UltimateZoneBuilder/Source/Core/Config/ConfigurationInfo.cs
MaxED 592887a086 Configurations: increased game configuration loading speed (in previous builds it took ~650 ms. to load a single game configuration, now it takes ~120 ms. to load all 64 of them). As a side effect, New\Open Map Options, Map Options and Game Configurations windows are now opened noticeably faster. The editor starts up a bit faster as well.
Configurations: all 64 game configuration are now available by default.
Game Configurations window: game configurations can now be disabled. This setting is mostly cosmetic. When a game configuration is disabled, it won't be shown in "game configuration" dropdowns in New\Open Map Options and Map Options windows. If a map's .dbs file specifies a disabled configuration, it will be picked as a map configuration anyway.
Linedefs mode: vertex insert preview logic used Highlight range instead of Stitch range (which is used when draw mode engages).
Visual mode: double-sided middle textures were not selected when using "Select" action with "with same texture" modifier.
Textures: some optimizations in patch blending code.
ZDoom ACS script configuration: added definitions for StrLeft, StrMid and StrRight functions.
2014-02-18 14:04:14 +00:00

421 lines
19 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 CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Data;
using System.IO;
using CodeImp.DoomBuilder.Editing;
using System.Collections.Specialized;
using CodeImp.DoomBuilder.GZBuilder.Data;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.Config
{
public class ConfigurationInfo : IComparable<ConfigurationInfo>
{
#region ================== Constants
private const string MODE_DISABLED_KEY = "disabled";
private const string MODE_ENABLED_KEY = "enabled";
// The { and } are invalid key names in a configuration so this ensures this string is unique
private const string MISSING_NODEBUILDER = "{missing nodebuilder}";
private readonly string[] LINEDEF_COLOR_PRESET_FLAGS_SEPARATOR = new[] { "^" }; //mxd
#endregion
#region ================== Variables
private string name;
private string filename;
private string settingskey;
private string defaultlumpname;
private string nodebuildersave;
private string nodebuildertest;
private DataLocationList resources;
private Configuration config; //mxd
private bool enabled; //mxd
private bool changed; //mxd
private List<EngineInfo> testEngines; //mxd
private int currentEngineIndex; //mxd
private LinedefColorPreset[] linedefColorPresets; //mxd
private List<ThingsFilter> thingsfilters;
private List<DefinedTextureSet> texturesets;
private Dictionary<string, bool> editmodes;
private string startmode;
#endregion
#region ================== Properties
public string Name { get { return name; } }
public string Filename { get { return filename; } }
public string DefaultLumpName { get { return defaultlumpname; } }
public string NodebuilderSave { get { return nodebuildersave; } internal set { nodebuildersave = value; } }
public string NodebuilderTest { get { return nodebuildertest; } internal set { nodebuildertest = value; } }
internal DataLocationList Resources { get { return resources; } }
internal Configuration Configuration { get { return config; } } //mxd
public bool Enabled { get { return enabled; } internal set { enabled = value; } } //mxd
public bool Changed { get { return changed; } internal set { changed = value; } } //mxd
//mxd
public string TestProgramName { get { return testEngines[currentEngineIndex].TestProgramName; } internal set { testEngines[currentEngineIndex].TestProgramName = value; } }
public string TestProgram { get { return testEngines[currentEngineIndex].TestProgram; } internal set { testEngines[currentEngineIndex].TestProgram = value; } }
public string TestParameters { get { return testEngines[currentEngineIndex].TestParameters; } internal set { testEngines[currentEngineIndex].TestParameters = value; } }
public bool TestShortPaths { get { return testEngines[currentEngineIndex].TestShortPaths; } internal set { testEngines[currentEngineIndex].TestShortPaths = value; } }
public int TestSkill { get { return testEngines[currentEngineIndex].TestSkill; } internal set { testEngines[currentEngineIndex].TestSkill = value; } }
public bool CustomParameters { get { return testEngines[currentEngineIndex].CustomParameters; } internal set { testEngines[currentEngineIndex].CustomParameters = value; } }
public List<EngineInfo> TestEngines { get { return testEngines; } internal set { testEngines = value; } }
public int CurrentEngineIndex { get { return currentEngineIndex; } internal set { currentEngineIndex = value; } }
public LinedefColorPreset[] LinedefColorPresets { get { return linedefColorPresets; } internal set { linedefColorPresets = value; } }
internal ICollection<ThingsFilter> ThingsFilters { get { return thingsfilters; } }
internal List<DefinedTextureSet> TextureSets { get { return texturesets; } }
internal Dictionary<string, bool> EditModes { get { return editmodes; } }
public string StartMode { get { return startmode; } internal set { startmode = value; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal ConfigurationInfo(Configuration cfg, string filename)
{
// Initialize
this.filename = filename;
this.config = cfg; //mxd
this.settingskey = Path.GetFileNameWithoutExtension(filename).ToLower();
// Load settings from game configuration
this.name = config.ReadSetting("game", "<unnamed game>");
this.defaultlumpname = config.ReadSetting("defaultlumpname", "");
// Load settings from program configuration
this.nodebuildersave = General.Settings.ReadSetting("configurations." + settingskey + ".nodebuildersave", MISSING_NODEBUILDER);
this.nodebuildertest = General.Settings.ReadSetting("configurations." + settingskey + ".nodebuildertest", MISSING_NODEBUILDER);
this.resources = new DataLocationList(General.Settings.Config, "configurations." + settingskey + ".resources");
this.startmode = General.Settings.ReadSetting("configurations." + settingskey + ".startmode", "VerticesMode");
this.enabled = General.Settings.ReadSetting("configurations." + settingskey + ".enabled", false); //mxd
//mxd. read test engines
testEngines = new List<EngineInfo>();
IDictionary list = General.Settings.ReadSetting("configurations." + settingskey + ".engines", new ListDictionary());
currentEngineIndex = General.Settings.ReadSetting("configurations." + settingskey + ".currentengineindex", 0);
//no engine list found? use old engine properties
if (list.Count == 0) {
EngineInfo info = new EngineInfo();
info.TestProgram = General.Settings.ReadSetting("configurations." + settingskey + ".testprogram", "");
info.TestProgramName = General.Settings.ReadSetting("configurations." + settingskey + ".testprogramname", EngineInfo.DEFAULT_ENGINE_NAME);
info.CheckProgramName(false);
info.TestParameters = General.Settings.ReadSetting("configurations." + settingskey + ".testparameters", "");
info.TestShortPaths = General.Settings.ReadSetting("configurations." + settingskey + ".testshortpaths", false);
info.CustomParameters = General.Settings.ReadSetting("configurations." + settingskey + ".customparameters", false);
info.TestSkill = General.Settings.ReadSetting("configurations." + settingskey + ".testskill", 3);
testEngines.Add(info);
currentEngineIndex = 0;
} else {
//read engines settings from config
foreach (DictionaryEntry de in list) {
string path = "configurations." + settingskey + ".engines." + de.Key;
EngineInfo info = new EngineInfo();
info.TestProgram = General.Settings.ReadSetting(path + ".testprogram", "");
info.TestProgramName = General.Settings.ReadSetting(path + ".testprogramname", EngineInfo.DEFAULT_ENGINE_NAME);
info.CheckProgramName(false);
info.TestParameters = General.Settings.ReadSetting(path + ".testparameters", "");
info.TestShortPaths = General.Settings.ReadSetting(path + ".testshortpaths", false);
info.CustomParameters = General.Settings.ReadSetting(path + ".customparameters", false);
info.TestSkill = General.Settings.ReadSetting(path + ".testskill", 3);
testEngines.Add(info);
}
if(currentEngineIndex >= testEngines.Count) currentEngineIndex = 0;
}
//mxd. read custom linedef colors
List<LinedefColorPreset> colorPresets = new List<LinedefColorPreset>();
list = General.Settings.ReadSetting("configurations." + settingskey + ".linedefcolorpresets", new ListDictionary());
//no presets? add "classic" ones then.
if(list.Count == 0) {
LinedefColorPreset anyActionPreset = new LinedefColorPreset("Any action", PixelColor.FromColor(System.Drawing.Color.PaleGreen), -1, 0, new List<string>(), new List<string>());
anyActionPreset.SetValid();
colorPresets.Add(anyActionPreset);
} else {
//read custom linedef colors from config
foreach(DictionaryEntry de in list) {
string path = "configurations." + settingskey + ".linedefcolorpresets." + de.Key;
string presetname = General.Settings.ReadSetting(path + ".name", "Unnamed");
PixelColor color = PixelColor.FromInt(General.Settings.ReadSetting(path + ".color", -1));
int action = General.Settings.ReadSetting(path + ".action", 0);
int activation = General.Settings.ReadSetting(path + ".activation", 0);
List<string> flags = new List<string>();
flags.AddRange(General.Settings.ReadSetting(path + ".flags", "").Split(LINEDEF_COLOR_PRESET_FLAGS_SEPARATOR, StringSplitOptions.RemoveEmptyEntries));
List<string> restrictedFlags = new List<string>();
restrictedFlags.AddRange(General.Settings.ReadSetting(path + ".restrictedflags", "").Split(LINEDEF_COLOR_PRESET_FLAGS_SEPARATOR, StringSplitOptions.RemoveEmptyEntries));
LinedefColorPreset preset = new LinedefColorPreset(presetname, color, action, activation, flags, restrictedFlags);
colorPresets.Add(preset);
}
}
linedefColorPresets = colorPresets.ToArray();
// Make list of things filters
thingsfilters = new List<ThingsFilter>();
IDictionary cfgfilters = General.Settings.ReadSetting("configurations." + settingskey + ".thingsfilters", new Hashtable());
foreach(DictionaryEntry de in cfgfilters)
{
thingsfilters.Add(new ThingsFilter(General.Settings.Config, "configurations." + settingskey + ".thingsfilters." + de.Key));
}
// Make list of texture sets
texturesets = new List<DefinedTextureSet>();
IDictionary sets = General.Settings.ReadSetting("configurations." + settingskey + ".texturesets", new Hashtable());
foreach(DictionaryEntry de in sets)
{
texturesets.Add(new DefinedTextureSet(General.Settings.Config, "configurations." + settingskey + ".texturesets." + de.Key));
}
// Make list of edit modes
this.editmodes = new Dictionary<string, bool>();
IDictionary modes = General.Settings.ReadSetting("configurations." + settingskey + ".editmodes", new Hashtable());
foreach(DictionaryEntry de in modes)
{
if(de.Key.ToString().StartsWith(MODE_ENABLED_KEY))
editmodes.Add(de.Value.ToString(), true);
else if(de.Key.ToString().StartsWith(MODE_DISABLED_KEY))
editmodes.Add(de.Value.ToString(), false);
}
}
// Constructor
private ConfigurationInfo()
{
}
#endregion
#region ================== Methods
/// <summary>
/// This returns the resource locations as configured.
/// </summary>
public DataLocationList GetResources()
{
return new DataLocationList(resources);
}
// This compares it to other ConfigurationInfo objects
public int CompareTo(ConfigurationInfo other)
{
// Compare
return name.CompareTo(other.name);
}
// This saves the settings to program configuration
internal void SaveSettings()
{
//mxd
General.Settings.WriteSetting("configurations." + settingskey + ".enabled", enabled);
if(!changed) return;
// Write to configuration
General.Settings.WriteSetting("configurations." + settingskey + ".nodebuildersave", nodebuildersave);
General.Settings.WriteSetting("configurations." + settingskey + ".nodebuildertest", nodebuildertest);
//mxd. Test Engines
General.Settings.WriteSetting("configurations." + settingskey + ".currentengineindex", currentEngineIndex);
for (int i = 0; i < testEngines.Count; i++ ) {
string path = "configurations." + settingskey + ".engines.engine" + i.ToString(CultureInfo.InvariantCulture);
General.Settings.WriteSetting(path + ".testprogramname", testEngines[i].TestProgramName);
General.Settings.WriteSetting(path + ".testprogram", testEngines[i].TestProgram);
General.Settings.WriteSetting(path + ".testparameters", testEngines[i].TestParameters);
General.Settings.WriteSetting(path + ".testshortpaths", testEngines[i].TestShortPaths);
General.Settings.WriteSetting(path + ".customparameters", testEngines[i].CustomParameters);
General.Settings.WriteSetting(path + ".testskill", testEngines[i].TestSkill);
}
//mxd. Custom linedef colors
for(int i = 0; i < linedefColorPresets.Length; i++) {
string path = "configurations." + settingskey + ".linedefcolorpresets.preset" + i.ToString(CultureInfo.InvariantCulture);
General.Settings.WriteSetting(path + ".name", linedefColorPresets[i].Name);
General.Settings.WriteSetting(path + ".color", linedefColorPresets[i].Color.ToInt());
General.Settings.WriteSetting(path + ".action", linedefColorPresets[i].Action);
General.Settings.WriteSetting(path + ".activation", linedefColorPresets[i].Activation);
General.Settings.WriteSetting(path + ".flags", string.Join(LINEDEF_COLOR_PRESET_FLAGS_SEPARATOR[0], linedefColorPresets[i].Flags.ToArray()));
General.Settings.WriteSetting(path + ".restrictedflags", string.Join(LINEDEF_COLOR_PRESET_FLAGS_SEPARATOR[0], linedefColorPresets[i].RestrictedFlags.ToArray()));
}
General.Settings.WriteSetting("configurations." + settingskey + ".startmode", startmode);
resources.WriteToConfig(General.Settings.Config, "configurations." + settingskey + ".resources");
// Write filters to configuration
General.Settings.DeleteSetting("configurations." + settingskey + ".thingsfilters");
for(int i = 0; i < thingsfilters.Count; i++)
{
thingsfilters[i].WriteSettings(General.Settings.Config,
"configurations." + settingskey + ".thingsfilters.filter" + i.ToString(CultureInfo.InvariantCulture));
}
// Write texturesets to configuration
for(int i = 0; i < texturesets.Count; i++)
{
texturesets[i].WriteToConfig(General.Settings.Config,
"configurations." + settingskey + ".texturesets.set" + i.ToString(CultureInfo.InvariantCulture));
}
// Write filters to configuration
ListDictionary modeslist = new ListDictionary();
int index = 0;
foreach(KeyValuePair<string, bool> em in editmodes)
{
if(em.Value)
modeslist.Add(MODE_ENABLED_KEY + index.ToString(CultureInfo.InvariantCulture), em.Key);
else
modeslist.Add(MODE_DISABLED_KEY + index.ToString(CultureInfo.InvariantCulture), em.Key);
index++;
}
General.Settings.WriteSetting("configurations." + settingskey + ".editmodes", modeslist);
}
// String representation
public override string ToString()
{
return name;
}
// This clones the object
internal ConfigurationInfo Clone()
{
ConfigurationInfo ci = new ConfigurationInfo();
ci.name = this.name;
ci.filename = this.filename;
ci.settingskey = this.settingskey;
ci.nodebuildersave = this.nodebuildersave;
ci.nodebuildertest = this.nodebuildertest;
ci.resources = new DataLocationList();
ci.resources.AddRange(this.resources);
//mxd
ci.TestEngines = new List<EngineInfo>();
foreach (EngineInfo info in testEngines) ci.TestEngines.Add(new EngineInfo(info));
ci.LinedefColorPresets = new LinedefColorPreset[linedefColorPresets.Length];
for(int i = 0; i < linedefColorPresets.Length; i++)
ci.LinedefColorPresets[i] = new LinedefColorPreset(linedefColorPresets[i]);
ci.startmode = this.startmode;
ci.config = this.config; //mxd
ci.enabled = this.enabled; //mxd
ci.changed = this.changed; //mxd
ci.texturesets = new List<DefinedTextureSet>();
foreach(DefinedTextureSet s in this.texturesets) ci.texturesets.Add(s.Copy());
ci.thingsfilters = new List<ThingsFilter>();
foreach(ThingsFilter f in this.thingsfilters) ci.thingsfilters.Add(new ThingsFilter(f));
ci.editmodes = new Dictionary<string, bool>(this.editmodes);
return ci;
}
// This applies settings from an object
internal void Apply(ConfigurationInfo ci)
{
this.name = ci.name;
this.filename = ci.filename;
this.settingskey = ci.settingskey;
this.nodebuildersave = ci.nodebuildersave;
this.nodebuildertest = ci.nodebuildertest;
this.resources = new DataLocationList();
this.resources.AddRange(ci.resources);
//mxd
this.testEngines = new List<EngineInfo>();
foreach (EngineInfo info in ci.TestEngines) testEngines.Add(new EngineInfo(info));
if (this.CurrentEngineIndex >= testEngines.Count) this.CurrentEngineIndex = testEngines.Count - 1;
this.linedefColorPresets = new LinedefColorPreset[ci.linedefColorPresets.Length];
for(int i = 0; i < ci.linedefColorPresets.Length; i++)
this.linedefColorPresets[i] = new LinedefColorPreset(ci.linedefColorPresets[i]);
this.startmode = ci.startmode;
this.config = ci.config; //mxd
this.enabled = ci.enabled; //mxd
this.changed = ci.changed;
this.texturesets = new List<DefinedTextureSet>();
foreach(DefinedTextureSet s in ci.texturesets) this.texturesets.Add(s.Copy());
this.thingsfilters = new List<ThingsFilter>();
foreach(ThingsFilter f in ci.thingsfilters) this.thingsfilters.Add(new ThingsFilter(f));
this.editmodes = new Dictionary<string, bool>(ci.editmodes);
}
// This applies the defaults
internal void ApplyDefaults(GameConfiguration gameconfig)
{
// Some of the defaults can only be applied from game configuration
if(gameconfig != null)
{
// No nodebuildes set?
if(nodebuildersave == MISSING_NODEBUILDER) nodebuildersave = gameconfig.DefaultSaveCompiler;
if(nodebuildertest == MISSING_NODEBUILDER) nodebuildertest = gameconfig.DefaultTestCompiler;
// No texture sets?
if(texturesets.Count == 0)
{
// Copy the default texture sets from the game configuration
foreach(DefinedTextureSet s in gameconfig.TextureSets)
{
// Add a copy to our list
texturesets.Add(s.Copy());
}
}
// No things filters?
if(thingsfilters.Count == 0)
{
// Copy the things filters from game configuration
foreach(ThingsFilter f in gameconfig.ThingsFilters)
{
thingsfilters.Add(new ThingsFilter(f));
}
}
//mxd. Validate filters
foreach(ThingsFilter f in thingsfilters) f.Validate();
}
// Go for all available editing modes
foreach(EditModeInfo info in General.Editing.ModesInfo)
{
// Is this a mode that is optional?
if(info.IsOptional)
{
// Add if not listed yet
if(!editmodes.ContainsKey(info.Type.FullName))
editmodes.Add(info.Type.FullName, info.Attributes.UseByDefault);
}
}
}
#endregion
}
}