mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
88e5e790e7
Textures Browser form: PK3/Directory TEXTURES images are now shown in a separate folder in the resources tree. Fixed, Textures Browser form: fixed a logic error when trying to select initial flat when mix textures & flats was disabled in the current game configuration (this resulted in the blank textures list after opening the form). Fixed, Textures Browser form: resources tree showed textures count even when browsing flats. Fixed, Textures Browser form: PK3/Directory textures took precedence even when browsing flats (this means when there were a flat and a texture with the same name, a texture was displayed when browsing flats). Fixed, Classic modes: actor's scale set in DECORATE was ignored when rendering models. Fixed, MODELDEF parser: in some cases, several model definitions were skipped when trying to skip the current one. Fixed, resource management: flat and sprite TEXTURES definitions were loaded only from TEXTURES files named "TEXTURES". Fixed/added, PK3/folder resource management: patch locations for sprites defined in TEXTURES are now checked the same way as in ZDoom (previously only the "sprites" folder was checked). Fixed/added, PK3/folder resource management: patch locations for textures defined in TEXTURES are now checked the same way as in ZDoom (previously only the "textures" folder was checked). Fixed, PK3/folder resource management: flats defined in TEXTURES were not added to the global Flats image list. Fixed, PK3/folder resource management: in some cases, the image search algorithm could find flats, textures, patches or sprites in incorrect folders (for example, it could find a flat in "flats_backup" folder).
86 lines
2.6 KiB
C#
86 lines
2.6 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System.IO;
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#endregion
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namespace CodeImp.DoomBuilder.IO
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{
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internal struct DirectoryFileEntry
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{
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// Example for: C:\WADs\Foo\Bar.WAD
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// Created from: C:\WADs
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// Members
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public string filename; // bar.wad
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public string filetitle; // bar
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public string extension; // wad
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public string path; // foo\
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public string filepathname; // Foo\Bar.WAD
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public string filepathtitle; // Foo\Bar
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// Constructor
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public DirectoryFileEntry(string fullname, string frompath)
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{
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// Get the information we need
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filename = Path.GetFileName(fullname);
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filetitle = Path.GetFileNameWithoutExtension(fullname);
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extension = Path.GetExtension(fullname);
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if(extension.Length > 1)
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extension = extension.Substring(1);
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else
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extension = "";
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path = Path.GetDirectoryName(fullname);
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if(path.Length > (frompath.Length + 1))
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path = path.Substring(frompath.Length + 1) + Path.DirectorySeparatorChar;
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else
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path = "";
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filepathname = Path.Combine(path, filename);
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filepathtitle = Path.Combine(path, filetitle);
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// Make some lowercase
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filename = filename.ToLowerInvariant();
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filetitle = filetitle.ToLowerInvariant();
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extension = extension.ToLowerInvariant();
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path = path.ToLowerInvariant();
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}
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// Constructor
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public DirectoryFileEntry(string fullname)
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{
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// Get the information we need
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filename = Path.GetFileName(fullname);
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filetitle = Path.GetFileNameWithoutExtension(fullname);
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extension = Path.GetExtension(fullname);
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if(extension.Length > 1)
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extension = extension.Substring(1);
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else
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extension = "";
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path = Path.GetDirectoryName(fullname);
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if(!string.IsNullOrEmpty(path)) path += Path.DirectorySeparatorChar; //mxd
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filepathname = Path.Combine(path, filename);
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filepathtitle = Path.Combine(path, filetitle);
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// Make some lowercase
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filename = filename.ToLowerInvariant();
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filetitle = filetitle.ToLowerInvariant();
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extension = extension.ToLowerInvariant();
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path = path.ToLowerInvariant();
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}
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}
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}
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