mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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724709e435
Script editor: pressing "F1" now opens keyword help instead of program manual. Linedef edit form, Thing edit form: rewritten script support logic. It should now work in the same manner as the rest of controls. Thing info panel: thing arguments now have proper labels. Edit forms, UDMF: fields, which are handled by UI, are no longer shown in "Custom" tab. Visual mode: fixed a crash when loading a model on a video card without Shader model 2.0 support. Fixed incorrect argument number and changed most of labels in "Cameras and interpolation" section of zdoom_things.cfg.
1752 lines
No EOL
71 KiB
C#
1752 lines
No EOL
71 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;
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using System.Collections;
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using System.Collections.Generic;
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using System.Windows.Forms;
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using System.IO;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Actions;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Compilers;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.GZBuilder.Data; //mxd
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using CodeImp.DoomBuilder.GZBuilder.GZDoom; //mxd
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#endregion
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namespace CodeImp.DoomBuilder {
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public sealed class MapManager {
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#region ================== Constants
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// Map header name in temporary file
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internal const string TEMP_MAP_HEADER = "TEMPMAP";
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internal const string BUILD_MAP_HEADER = "MAP01";
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public const string CONFIG_MAP_HEADER = "~MAP";
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#endregion
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#region ================== Variables
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// Status
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private bool changed;
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private bool scriptschanged;
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// Map information
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private string filetitle;
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private string filepathname;
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private string temppath;
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private string origmapconfigfile; //mxd. Map configuration, which was used to open the map.
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// Main objects
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private MapSet map;
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private MapSetIO io;
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private MapOptions options;
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private ConfigurationInfo configinfo;
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private GameConfiguration config;
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private DataManager data;
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private D3DDevice graphics;
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private Renderer2D renderer2d;
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private Renderer3D renderer3d;
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private WAD tempwad;
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private GridSetup grid;
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private UndoManager undoredo;
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private CopyPasteManager copypaste;
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private Launcher launcher;
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private ThingsFilter thingsfilter;
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private ScriptEditorForm scriptwindow;
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private List<CompilerError> errors;
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private VisualCamera visualcamera;
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//mxd
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private List<ScriptItem> namedScripts;
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private List<ScriptItem> numberedScripts;
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private List<string> scriptincludes;
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// Disposing
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private bool isdisposed = false;
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#endregion
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#region ================== Properties
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public string FilePathName { get { return filepathname; } }
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public string FileTitle { get { return filetitle; } }
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public string TempPath { get { return temppath; } }
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public MapOptions Options { get { return options; } }
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public MapSet Map { get { return map; } }
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public DataManager Data { get { return data; } }
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public bool IsChanged { get { return changed | CheckScriptChanged(); } set { changed |= value; } }
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public bool IsDisposed { get { return isdisposed; } }
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internal D3DDevice Graphics { get { return graphics; } }
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public IRenderer2D Renderer2D { get { return renderer2d; } }
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public IRenderer3D Renderer3D { get { return renderer3d; } }
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internal Renderer2D CRenderer2D { get { return renderer2d; } }
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internal Renderer3D CRenderer3D { get { return renderer3d; } }
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public GameConfiguration Config { get { return config; } }
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public ConfigurationInfo ConfigSettings { get { return configinfo; } }
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public GridSetup Grid { get { return grid; } }
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public UndoManager UndoRedo { get { return undoredo; } }
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internal CopyPasteManager CopyPaste { get { return copypaste; } }
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public IMapSetIO FormatInterface { get { return io; } }
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internal Launcher Launcher { get { return launcher; } }
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public ThingsFilter ThingsFilter { get { return thingsfilter; } }
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internal List<CompilerError> Errors { get { return errors; } }
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internal ScriptEditorForm ScriptEditor { get { return scriptwindow; } }
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public VisualCamera VisualCamera { get { return visualcamera; } set { visualcamera = value; } }
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public bool IsScriptsWindowOpen { get { return (scriptwindow != null) && !scriptwindow.IsDisposed; } }
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//mxd
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public bool UDMF { get { return config.FormatInterface == "UniversalMapSetIO"; } }
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internal List<ScriptItem> NamedScripts { get { return namedScripts; } }
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internal List<ScriptItem> NumberedScripts { get { return numberedScripts; } }
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internal List<string> ScriptIncludes { get { return scriptincludes; } }
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public ViewMode ViewMode { get { return renderer2d.ViewMode; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal MapManager() {
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// We have no destructor
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GC.SuppressFinalize(this);
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// Create temporary path
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temppath = General.MakeTempDirname();
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Directory.CreateDirectory(temppath);
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General.WriteLogLine("Temporary directory: " + temppath);
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// Basic objects
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grid = new GridSetup();
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undoredo = new UndoManager();
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copypaste = new CopyPasteManager();
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launcher = new Launcher(this);
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thingsfilter = new NullThingsFilter();
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errors = new List<CompilerError>();
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//mxd
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numberedScripts = new List<ScriptItem>();
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namedScripts = new List<ScriptItem>();
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scriptincludes = new List<string>();
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}
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// Disposer
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internal bool Dispose() {
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// Not already disposed?
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if (!isdisposed) {
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// Let the plugins know
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General.Plugins.OnMapCloseBegin();
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// Stop processing
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General.MainWindow.StopProcessing();
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// Close script editor
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CloseScriptEditor(false);
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// Change to no mode
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General.Editing.ChangeMode((EditMode)null);
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// Unbind any methods
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General.Actions.UnbindMethods(this);
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// Dispose
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if (grid != null) grid.Dispose();
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if (launcher != null) launcher.Dispose();
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if (copypaste != null) copypaste.Dispose();
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if (undoredo != null) undoredo.Dispose();
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General.WriteLogLine("Unloading data resources...");
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if (data != null) data.Dispose();
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General.WriteLogLine("Closing temporary file...");
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if (tempwad != null) tempwad.Dispose();
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General.WriteLogLine("Unloading map data...");
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if (map != null) map.Dispose();
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General.WriteLogLine("Stopping graphics device...");
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if (renderer2d != null) renderer2d.Dispose();
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if (renderer3d != null) renderer3d.Dispose();
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if (graphics != null) graphics.Dispose();
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visualcamera = null;
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grid = null;
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launcher = null;
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copypaste = null;
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undoredo = null;
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data = null;
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tempwad = null;
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map = null;
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renderer2d = null;
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renderer3d = null;
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graphics = null;
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// We may spend some time to clean things up here
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GC.Collect();
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// Remove temp file
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General.WriteLogLine("Removing temporary directory...");
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try { Directory.Delete(temppath, true); } catch (Exception e) {
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General.WriteLogLine(e.GetType().Name + ": " + e.Message);
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General.WriteLogLine("Failed to remove temporary directory!");
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}
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// Let the plugins know
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General.Plugins.OnMapCloseEnd();
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// Done
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isdisposed = true;
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return true;
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}
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// Already closed
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return true;
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}
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#endregion
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#region ================== New / Open
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// Initializes for a new map
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internal bool InitializeNewMap(MapOptions options) {
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string tempfile;
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// Apply settings
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this.filetitle = "unnamed.wad";
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this.filepathname = "";
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this.changed = false;
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this.options = options;
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General.WriteLogLine("Creating new map '" + options.CurrentName + "' with configuration '" + options.ConfigFile + "'");
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// Initiate graphics
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General.WriteLogLine("Initializing graphics device...");
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graphics = new D3DDevice(General.MainWindow.Display);
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if (!graphics.Initialize()) return false;
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// Create renderers
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renderer2d = new Renderer2D(graphics);
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renderer3d = new Renderer3D(graphics);
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// Load game configuration
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General.WriteLogLine("Loading game configuration...");
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configinfo = General.GetConfigurationInfo(options.ConfigFile);
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config = new GameConfiguration(General.LoadGameConfiguration(options.ConfigFile));
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origmapconfigfile = options.ConfigFile;//mxd
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configinfo.ApplyDefaults(config);
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General.Editing.UpdateCurrentEditModes();
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// Create map data
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map = new MapSet();
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// Create temp wadfile
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tempfile = General.MakeTempFilename(temppath);
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General.WriteLogLine("Creating temporary file: " + tempfile);
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#if DEBUG
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tempwad = new WAD(tempfile);
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#else
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try { tempwad = new WAD(tempfile); }
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catch(Exception e)
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{
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General.ShowErrorMessage("Error while creating a temporary wad file:\n" + e.GetType().Name + ": " + e.Message, MessageBoxButtons.OK);
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return false;
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}
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#endif
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// Read the map from temp file
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General.WriteLogLine("Initializing map format interface " + config.FormatInterface + "...");
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io = MapSetIO.Create(config.FormatInterface, tempwad, this);
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// Create required lumps
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General.WriteLogLine("Creating map data structures...");
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tempwad.Insert(TEMP_MAP_HEADER, 0, 0);
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io.Write(map, TEMP_MAP_HEADER, 1);
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CreateRequiredLumps(tempwad, TEMP_MAP_HEADER);
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// Load data manager
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General.WriteLogLine("Loading data resources...");
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data = new DataManager();
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data.Load(configinfo.Resources, options.Resources);
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// Update structures
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options.ApplyGridSettings();
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map.UpdateConfiguration();
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map.Update();
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thingsfilter.Update();
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namedScripts = new List<ScriptItem>(); //mxd
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numberedScripts = new List<ScriptItem>(); //mxd
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// Bind any methods
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General.Actions.BindMethods(this);
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// Set defaults
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this.visualcamera = new VisualCamera();
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General.Editing.ChangeMode(configinfo.StartMode);
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ClassicMode cmode = (General.Editing.Mode as ClassicMode);
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if (cmode != null) cmode.SetZoom(0.5f);
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renderer2d.SetViewMode((ViewMode)General.Settings.DefaultViewMode);
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General.Settings.SetDefaultThingFlags(config.DefaultThingFlags);
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// Success
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this.changed = false;
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General.WriteLogLine("Map creation done");
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return true;
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}
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// Initializes for an existing map
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internal bool InitializeOpenMap(string filepathname, MapOptions options) {
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WAD mapwad;
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string tempfile;
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DataLocation maplocation;
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// Apply settings
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this.filetitle = Path.GetFileName(filepathname);
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this.filepathname = filepathname;
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this.changed = false;
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this.options = options;
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General.WriteLogLine("Opening map '" + options.CurrentName + "' with configuration '" + options.ConfigFile + "'");
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// Initiate graphics
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General.WriteLogLine("Initializing graphics device...");
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graphics = new D3DDevice(General.MainWindow.Display);
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if (!graphics.Initialize()) return false;
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// Create renderers
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renderer2d = new Renderer2D(graphics);
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renderer3d = new Renderer3D(graphics);
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// Load game configuration
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General.WriteLogLine("Loading game configuration...");
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configinfo = General.GetConfigurationInfo(options.ConfigFile);
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config = new GameConfiguration(General.LoadGameConfiguration(options.ConfigFile));
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origmapconfigfile = options.ConfigFile;//mxd
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configinfo.ApplyDefaults(config);
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General.Editing.UpdateCurrentEditModes();
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// Create map data
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map = new MapSet();
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// Create temp wadfile
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tempfile = General.MakeTempFilename(temppath);
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General.WriteLogLine("Creating temporary file: " + tempfile);
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#if DEBUG
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tempwad = new WAD(tempfile);
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#else
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try { tempwad = new WAD(tempfile); } catch(Exception e)
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{
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General.ShowErrorMessage("Error while creating a temporary wad file:\n" + e.GetType().Name + ": " + e.Message, MessageBoxButtons.OK);
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return false;
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}
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#endif
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// Now open the map file
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General.WriteLogLine("Opening source file: " + filepathname);
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#if DEBUG
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mapwad = new WAD(filepathname, true);
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#else
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try { mapwad = new WAD(filepathname, true); } catch(Exception e)
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{
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General.ShowErrorMessage("Error while opening source wad file:\n" + e.GetType().Name + ": " + e.Message, MessageBoxButtons.OK);
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return false;
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}
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#endif
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// Copy the map lumps to the temp file
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General.WriteLogLine("Copying map lumps to temporary file...");
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CopyLumpsByType(mapwad, options.CurrentName, tempwad, TEMP_MAP_HEADER,
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true, true, true, true);
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// Close the map file
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mapwad.Dispose();
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// Read the map from temp file
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map.BeginAddRemove();
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General.WriteLogLine("Initializing map format interface " + config.FormatInterface + "...");
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io = MapSetIO.Create(config.FormatInterface, tempwad, this);
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General.WriteLogLine("Reading map data structures from file...");
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#if DEBUG
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map = io.Read(map, TEMP_MAP_HEADER);
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#else
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try { map = io.Read(map, TEMP_MAP_HEADER); } catch(Exception e)
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{
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General.ErrorLogger.Add(ErrorType.Error, "Unable to read the map data structures with the specified configuration. " + e.GetType().Name + ": " + e.Message);
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General.ShowErrorMessage("Unable to read the map data structures with the specified configuration.", MessageBoxButtons.OK);
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return false;
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}
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#endif
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map.EndAddRemove();
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// Load data manager
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General.WriteLogLine("Loading data resources...");
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data = new DataManager();
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maplocation = new DataLocation(DataLocation.RESOURCE_WAD, filepathname, options.StrictPatches, false, false);
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data.Load(configinfo.Resources, options.Resources, maplocation);
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// Remove unused sectors
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map.RemoveUnusedSectors(true);
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// Update structures
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options.ApplyGridSettings();
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map.UpdateConfiguration();
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map.SnapAllToAccuracy();
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map.Update();
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thingsfilter.Update();
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//mxd. check script names
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UpdateScriptNames();
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// Bind any methods
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General.Actions.BindMethods(this);
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// Set defaults
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this.visualcamera = new VisualCamera();
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General.Editing.ChangeMode(configinfo.StartMode);
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renderer2d.SetViewMode((ViewMode)General.Settings.DefaultViewMode);
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General.Settings.SetDefaultThingFlags(config.DefaultThingFlags);
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// Center map in screen
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if (General.Editing.Mode is ClassicMode) (General.Editing.Mode as ClassicMode).CenterInScreen();
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// Success
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this.changed = false;
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General.WriteLogLine("Map loading done");
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return true;
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}
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//mxd. This switches to another map in the same wad
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internal bool InitializeSwitchMap(MapOptions options) {
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this.changed = false;
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this.options = options;
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// Create map data
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MapSet newmap = new MapSet();
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WAD mapwad;
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// Create temp wadfile
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string tempfile = General.MakeTempFilename(temppath);
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General.WriteLogLine("Creating temporary file: " + tempfile);
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if(tempwad != null) tempwad.Dispose();
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#if DEBUG
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tempwad = new WAD(tempfile);
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#else
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try { tempwad = new WAD(tempfile); } catch(Exception e)
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{
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General.ShowErrorMessage("Error while creating a temporary wad file:\n" + e.GetType().Name + ": " + e.Message, MessageBoxButtons.OK);
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return false;
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}
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#endif
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// Now open the map file
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General.WriteLogLine("Opening source file: " + filepathname);
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#if DEBUG
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mapwad = new WAD(filepathname, true);
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#else
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try { mapwad = new WAD(filepathname, true); } catch(Exception e)
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{
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General.ShowErrorMessage("Error while opening source wad file:\n" + e.GetType().Name + ": " + e.Message, MessageBoxButtons.OK);
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return false;
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}
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#endif
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// Copy the map lumps to the temp file
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General.WriteLogLine("Copying map lumps to temporary file...");
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CopyLumpsByType(mapwad, options.CurrentName, tempwad, TEMP_MAP_HEADER, true, true, true, true);
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// Close the map file
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mapwad.Dispose();
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// Read the map from temp file
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newmap.BeginAddRemove();
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General.WriteLogLine("Initializing map format interface " + config.FormatInterface + "...");
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io = MapSetIO.Create(config.FormatInterface, tempwad, this);
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General.WriteLogLine("Reading map data structures from file...");
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#if DEBUG
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newmap = io.Read(newmap, TEMP_MAP_HEADER);
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#else
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try { newmap = io.Read(newmap, TEMP_MAP_HEADER); } catch(Exception e)
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{
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General.ErrorLogger.Add(ErrorType.Error, "Unable to read the map data structures with the specified configuration. " + e.GetType().Name + ": " + e.Message);
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General.ShowErrorMessage("Unable to read the map data structures with the specified configuration.", MessageBoxButtons.OK);
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return false;
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}
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#endif
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newmap.EndAddRemove();
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ChangeMapSet(newmap);
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data.UpdateUsedTextures();
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//mxd. check script names
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UpdateScriptNames();
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// Center map in screen
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if(General.Editing.Mode is ClassicMode) (General.Editing.Mode as ClassicMode).CenterInScreen();
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// Success
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this.changed = false;
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General.WriteLogLine("Map switching done");
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return true;
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}
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|
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#endregion
|
|
|
|
#region ================== Save
|
|
|
|
/// <summary>
|
|
/// This exports the structures from memory into a WAD file with the current map format.
|
|
/// </summary>
|
|
public bool ExportToFile(string filepathname) {
|
|
return SaveMap(filepathname, SavePurpose.Testing);
|
|
}
|
|
|
|
// Initializes for an existing map
|
|
internal bool SaveMap(string newfilepathname, SavePurpose purpose) {
|
|
MapSet outputset;
|
|
string nodebuildername, settingsfile;
|
|
StatusInfo oldstatus;
|
|
WAD targetwad;
|
|
int index;
|
|
bool includenodes = false;
|
|
string origmapname;
|
|
bool success = true;
|
|
|
|
General.WriteLogLine("Saving map to file: " + newfilepathname);
|
|
|
|
// Scripts changed?
|
|
bool localscriptschanged = CheckScriptChanged();
|
|
|
|
// If the scripts window is open, save the scripts first
|
|
if (IsScriptsWindowOpen) scriptwindow.Editor.ImplicitSave();
|
|
|
|
// Only recompile scripts when the scripts have changed
|
|
// (not when only the map changed)
|
|
if (localscriptschanged) {
|
|
if (!CompileScriptLumps()) {
|
|
// Compiler failure
|
|
if (errors.Count > 0)
|
|
General.ShowErrorMessage("Error while compiling scripts: " + errors[0].description, MessageBoxButtons.OK);
|
|
else
|
|
General.ShowErrorMessage("Unknown compiler error while compiling scripts!", MessageBoxButtons.OK);
|
|
}
|
|
}
|
|
|
|
// Show script window if there are any errors and we are going to test the map
|
|
// and always update the errors on the scripts window.
|
|
if ((errors.Count > 0) && (scriptwindow == null) && (purpose == SavePurpose.Testing)) ShowScriptEditor();
|
|
if (scriptwindow != null) scriptwindow.Editor.ShowErrors(errors);
|
|
|
|
// Only write the map and rebuild nodes when the actual map has changed
|
|
// (not when only scripts have changed)
|
|
if (changed) {
|
|
// Make a copy of the map data
|
|
outputset = map.Clone();
|
|
|
|
// Remove all flags from all 3D Start things
|
|
foreach (Thing t in outputset.Things) {
|
|
if (t.Type == config.Start3DModeThingType) {
|
|
// We're not using SetFlag here, this doesn't have to be undone.
|
|
// Please note that this is totally exceptional!
|
|
List<string> flagkeys = new List<string>(t.Flags.Keys);
|
|
foreach (string k in flagkeys) t.Flags[k] = false;
|
|
}
|
|
}
|
|
|
|
// Do we need sidedefs compression?
|
|
if (map.Sidedefs.Count > io.MaxSidedefs) {
|
|
// Compress sidedefs
|
|
oldstatus = General.MainWindow.Status;
|
|
General.MainWindow.DisplayStatus(StatusType.Busy, "Compressing sidedefs...");
|
|
outputset.CompressSidedefs();
|
|
General.MainWindow.DisplayStatus(oldstatus);
|
|
|
|
// Check if it still doesnt fit
|
|
if (outputset.Sidedefs.Count > io.MaxSidedefs) {
|
|
// Problem! Can't save the map like this!
|
|
General.ShowErrorMessage("Unable to save the map: There are too many unique sidedefs!", MessageBoxButtons.OK);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Check things
|
|
if (map.Things.Count > io.MaxThings) {
|
|
General.ShowErrorMessage("Unable to save the map: There are too many things!", MessageBoxButtons.OK);
|
|
return false;
|
|
}
|
|
|
|
// Check sectors
|
|
if (map.Sectors.Count > io.MaxSectors) {
|
|
General.ShowErrorMessage("Unable to save the map: There are too many sectors!", MessageBoxButtons.OK);
|
|
return false;
|
|
}
|
|
|
|
// Check linedefs
|
|
if (map.Linedefs.Count > io.MaxLinedefs) {
|
|
General.ShowErrorMessage("Unable to save the map: There are too many linedefs!", MessageBoxButtons.OK);
|
|
return false;
|
|
}
|
|
|
|
// Check vertices
|
|
if (map.Vertices.Count > io.MaxVertices) {
|
|
General.ShowErrorMessage("Unable to save the map: There are too many vertices!", MessageBoxButtons.OK);
|
|
return false;
|
|
}
|
|
|
|
// TODO: Check for more limitations
|
|
|
|
// Write to temporary file
|
|
General.WriteLogLine("Writing map data structures to file...");
|
|
index = tempwad.FindLumpIndex(TEMP_MAP_HEADER);
|
|
if (index == -1) index = 0;
|
|
io.Write(outputset, TEMP_MAP_HEADER, index);
|
|
outputset.Dispose();
|
|
|
|
// Get the corresponding nodebuilder
|
|
nodebuildername = (purpose == SavePurpose.Testing) ? configinfo.NodebuilderTest : configinfo.NodebuilderSave;
|
|
|
|
// Build the nodes
|
|
oldstatus = General.MainWindow.Status;
|
|
General.MainWindow.DisplayStatus(StatusType.Busy, "Building map nodes...");
|
|
if (!string.IsNullOrEmpty(nodebuildername))
|
|
includenodes = BuildNodes(nodebuildername, true);
|
|
else
|
|
includenodes = false;
|
|
General.MainWindow.DisplayStatus(oldstatus);
|
|
}
|
|
else {
|
|
// Check if we have nodebuilder lumps
|
|
includenodes = VerifyNodebuilderLumps(tempwad, TEMP_MAP_HEADER);
|
|
}
|
|
|
|
// Suspend data resources
|
|
data.Suspend();
|
|
|
|
// Determine original map name
|
|
origmapname = (options.PreviousName != "") ? options.PreviousName : options.CurrentName;
|
|
|
|
try {
|
|
// Backup existing file, if any
|
|
if (File.Exists(newfilepathname)) {
|
|
if (File.Exists(newfilepathname + ".backup3")) File.Delete(newfilepathname + ".backup3");
|
|
if (File.Exists(newfilepathname + ".backup2")) File.Move(newfilepathname + ".backup2", newfilepathname + ".backup3");
|
|
if (File.Exists(newfilepathname + ".backup1")) File.Move(newfilepathname + ".backup1", newfilepathname + ".backup2");
|
|
File.Copy(newfilepathname, newfilepathname + ".backup1");
|
|
}
|
|
|
|
// Except when saving INTO another file,
|
|
// kill the target file if it is different from source file
|
|
if ((purpose != SavePurpose.IntoFile) && (newfilepathname != filepathname)) {
|
|
// Kill target file
|
|
if (File.Exists(newfilepathname)) File.Delete(newfilepathname);
|
|
|
|
// Kill .dbs settings file
|
|
settingsfile = newfilepathname.Substring(0, newfilepathname.Length - 4) + ".dbs";
|
|
if (File.Exists(settingsfile)) File.Delete(settingsfile);
|
|
}
|
|
|
|
// On Save AS we have to copy the previous file to the new file
|
|
if ((purpose == SavePurpose.AsNewFile) && (filepathname != "")) {
|
|
// Copy if original file still exists
|
|
if (File.Exists(filepathname)) File.Copy(filepathname, newfilepathname, true);
|
|
}
|
|
|
|
// If the target file exists, we need to rebuild it
|
|
if (File.Exists(newfilepathname)) {
|
|
// Move the target file aside
|
|
string origwadfile = newfilepathname + ".temp";
|
|
File.Move(newfilepathname, origwadfile);
|
|
|
|
// Open original file
|
|
WAD origwad = new WAD(origwadfile, true);
|
|
|
|
// Create new target file
|
|
targetwad = new WAD(newfilepathname);
|
|
|
|
// Copy all lumps, except the original map
|
|
GameConfiguration origcfg = (origmapconfigfile == configinfo.Filename ? config : new GameConfiguration(General.LoadGameConfiguration(origmapconfigfile))); //mxd
|
|
CopyAllLumpsExceptMap(origwad, targetwad, origcfg, origmapname);
|
|
|
|
// Close original file and delete it
|
|
origwad.Dispose();
|
|
File.Delete(origwadfile);
|
|
}
|
|
else {
|
|
// Create new target file
|
|
targetwad = new WAD(newfilepathname);
|
|
}
|
|
} catch (IOException) {
|
|
General.ShowErrorMessage("IO Error while writing target file: " + newfilepathname + ". Please make sure the location is accessible and not in use by another program.", MessageBoxButtons.OK);
|
|
data.Resume();
|
|
General.WriteLogLine("Map saving failed");
|
|
return false;
|
|
} catch (UnauthorizedAccessException) {
|
|
General.ShowErrorMessage("Error while accessing target file: " + newfilepathname + ". Please make sure the location is accessible and not in use by another program.", MessageBoxButtons.OK);
|
|
data.Resume();
|
|
General.WriteLogLine("Map saving failed");
|
|
return false;
|
|
}
|
|
|
|
// Copy map lumps to target file
|
|
CopyLumpsByType(tempwad, TEMP_MAP_HEADER, targetwad, origmapname, true, true, includenodes, true);
|
|
|
|
// Was the map lump name renamed?
|
|
if ((options.PreviousName != options.CurrentName) &&
|
|
(options.PreviousName != "")) {
|
|
General.WriteLogLine("Renaming map lump name from " + options.PreviousName + " to " + options.CurrentName);
|
|
|
|
// Find the map header in target
|
|
index = targetwad.FindLumpIndex(options.PreviousName);
|
|
if (index > -1) {
|
|
// Rename the map lump name
|
|
targetwad.Lumps[index].Rename(options.CurrentName);
|
|
options.PreviousName = "";
|
|
}
|
|
else {
|
|
// Houston, we've got a problem!
|
|
General.ShowErrorMessage("Error renaming map lump name: the original map lump could not be found!", MessageBoxButtons.OK);
|
|
options.CurrentName = options.PreviousName;
|
|
options.PreviousName = "";
|
|
}
|
|
}
|
|
|
|
// Done with the target file
|
|
targetwad.Dispose();
|
|
|
|
// Resume data resources
|
|
data.Resume();
|
|
|
|
// Not saved for testing purpose?
|
|
if (purpose != SavePurpose.Testing) {
|
|
// Saved in a different file?
|
|
if (newfilepathname != filepathname) {
|
|
// Keep new filename
|
|
filepathname = newfilepathname;
|
|
filetitle = Path.GetFileName(filepathname);
|
|
|
|
// Reload resources
|
|
ReloadResources();
|
|
}
|
|
|
|
try {
|
|
// Open or create the map settings
|
|
settingsfile = newfilepathname.Substring(0, newfilepathname.Length - 4) + ".dbs";
|
|
options.WriteConfiguration(settingsfile);
|
|
} catch (Exception e) {
|
|
// Warning only
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Could not write the map settings configuration file. " + e.GetType().Name + ": " + e.Message);
|
|
}
|
|
|
|
// Changes saved
|
|
changed = false;
|
|
scriptschanged = false;
|
|
}
|
|
|
|
// Success!
|
|
General.WriteLogLine("Map saving done");
|
|
return success;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Nodebuild
|
|
|
|
// This builds the nodes in the temproary file with the given configuration name
|
|
private bool BuildNodes(string nodebuildername, bool failaswarning) {
|
|
NodebuilderInfo nodebuilder;
|
|
string tempfile1, tempfile2, sourcefile;
|
|
bool lumpscomplete = false;
|
|
WAD buildwad;
|
|
|
|
// Find the nodebuilder
|
|
nodebuilder = General.GetNodebuilderByName(nodebuildername);
|
|
if (nodebuilder == null) {
|
|
// Problem! Can't find that nodebuilder!
|
|
General.ShowWarningMessage("Unable to build the nodes: The configured nodebuilder cannot be found.\nPlease check your game configuration settings!", MessageBoxButtons.OK);
|
|
return false;
|
|
}
|
|
else {
|
|
// Create the compiler interface that will run the nodebuilder
|
|
// This automatically creates a temporary directory for us
|
|
Compiler compiler = nodebuilder.CreateCompiler();
|
|
|
|
// Make temporary filename
|
|
tempfile1 = General.MakeTempFilename(compiler.Location);
|
|
|
|
// Make the temporary WAD file
|
|
General.WriteLogLine("Creating temporary build file: " + tempfile1);
|
|
#if DEBUG
|
|
buildwad = new WAD(tempfile1);
|
|
#else
|
|
try { buildwad = new WAD(tempfile1); }
|
|
catch(Exception e)
|
|
{
|
|
General.ShowErrorMessage("Error while creating a temporary wad file:\n" + e.GetType().Name + ": " + e.Message, MessageBoxButtons.OK);
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
// Determine source file
|
|
if (filepathname.Length > 0)
|
|
sourcefile = filepathname;
|
|
else
|
|
sourcefile = tempwad.Filename;
|
|
|
|
// Copy lumps to buildwad
|
|
General.WriteLogLine("Copying map lumps to temporary build file...");
|
|
CopyLumpsByType(tempwad, TEMP_MAP_HEADER, buildwad, BUILD_MAP_HEADER, true, false, false, true);
|
|
|
|
// Close buildwad
|
|
buildwad.Dispose();
|
|
|
|
// Does the nodebuilder require an output file?
|
|
if (nodebuilder.HasSpecialOutputFile) {
|
|
// Make a temporary output file for the nodebuilder
|
|
tempfile2 = General.MakeTempFilename(compiler.Location);
|
|
General.WriteLogLine("Temporary output file: " + tempfile2);
|
|
}
|
|
else {
|
|
// Output file is same as input file
|
|
tempfile2 = tempfile1;
|
|
}
|
|
|
|
// Run the nodebuilder
|
|
compiler.Parameters = nodebuilder.Parameters;
|
|
compiler.InputFile = Path.GetFileName(tempfile1);
|
|
compiler.OutputFile = Path.GetFileName(tempfile2);
|
|
compiler.SourceFile = sourcefile;
|
|
compiler.WorkingDirectory = Path.GetDirectoryName(tempfile1);
|
|
if (compiler.Run()) {
|
|
// Open the output file
|
|
try { buildwad = new WAD(tempfile2); } catch (Exception e) {
|
|
General.WriteLogLine(e.GetType().Name + " while reading build wad file: " + e.Message);
|
|
buildwad = null;
|
|
}
|
|
|
|
if (buildwad != null) {
|
|
// Output lumps complete?
|
|
lumpscomplete = VerifyNodebuilderLumps(buildwad, BUILD_MAP_HEADER);
|
|
}
|
|
|
|
if (lumpscomplete) {
|
|
// Copy nodebuilder lumps to temp file
|
|
General.WriteLogLine("Copying nodebuilder lumps to temporary file...");
|
|
CopyLumpsByType(buildwad, BUILD_MAP_HEADER, tempwad, TEMP_MAP_HEADER, false, false, true, false);
|
|
}
|
|
else {
|
|
//mxd. collect errors
|
|
string errors = "";
|
|
foreach (CompilerError e in compiler.Errors)
|
|
errors += "Error: " + Environment.NewLine + e.description;
|
|
|
|
// Nodebuilder did not build the lumps!
|
|
if (failaswarning)
|
|
General.ShowWarningMessage("Unable to build the nodes: The nodebuilder failed to build the expected data structures.\nThe map will be saved without the nodes." + (compiler.Errors.Length > 0 ? Environment.NewLine + errors : ""), MessageBoxButtons.OK);
|
|
else
|
|
General.ShowErrorMessage("Unable to build the nodes: The nodebuilder failed to build the expected data structures." + (compiler.Errors.Length > 0 ? Environment.NewLine + errors : ""), MessageBoxButtons.OK);
|
|
}
|
|
|
|
// Done with the build wad
|
|
if (buildwad != null) buildwad.Dispose();
|
|
}
|
|
else { //mxd
|
|
//collect errors
|
|
string errors = "";
|
|
foreach (CompilerError e in compiler.Errors)
|
|
errors += "Error: " + Environment.NewLine + e.description;
|
|
|
|
// Nodebuilder did not build the lumps!
|
|
General.ShowErrorMessage("Unable to build the nodes: The nodebuilder failed to build the expected data structures" + (compiler.Errors.Length > 0 ? ":" + Environment.NewLine + errors : "."), MessageBoxButtons.OK);
|
|
}
|
|
|
|
// Clean up
|
|
compiler.Dispose();
|
|
|
|
// Return result
|
|
return lumpscomplete;
|
|
}
|
|
}
|
|
|
|
// This verifies if the nodebuilder lumps exist in a WAD file
|
|
private bool VerifyNodebuilderLumps(WAD wad, string mapheader) {
|
|
bool lumpscomplete = false;
|
|
|
|
// Find the map header in source
|
|
int srcindex = wad.FindLumpIndex(mapheader);
|
|
if (srcindex > -1) {
|
|
// Go for all the map lump names
|
|
lumpscomplete = true;
|
|
foreach (DictionaryEntry ml in config.MapLumpNames) {
|
|
// Read lump settings from map config
|
|
bool lumpnodebuild = config.ReadSetting("maplumpnames." + ml.Key + ".nodebuild", false);
|
|
bool lumpallowempty = config.ReadSetting("maplumpnames." + ml.Key + ".allowempty", false);
|
|
|
|
// Check if this lump should exist
|
|
if (lumpnodebuild && !lumpallowempty) {
|
|
// Find the lump in the source
|
|
if (wad.FindLump(ml.Key.ToString(), srcindex, srcindex + config.MapLumpNames.Count + 2) == null) {
|
|
// Missing a lump!
|
|
lumpscomplete = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return lumpscomplete;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Lumps
|
|
|
|
// This returns a copy of the requested lump stream data
|
|
// This is copied from the temp wad file and returns null when the lump is not found
|
|
public MemoryStream GetLumpData(string lumpname) {
|
|
Lump l = tempwad.FindLump(lumpname);
|
|
if (l != null) {
|
|
l.Stream.Seek(0, SeekOrigin.Begin);
|
|
return new MemoryStream(l.Stream.ReadAllBytes());
|
|
}
|
|
return null;
|
|
}
|
|
|
|
// This writes a copy of the data to a lump in the temp file
|
|
public void SetLumpData(string lumpname, MemoryStream data) {
|
|
int insertindex = tempwad.Lumps.Count;
|
|
|
|
// Remove the lump if it already exists
|
|
int li = tempwad.FindLumpIndex(lumpname);
|
|
if (li > -1) {
|
|
insertindex = li;
|
|
tempwad.RemoveAt(li);
|
|
}
|
|
|
|
// Insert new lump
|
|
Lump l = tempwad.Insert(lumpname, insertindex, (int)data.Length);
|
|
l.Stream.Seek(0, SeekOrigin.Begin);
|
|
data.WriteTo(l.Stream);
|
|
}
|
|
|
|
// This checks if the specified lump exists in the temp file
|
|
public bool LumpExists(string lumpname) {
|
|
return (tempwad.FindLumpIndex(lumpname) > -1);
|
|
}
|
|
|
|
// This creates empty lumps for those required
|
|
private void CreateRequiredLumps(WAD target, string mapname) {
|
|
int headerindex, insertindex, targetindex;
|
|
string lumpname;
|
|
bool lumprequired;
|
|
|
|
// Find the map header in target
|
|
headerindex = target.FindLumpIndex(mapname);
|
|
if (headerindex == -1) {
|
|
// If this header doesnt exists in the target
|
|
// then insert at the end of the target
|
|
headerindex = target.Lumps.Count;
|
|
}
|
|
|
|
// Begin inserting at target header index
|
|
insertindex = headerindex;
|
|
|
|
// Go for all the map lump names
|
|
foreach (DictionaryEntry ml in config.MapLumpNames) {
|
|
// Read lump settings from map config
|
|
lumprequired = config.ReadSetting("maplumpnames." + ml.Key + ".required", false);
|
|
|
|
// Check if this lump is required
|
|
if (lumprequired) {
|
|
// Get the lump name
|
|
lumpname = ml.Key.ToString();
|
|
if (lumpname == CONFIG_MAP_HEADER) lumpname = mapname;
|
|
|
|
// Check if the lump is missing at the target
|
|
targetindex = FindSpecificLump(target, lumpname, headerindex, mapname, config.MapLumpNames);
|
|
if (targetindex == -1) {
|
|
// Determine target index
|
|
insertindex++;
|
|
if (insertindex > target.Lumps.Count) insertindex = target.Lumps.Count;
|
|
|
|
// Create new, emtpy lump
|
|
General.WriteLogLine(lumpname + " is required! Created empty lump.");
|
|
target.Insert(lumpname, insertindex, 0);
|
|
}
|
|
else {
|
|
// Move insert index
|
|
insertindex = targetindex;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd. This is called on tempwad, which should only have the current map inside it.
|
|
private void removeUnneededLumps(WAD target, string mapname) {
|
|
//Get the list of lumps required by current map format
|
|
List<string> requiredLumps = new List<string>();
|
|
foreach (DictionaryEntry ml in config.MapLumpNames){
|
|
string lumpname = ml.Key.ToString();
|
|
if(lumpname == CONFIG_MAP_HEADER) lumpname = mapname;
|
|
requiredLumps.Add(lumpname);
|
|
}
|
|
|
|
//Remove lumps, which are not required
|
|
List<Lump> toRemove = new List<Lump>();
|
|
foreach (Lump lump in target.Lumps)
|
|
if (!requiredLumps.Contains(lump.Name)) toRemove.Add(lump);
|
|
|
|
foreach (Lump lump in toRemove) target.Remove(lump);
|
|
}
|
|
|
|
// This copies all lumps, except those of a specific map
|
|
private void CopyAllLumpsExceptMap(WAD source, WAD target, GameConfiguration mapconfig, string sourcemapname) {
|
|
// Go for all lumps
|
|
bool skipping = false;
|
|
foreach (Lump srclump in source.Lumps) {
|
|
// Check if we should stop skipping lumps here
|
|
if (skipping && !mapconfig.MapLumpNames.Contains(srclump.Name)) {
|
|
// Stop skipping
|
|
skipping = false;
|
|
}
|
|
|
|
// Check if we should start skipping lumps here
|
|
if (!skipping && (srclump.Name == sourcemapname)) {
|
|
// We have encountered the map header, start skipping!
|
|
skipping = true;
|
|
}
|
|
|
|
// Not skipping this lump?
|
|
if (!skipping) {
|
|
// Copy lump over!
|
|
Lump tgtlump = target.Insert(srclump.Name, target.Lumps.Count, srclump.Length);
|
|
srclump.CopyTo(tgtlump);
|
|
}
|
|
}
|
|
}
|
|
|
|
// This copies specific map lumps from one WAD to another
|
|
private void CopyLumpsByType(WAD source, string sourcemapname,
|
|
WAD target, string targetmapname,
|
|
bool copyrequired, bool copyblindcopy,
|
|
bool copynodebuild, bool copyscript) {
|
|
bool lumprequired, lumpblindcopy, lumpnodebuild;
|
|
string lumpscript, srclumpname, tgtlumpname;
|
|
int srcheaderindex, tgtheaderindex, targetindex, sourceindex, lumpindex;
|
|
Lump lump, newlump;
|
|
|
|
// Find the map header in target
|
|
tgtheaderindex = target.FindLumpIndex(targetmapname);
|
|
if (tgtheaderindex == -1) {
|
|
// If this header doesnt exists in the target
|
|
// then insert at the end of the target
|
|
tgtheaderindex = target.Lumps.Count;
|
|
}
|
|
|
|
// Begin inserting at target header index
|
|
targetindex = tgtheaderindex;
|
|
|
|
// Find the map header in source
|
|
srcheaderindex = source.FindLumpIndex(sourcemapname);
|
|
if (srcheaderindex > -1) {
|
|
// Copy the map header from source to target
|
|
//newlump = target.Insert(targetmapname, tgtindex++, source.Lumps[srcindex].Length);
|
|
//source.Lumps[srcindex].CopyTo(newlump);
|
|
|
|
// Go for all the map lump names
|
|
foreach (DictionaryEntry ml in config.MapLumpNames) {
|
|
// Read lump settings from map config
|
|
lumprequired = config.ReadSetting("maplumpnames." + ml.Key + ".required", false);
|
|
lumpblindcopy = config.ReadSetting("maplumpnames." + ml.Key + ".blindcopy", false);
|
|
lumpnodebuild = config.ReadSetting("maplumpnames." + ml.Key + ".nodebuild", false);
|
|
lumpscript = config.ReadSetting("maplumpnames." + ml.Key + ".script", "");
|
|
|
|
// Check if this lump should be copied
|
|
if ((lumprequired && copyrequired) || (lumpblindcopy && copyblindcopy) ||
|
|
(lumpnodebuild && copynodebuild) || ((lumpscript.Length != 0) && copyscript)) {
|
|
// Get the lump name
|
|
srclumpname = ml.Key.ToString();
|
|
tgtlumpname = ml.Key.ToString();
|
|
if (srclumpname == CONFIG_MAP_HEADER) srclumpname = sourcemapname;
|
|
if (tgtlumpname == CONFIG_MAP_HEADER) tgtlumpname = targetmapname;
|
|
|
|
// Find the lump in the source
|
|
sourceindex = FindSpecificLump(source, srclumpname, srcheaderindex, sourcemapname, config.MapLumpNames);
|
|
if (sourceindex > -1) {
|
|
// Remove lump at target
|
|
lumpindex = RemoveSpecificLump(target, tgtlumpname, tgtheaderindex, targetmapname, config.MapLumpNames);
|
|
|
|
// Determine target index
|
|
// When original lump was found and removed then insert at that position
|
|
// otherwise insert after last insertion position
|
|
if (lumpindex > -1) targetindex = lumpindex; else targetindex++;
|
|
if (targetindex > target.Lumps.Count) targetindex = target.Lumps.Count;
|
|
|
|
// Copy the lump to the target
|
|
//General.WriteLogLine(srclumpname + " copying as " + tgtlumpname);
|
|
lump = source.Lumps[sourceindex];
|
|
newlump = target.Insert(tgtlumpname, targetindex, lump.Length);
|
|
lump.CopyTo(newlump);
|
|
}
|
|
else {
|
|
// We don't want to bother the user with this. There are a lot of lumps in
|
|
// the game configs that are trivial and don't need to be found.
|
|
if (lumprequired) {
|
|
General.ErrorLogger.Add(ErrorType.Warning, ml.Key.ToString() + " (required lump) should be read but was not found in the WAD file.");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// This finds a lump within the range of known lump names
|
|
// Returns -1 when the lump cannot be found
|
|
internal static int FindSpecificLump(WAD source, string lumpname, int mapheaderindex, string mapheadername, IDictionary maplumps) {
|
|
// Use the configured map lump names to find the specific lump within range,
|
|
// because when an unknown lump is met, this search must stop.
|
|
|
|
// Go for all lumps in order to find the specified lump
|
|
for (int i = 0; i < maplumps.Count + 1; i++) {
|
|
// Still within bounds?
|
|
if ((mapheaderindex + i) < source.Lumps.Count) {
|
|
// Check if this is a known lump name
|
|
if (maplumps.Contains(source.Lumps[mapheaderindex + i].Name) ||
|
|
(maplumps.Contains(CONFIG_MAP_HEADER) && (source.Lumps[mapheaderindex + i].Name == mapheadername))) {
|
|
// Is this the lump we are looking for?
|
|
if (source.Lumps[mapheaderindex + i].Name == lumpname) {
|
|
// Return this index
|
|
return mapheaderindex + i;
|
|
}
|
|
}
|
|
else {
|
|
// Unknown lump hit, abort search
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Nothing found
|
|
return -1;
|
|
}
|
|
|
|
// This removes a specific lump and returns the position where the lump was removed
|
|
// Returns -1 when the lump could not be found
|
|
internal static int RemoveSpecificLump(WAD source, string lumpname, int mapheaderindex, string mapheadername, IDictionary maplumps) {
|
|
int lumpindex;
|
|
|
|
// Find the specific lump index
|
|
lumpindex = FindSpecificLump(source, lumpname, mapheaderindex, mapheadername, maplumps);
|
|
if (lumpindex > -1) {
|
|
// Remove this lump
|
|
//General.WriteLogLine(lumpname + " removed");
|
|
source.RemoveAt(lumpindex);
|
|
}
|
|
else {
|
|
// Lump not found
|
|
//General.ErrorLogger.Add(ErrorType.Warning, lumpname + " should be removed but was not found!");
|
|
}
|
|
|
|
// Return result
|
|
return lumpindex;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Selection Groups
|
|
|
|
// This adds selection to a group
|
|
private void AddSelectionToGroup(int groupindex) {
|
|
General.Interface.SetCursor(Cursors.WaitCursor);
|
|
|
|
// Make undo. mxd: group assignment is not recorded
|
|
//undoredo.CreateUndo("Assign to group " + (groupindex + 1));
|
|
|
|
// Make selection
|
|
map.AddSelectionToGroup(groupindex); //mxd. switched groupmask to groupindex
|
|
|
|
General.Interface.DisplayStatus(StatusType.Action, "Assigned selection to group " + (groupindex + 1));
|
|
General.Interface.SetCursor(Cursors.Default);
|
|
}
|
|
|
|
// This selects a group
|
|
private void SelectGroup(int groupindex) {
|
|
// Select
|
|
int groupmask = 0x01 << groupindex;
|
|
map.SelectVerticesByGroup(groupmask);
|
|
map.SelectLinedefsByGroup(groupmask);
|
|
map.SelectSectorsByGroup(groupmask);
|
|
map.SelectThingsByGroup(groupmask);
|
|
|
|
// Redraw to show selection
|
|
General.Interface.DisplayStatus(StatusType.Action, "Selected group " + (groupindex + 1));
|
|
General.Interface.RedrawDisplay();
|
|
}
|
|
|
|
//mxd. This clears a group
|
|
private void ClearGroup(int groupindex) {
|
|
General.Interface.SetCursor(Cursors.WaitCursor);
|
|
|
|
// Clear group
|
|
map.ClearGroup(0x01 << groupindex, groupindex);
|
|
|
|
General.Interface.DisplayStatus(StatusType.Action, "Cleared group " + (groupindex + 1));
|
|
General.Interface.SetCursor(Cursors.Default);
|
|
}
|
|
|
|
// Select actions
|
|
[BeginAction("selectgroup1")]
|
|
internal void SelectGroup1() { SelectGroup(0); }
|
|
[BeginAction("selectgroup2")]
|
|
internal void SelectGroup2() { SelectGroup(1); }
|
|
[BeginAction("selectgroup3")]
|
|
internal void SelectGroup3() { SelectGroup(2); }
|
|
[BeginAction("selectgroup4")]
|
|
internal void SelectGroup4() { SelectGroup(3); }
|
|
[BeginAction("selectgroup5")]
|
|
internal void SelectGroup5() { SelectGroup(4); }
|
|
[BeginAction("selectgroup6")]
|
|
internal void SelectGroup6() { SelectGroup(5); }
|
|
[BeginAction("selectgroup7")]
|
|
internal void SelectGroup7() { SelectGroup(6); }
|
|
[BeginAction("selectgroup8")]
|
|
internal void SelectGroup8() { SelectGroup(7); }
|
|
[BeginAction("selectgroup9")]
|
|
internal void SelectGroup9() { SelectGroup(8); }
|
|
[BeginAction("selectgroup10")]
|
|
internal void SelectGroup10() { SelectGroup(9); }
|
|
|
|
// Assign actions
|
|
[BeginAction("assigngroup1")]
|
|
internal void AssignGroup1() { AddSelectionToGroup(0); }
|
|
[BeginAction("assigngroup2")]
|
|
internal void AssignGroup2() { AddSelectionToGroup(1); }
|
|
[BeginAction("assigngroup3")]
|
|
internal void AssignGroup3() { AddSelectionToGroup(2); }
|
|
[BeginAction("assigngroup4")]
|
|
internal void AssignGroup4() { AddSelectionToGroup(3); }
|
|
[BeginAction("assigngroup5")]
|
|
internal void AssignGroup5() { AddSelectionToGroup(4); }
|
|
[BeginAction("assigngroup6")]
|
|
internal void AssignGroup6() { AddSelectionToGroup(5); }
|
|
[BeginAction("assigngroup7")]
|
|
internal void AssignGroup7() { AddSelectionToGroup(6); }
|
|
[BeginAction("assigngroup8")]
|
|
internal void AssignGroup8() { AddSelectionToGroup(7); }
|
|
[BeginAction("assigngroup9")]
|
|
internal void AssignGroup9() { AddSelectionToGroup(8); }
|
|
[BeginAction("assigngroup10")]
|
|
internal void AssignGroup10() { AddSelectionToGroup(9); }
|
|
|
|
//mxd. Clear actions
|
|
[BeginAction("cleargroup1")]
|
|
internal void ClearGroup1() { ClearGroup(0); }
|
|
[BeginAction("cleargroup2")]
|
|
internal void ClearGroup2() { ClearGroup(1); }
|
|
[BeginAction("cleargroup3")]
|
|
internal void ClearGroup3() { ClearGroup(2); }
|
|
[BeginAction("cleargroup4")]
|
|
internal void ClearGroup4() { ClearGroup(3); }
|
|
[BeginAction("cleargroup5")]
|
|
internal void ClearGroup5() { ClearGroup(4); }
|
|
[BeginAction("cleargroup6")]
|
|
internal void ClearGroup6() { ClearGroup(5); }
|
|
[BeginAction("cleargroup7")]
|
|
internal void ClearGroup7() { ClearGroup(6); }
|
|
[BeginAction("cleargroup8")]
|
|
internal void ClearGroup8() { ClearGroup(7); }
|
|
[BeginAction("cleargroup9")]
|
|
internal void ClearGroup9() { ClearGroup(8); }
|
|
[BeginAction("cleargroup10")]
|
|
internal void ClearGroup10() { ClearGroup(9); }
|
|
|
|
#endregion
|
|
|
|
#region ================== Script Editing
|
|
|
|
// Show the script editor
|
|
[BeginAction("openscripteditor")]
|
|
internal void ShowScriptEditor() {
|
|
Cursor.Current = Cursors.WaitCursor;
|
|
|
|
if (scriptwindow == null) {
|
|
// Load the window
|
|
scriptwindow = new ScriptEditorForm();
|
|
}
|
|
|
|
// Window not yet visible?
|
|
if (!scriptwindow.Visible) {
|
|
// Show the window
|
|
if (General.Settings.ScriptOnTop) {
|
|
if (scriptwindow.Visible && (scriptwindow.Owner == null)) scriptwindow.Hide();
|
|
scriptwindow.Show(General.MainWindow);
|
|
}
|
|
else {
|
|
if (scriptwindow.Visible && (scriptwindow.Owner != null)) scriptwindow.Hide();
|
|
scriptwindow.Show();
|
|
}
|
|
}
|
|
scriptwindow.Activate();
|
|
scriptwindow.Focus();
|
|
Cursor.Current = Cursors.Default;
|
|
}
|
|
|
|
// This asks the user to save changes in script files
|
|
// Returns false when cancelled by the user
|
|
internal bool AskSaveScriptChanges() {
|
|
// Window open?
|
|
if (scriptwindow != null) {
|
|
// Ask to save changes
|
|
// This also saves implicitly
|
|
return scriptwindow.AskSaveAll();
|
|
}
|
|
|
|
// No problems
|
|
return true;
|
|
}
|
|
|
|
// This applies the changed status for internal scripts
|
|
internal void ApplyScriptChanged() {
|
|
// Remember if lumps are changed
|
|
scriptschanged |= scriptwindow.Editor.CheckImplicitChanges();
|
|
}
|
|
|
|
// Close the script editor
|
|
// Specify true for the closing parameter when
|
|
// the window is already in the closing process
|
|
internal void CloseScriptEditor(bool closing) {
|
|
if (scriptwindow != null) {
|
|
if (!scriptwindow.IsDisposed) {
|
|
// Remember what files were open
|
|
scriptwindow.Editor.WriteOpenFilesToConfiguration();
|
|
|
|
// Close now
|
|
if (!closing) scriptwindow.Close();
|
|
}
|
|
|
|
// Done
|
|
scriptwindow = null;
|
|
}
|
|
}
|
|
|
|
// This checks if the scripts are changed
|
|
internal bool CheckScriptChanged() {
|
|
if (scriptwindow != null) {
|
|
// Check if scripts are changed
|
|
return scriptschanged || scriptwindow.Editor.CheckImplicitChanges();
|
|
}
|
|
|
|
return scriptschanged;
|
|
}
|
|
|
|
// This compiles all lumps that require compiling and stores the results
|
|
// Returns true when our code worked properly (even when the compiler returned errors)
|
|
private bool CompileScriptLumps() {
|
|
bool success = true;
|
|
errors.Clear();
|
|
|
|
// Go for all the map lumps
|
|
foreach (MapLumpInfo lumpinfo in config.MapLumps.Values) {
|
|
// Is this a script lump?
|
|
if (lumpinfo.script != null) {
|
|
// Compile it now
|
|
success &= CompileLump(lumpinfo.name, false);
|
|
}
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|
|
// This compiles a script lump and returns any errors that may have occurred
|
|
// Returns true when our code worked properly (even when the compiler returned errors)
|
|
internal bool CompileLump(string lumpname, bool clearerrors) {
|
|
string inputfile, outputfile, sourcefile;
|
|
Compiler compiler;
|
|
byte[] filedata;
|
|
string reallumpname = lumpname;
|
|
|
|
//mxd. Does lump require compiling?
|
|
ScriptConfiguration scriptconfig = config.MapLumps[lumpname].script;
|
|
if (scriptconfig.Compiler == null) return true;
|
|
|
|
// Find the lump
|
|
if (lumpname == CONFIG_MAP_HEADER) reallumpname = TEMP_MAP_HEADER;
|
|
Lump lump = tempwad.FindLump(reallumpname);
|
|
if (lump == null) throw new Exception("No such lump in temporary wad file '" + reallumpname + "'.");
|
|
|
|
// Determine source file
|
|
sourcefile = (filepathname.Length > 0 ? filepathname : tempwad.Filename);
|
|
|
|
// New list of errors
|
|
if (clearerrors) errors.Clear();
|
|
|
|
// Determine the script configuration to use
|
|
try {
|
|
// Initialize compiler
|
|
compiler = scriptconfig.Compiler.Create();
|
|
} catch(Exception e) {
|
|
// Fail
|
|
errors.Add(new CompilerError("Unable to initialize compiler. " + e.GetType().Name + ": " + e.Message));
|
|
return false;
|
|
}
|
|
|
|
try {
|
|
// Write lump data to temp script file in compiler's temp directory
|
|
inputfile = General.MakeTempFilename(compiler.Location, "tmp");
|
|
lump.Stream.Seek(0, SeekOrigin.Begin);
|
|
BinaryReader reader = new BinaryReader(lump.Stream);
|
|
File.WriteAllBytes(inputfile, reader.ReadBytes((int)lump.Stream.Length));
|
|
} catch(Exception e) {
|
|
// Fail
|
|
compiler.Dispose();
|
|
errors.Add(new CompilerError("Unable to write script to working file. " + e.GetType().Name + ": " + e.Message));
|
|
return false;
|
|
}
|
|
|
|
// Make random output filename
|
|
outputfile = General.MakeTempFilename(compiler.Location, "tmp");
|
|
|
|
// Run compiler
|
|
compiler.Parameters = scriptconfig.Parameters;
|
|
compiler.InputFile = Path.GetFileName(inputfile);
|
|
compiler.OutputFile = Path.GetFileName(outputfile);
|
|
compiler.SourceFile = sourcefile;
|
|
compiler.WorkingDirectory = Path.GetDirectoryName(inputfile);
|
|
if(compiler.Run()) {
|
|
// Process errors
|
|
foreach(CompilerError e in compiler.Errors) {
|
|
CompilerError newerror = e;
|
|
|
|
// If the error's filename equals our temporary file,
|
|
// use the lump name instead and prefix it with ?
|
|
if(string.Compare(e.filename, inputfile, true) == 0)
|
|
newerror.filename = "?" + reallumpname;
|
|
|
|
errors.Add(newerror);
|
|
}
|
|
|
|
// No errors?
|
|
if(compiler.Errors.Length == 0) {
|
|
// Output file exists?
|
|
if(File.Exists(outputfile)) {
|
|
// Copy output file data into a lump?
|
|
if(!string.IsNullOrEmpty(scriptconfig.ResultLump)) {
|
|
// Do that now then
|
|
try {
|
|
filedata = File.ReadAllBytes(outputfile);
|
|
} catch(Exception e) {
|
|
// Fail
|
|
compiler.Dispose();
|
|
errors.Add(new CompilerError("Unable to read compiler output file. " + e.GetType().Name + ": " + e.Message));
|
|
return false;
|
|
}
|
|
|
|
// Store data
|
|
MemoryStream stream = new MemoryStream(filedata);
|
|
SetLumpData(scriptconfig.ResultLump, stream);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Clean up
|
|
compiler.Dispose();
|
|
|
|
// Done
|
|
return true;
|
|
}
|
|
|
|
// Fail
|
|
compiler.Dispose();
|
|
errors = null;
|
|
return false;
|
|
}
|
|
|
|
// This clears all compiler errors
|
|
internal void ClearCompilerErrors() {
|
|
errors.Clear();
|
|
}
|
|
|
|
//mxd
|
|
internal void UpdateScriptNames() {
|
|
namedScripts = new List<ScriptItem>();
|
|
numberedScripts = new List<ScriptItem>();
|
|
|
|
// Load the script lumps
|
|
foreach (MapLumpInfo maplumpinfo in config.MapLumps.Values) {
|
|
// Is this a script lump?
|
|
if (maplumpinfo.script != null && maplumpinfo.name == "SCRIPTS") {
|
|
// Load the lump data
|
|
MemoryStream stream = GetLumpData(maplumpinfo.name);
|
|
if (stream != null) {
|
|
AcsParserSE parser = new AcsParserSE();
|
|
parser.OnInclude = updateScriptsFromLocation;
|
|
parser.Parse(stream, "SCRIPTS", true);
|
|
|
|
if(parser.NamedScripts.Count > 0 && (FormatInterface is DoomMapSetIO || FormatInterface is HexenMapSetIO)) {
|
|
List<string> names = new List<string>();
|
|
foreach(ScriptItem item in parser.NamedScripts)
|
|
names.Add("'" + item.Name + "'");
|
|
General.ErrorLogger.Add(ErrorType.Warning, "Current map format doesn't support named scripts! Following scripts will not work:" + string.Join(", ", names.ToArray()));
|
|
} else {
|
|
namedScripts.AddRange(parser.NamedScripts);
|
|
}
|
|
|
|
numberedScripts.AddRange(parser.NumberedScripts);
|
|
scriptincludes.AddRange(parser.Includes);
|
|
}
|
|
}
|
|
}
|
|
|
|
//sort
|
|
namedScripts.Sort(ScriptItem.SortByName);
|
|
numberedScripts.Sort(ScriptItem.SortByIndex);
|
|
}
|
|
|
|
//mxd
|
|
private void updateScriptsFromLocation(AcsParserSE parser, string path) {
|
|
MemoryStream s = General.Map.Data.LoadFile(path);
|
|
if(s != null && s.Length > 0) parser.Parse(s, path, true, true);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
// This updates everything after the configuration or settings have been changed
|
|
internal void UpdateConfiguration() {
|
|
// Update map
|
|
map.UpdateConfiguration();
|
|
|
|
// Update settings
|
|
renderer3d.CreateProjection();
|
|
|
|
// Things filters
|
|
General.MainWindow.UpdateThingsFilters();
|
|
}
|
|
|
|
// This changes thing filter
|
|
public void ChangeThingFilter(ThingsFilter newfilter) {
|
|
// We have a special filter for null
|
|
if (newfilter == null) newfilter = new NullThingsFilter();
|
|
|
|
// Deactivate old filter
|
|
if (thingsfilter != null) thingsfilter.Deactivate();
|
|
|
|
// Change
|
|
thingsfilter = newfilter;
|
|
|
|
// Activate filter
|
|
thingsfilter.Activate();
|
|
|
|
// Update interface
|
|
General.MainWindow.ReflectThingsFilter();
|
|
|
|
// Redraw
|
|
General.MainWindow.RedrawDisplay();
|
|
}
|
|
|
|
// This sets a new mapset for editing
|
|
internal void ChangeMapSet(MapSet newmap) {
|
|
// Let the plugin and editing mode know
|
|
General.Plugins.OnMapSetChangeBegin();
|
|
if (General.Editing.Mode != null) General.Editing.Mode.OnMapSetChangeBegin();
|
|
this.visualcamera.Sector = null;
|
|
|
|
// Can't have a selection in an old map set
|
|
map.ClearAllSelected();
|
|
|
|
// Reset surfaces
|
|
renderer2d.Surfaces.Reset();
|
|
|
|
// Apply
|
|
map.Dispose();
|
|
map = newmap;
|
|
map.UpdateConfiguration();
|
|
map.SnapAllToAccuracy();
|
|
map.Update();
|
|
thingsfilter.Update();
|
|
|
|
// Let the plugin and editing mode know
|
|
General.Plugins.OnMapSetChangeEnd();
|
|
if (General.Editing.Mode != null) General.Editing.Mode.OnMapSetChangeEnd();
|
|
}
|
|
|
|
// This reloads resources
|
|
[BeginAction("reloadresources")]
|
|
internal void DoReloadResource() {
|
|
// Set this to false so we can see if errors are added
|
|
General.ErrorLogger.IsErrorAdded = false;
|
|
|
|
ReloadResources();
|
|
|
|
if (General.ErrorLogger.IsErrorAdded) {
|
|
// Show any errors if preferred
|
|
General.MainWindow.DisplayStatus(StatusType.Warning, "There were errors during resources loading!");
|
|
if (General.Settings.ShowErrorsWindow) General.MainWindow.ShowErrors();
|
|
}
|
|
else
|
|
General.MainWindow.DisplayReady();
|
|
|
|
}
|
|
internal void ReloadResources() {
|
|
DataLocation maplocation;
|
|
StatusInfo oldstatus;
|
|
Cursor oldcursor;
|
|
|
|
// Keep old display info
|
|
oldstatus = General.MainWindow.Status;
|
|
oldcursor = Cursor.Current;
|
|
|
|
// Show status
|
|
General.MainWindow.DisplayStatus(StatusType.Busy, "Reloading data resources...");
|
|
Cursor.Current = Cursors.WaitCursor;
|
|
|
|
// Clean up
|
|
data.Dispose();
|
|
data = null;
|
|
config = null;
|
|
configinfo = null;
|
|
GC.Collect();
|
|
GC.WaitForPendingFinalizers();
|
|
|
|
// Reload game configuration
|
|
General.WriteLogLine("Reloading game configuration...");
|
|
configinfo = General.GetConfigurationInfo(options.ConfigFile);
|
|
config = new GameConfiguration(General.LoadGameConfiguration(options.ConfigFile));
|
|
General.Editing.UpdateCurrentEditModes();
|
|
|
|
// Reload data resources
|
|
General.WriteLogLine("Reloading data resources...");
|
|
data = new DataManager();
|
|
if (!string.IsNullOrEmpty(filepathname)) {
|
|
maplocation = new DataLocation(DataLocation.RESOURCE_WAD, filepathname, false, false, false);
|
|
data.Load(configinfo.Resources, options.Resources, maplocation);
|
|
}
|
|
else {
|
|
data.Load(configinfo.Resources, options.Resources);
|
|
}
|
|
|
|
// Apply new settings to map elements
|
|
map.UpdateConfiguration();
|
|
|
|
// Re-link the background image
|
|
grid.LinkBackground();
|
|
|
|
// Inform all plugins that the resources are reloaded
|
|
General.Plugins.ReloadResources();
|
|
|
|
// Inform editing mode that the resources are reloaded
|
|
if (General.Editing.Mode != null) General.Editing.Mode.OnReloadResources();
|
|
|
|
// Reset status
|
|
General.MainWindow.DisplayStatus(oldstatus);
|
|
Cursor.Current = oldcursor;
|
|
|
|
//mxd
|
|
UpdateScriptNames();
|
|
}
|
|
|
|
// Game Configuration action
|
|
[BeginAction("mapoptions")]
|
|
internal void ShowMapOptions() {
|
|
// Cancel volatile mode, if any
|
|
General.Editing.DisengageVolatileMode();
|
|
|
|
// Show map options dialog
|
|
MapOptionsForm optionsform = new MapOptionsForm(options, false);
|
|
if (optionsform.ShowDialog(General.MainWindow) == DialogResult.OK) {
|
|
// Update interface
|
|
General.MainWindow.UpdateInterface();
|
|
|
|
// Stop data manager
|
|
data.Dispose();
|
|
|
|
// Apply new options
|
|
this.options = optionsform.Options;
|
|
|
|
// Load new game configuration
|
|
General.WriteLogLine("Loading game configuration...");
|
|
configinfo = General.GetConfigurationInfo(options.ConfigFile);
|
|
string oldFormatInterface = config.FormatInterface; //mxd
|
|
config = new GameConfiguration(General.LoadGameConfiguration(options.ConfigFile));
|
|
configinfo.ApplyDefaults(config);
|
|
General.Editing.UpdateCurrentEditModes();
|
|
|
|
// Setup new map format IO
|
|
General.WriteLogLine("Initializing map format interface " + config.FormatInterface + "...");
|
|
io = MapSetIO.Create(config.FormatInterface, tempwad, this);
|
|
|
|
//mxd. Some lumps may've become unneeded during map format conversion.
|
|
if(oldFormatInterface != config.FormatInterface)
|
|
removeUnneededLumps(tempwad, TEMP_MAP_HEADER);
|
|
|
|
// Create required lumps if they don't exist yet
|
|
CreateRequiredLumps(tempwad, TEMP_MAP_HEADER);
|
|
|
|
// Let the plugins know
|
|
General.Plugins.MapReconfigure();
|
|
|
|
//mxd. Update linedef color presets and flags if required
|
|
if(oldFormatInterface == "UniversalMapSetIO" && config.FormatInterface != "UniversalMapSetIO") {
|
|
foreach(Linedef l in General.Map.Map.Linedefs) l.TranslateFromUDMF();
|
|
foreach(Thing t in General.Map.Map.Things) t.TranslateFromUDMF();
|
|
} else if(oldFormatInterface != "UniversalMapSetIO" && config.FormatInterface == "UniversalMapSetIO") {
|
|
foreach(Linedef l in General.Map.Map.Linedefs) l.TranslateToUDMF();
|
|
foreach(Thing t in General.Map.Map.Things) t.TranslateToUDMF();
|
|
}
|
|
General.Map.Map.UpdateCustomLinedefColors();
|
|
|
|
// Update interface
|
|
General.MainWindow.SetupInterface();
|
|
General.MainWindow.UpdateThingsFilters();
|
|
General.MainWindow.UpdateInterface();
|
|
|
|
// Reload resources
|
|
ReloadResources();
|
|
UpdateScriptNames(); //mxd
|
|
|
|
// Done
|
|
General.MainWindow.DisplayReady();
|
|
}
|
|
|
|
// Done
|
|
optionsform.Dispose();
|
|
}
|
|
|
|
// This shows the things filters setup
|
|
[BeginAction("thingsfilterssetup")]
|
|
internal void ShowThingsFiltersSetup() {
|
|
// Show things filter dialog
|
|
ThingsFiltersForm f = new ThingsFiltersForm();
|
|
f.ShowDialog(General.MainWindow);
|
|
f.Dispose();
|
|
General.MainWindow.UpdateThingsFilters();
|
|
}
|
|
|
|
// This returns true is the given type matches
|
|
public bool IsType(Type t) {
|
|
return io.GetType().Equals(t);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
} |