
{
// Find the category to put the actor in
// First search by Title, then search by Name
ThingCategory cat = null;
foreach(ThingCategory c in thingcategories)
{
if(c.Title.ToLowerInvariant() == catname) cat = c;
}
if(cat == null)
{
foreach(ThingCategory c in thingcategories)
{
if(c.Name.ToLowerInvariant() == catname) cat = c;
}
}
// Make the category if needed
if(cat == null)
{
cat = new ThingCategory(catname, actor.Category);
thingcategories.Add(cat);
}
// Add new thing
ThingTypeInfo t = new ThingTypeInfo(cat, actor);
cat.AddThing(t);
thingtypes.Add(t.Index, t);
}
// Count
counter++;
}
}
}
}
// Output info
return counter;
}
// This loads Decorate data from a specific file or lump name
private void LoadDecorateFromLocation(DecorateParser parser, string location)
{
//General.WriteLogLine("Including DECORATE resource '" + location + "'...");
Stream decodata = currentreader.GetDecorateData(location);
if(decodata != null)
{
// Parse this data
parser.Parse(decodata, location);
}
}
// This gets thing information by index
public ThingTypeInfo GetThingInfo(int thingtype)
{
// Index in config?
if(thingtypes.ContainsKey(thingtype))
{
// Return from config
return thingtypes[thingtype];
}
else
{
// Create unknown thing info
return new ThingTypeInfo(thingtype);
}
}
// This gets thing information by index
// Returns null when thing type info could not be found
public ThingTypeInfo GetThingInfoEx(int thingtype)
{
// Index in config?
if(thingtypes.ContainsKey(thingtype))
{
// Return from config
return thingtypes[thingtype];
}
else
{
// No such thing type known
return null;
}
}
#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;
}
// This signals the background thread to update the
// used-in-map status on all textures and flats
public void UpdateUsedTextures()
{
lock(usedimages)
{
usedimages.Clear();
// Go through the map to find the used textures
foreach(Sidedef sd in General.Map.Map.Sidedefs)
{
// Add used textures to dictionary
if(sd.HighTexture.Length > 0) usedimages[sd.LongHighTexture] = 0;
if(sd.LowTexture.Length > 0) usedimages[sd.LongMiddleTexture] = 0;
if(sd.MiddleTexture.Length > 0) usedimages[sd.LongLowTexture] = 0;
}
// Go through the map to find the used flats
foreach(Sector s in General.Map.Map.Sectors)
{
// Add used flats to dictionary
usedimages[s.LongFloorTexture] = 0;
usedimages[s.LongCeilTexture] = 0;
}
// Notify the background thread that it needs to update the images
updatedusedtextures = true;
}
}
// This returns the long name for a string
public long GetLongImageName(string name)
{
return Lump.MakeLongName(name);
}
#endregion
}
}