mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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592887a086
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.
266 lines
No EOL
8.7 KiB
C#
266 lines
No EOL
8.7 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.Windows.Forms;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.IO;
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using System.IO;
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using CodeImp.DoomBuilder.Config;
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#endregion
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namespace CodeImp.DoomBuilder.Windows
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{
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internal partial class MapOptionsForm : DelayedForm
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{
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// Variables
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private MapOptions options;
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private bool newmap;
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// Properties
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public MapOptions Options { get { return options; } }
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// Constructor
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public MapOptionsForm(MapOptions options, bool newmap)
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{
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this.newmap = newmap;
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int index;
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// Initialize
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InitializeComponent();
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// Keep settings
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this.options = options;
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//mxd. Go for all enabled configurations
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for(int i = 0; i < General.Configs.Count; i++)
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{
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//mxd. No disabled configs here
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if(!General.Configs[i].Enabled) continue;
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// Add config name to list
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index = config.Items.Add(General.Configs[i]);
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//mxd.
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if(newmap && !string.IsNullOrEmpty(General.Settings.LastUsedConfigName) && General.Configs[i].Name == General.Settings.LastUsedConfigName)
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{
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// Select this item
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config.SelectedIndex = index;
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} // Is this configuration currently selected?
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else if(string.Compare(General.Configs[i].Filename, options.ConfigFile, true) == 0) // Is this configuration currently selected?
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{
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// Select this item
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config.SelectedIndex = index;
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}
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}
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//mxd. No dice? Check disabled ones
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if(config.SelectedIndex == -1)
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{
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for(int i = 0; i < General.Configs.Count; i++)
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{
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//No enabled configs here
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if(General.Configs[i].Enabled) continue;
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if((newmap && !string.IsNullOrEmpty(General.Settings.LastUsedConfigName) && General.Configs[i].Name == General.Settings.LastUsedConfigName) ||
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string.Compare(General.Configs[i].Filename, options.ConfigFile, true) == 0)
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{
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//Add and select this item
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config.SelectedIndex = config.Items.Add(General.Configs[i]);
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break;
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}
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}
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}
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//mxd. Still better than nothing :)
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if(config.SelectedIndex == -1 && config.Items.Count > 0) config.SelectedIndex = 0;
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//mxd
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if(General.Map != null) datalocations.StartPath = General.Map.FilePathName;
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// Set the level name
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if (!string.IsNullOrEmpty(options.CurrentName)) levelname.Text = options.CurrentName; //mxd
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// Set strict patches loading
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strictpatches.Checked = options.StrictPatches;
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// Fill the resources list
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datalocations.EditResourceLocationList(options.Resources);
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}
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// OK clicked
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private void apply_Click(object sender, EventArgs e)
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{
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// Configuration selected?
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if(config.SelectedIndex == -1)
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{
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// Select a configuration!
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MessageBox.Show(this, "Please select a game configuration to use for editing your map.", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Warning);
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config.Focus();
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return;
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}
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// Level name empty?
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if(levelname.Text.Length == 0)
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{
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// Enter a level name!
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MessageBox.Show(this, "Please enter a level name for your map.", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Warning);
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levelname.Focus();
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return;
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}
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// Collect information
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ConfigurationInfo configinfo = config.SelectedItem as ConfigurationInfo; //mxd
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DataLocationList locations = datalocations.GetResources();
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// When making a new map, check if we should warn the user for missing resources
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if(newmap)
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{
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General.Settings.LastUsedConfigName = configinfo.Name; //mxd
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if((locations.Count == 0) && (configinfo.Resources.Count == 0) &&
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MessageBox.Show(this, "You are about to make a map without selecting any resources. Textures, flats and " +
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"sprites may not be shown correctly or may not show up at all. Do you want to continue?", Application.ProductName,
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MessageBoxButtons.YesNo, MessageBoxIcon.Warning, MessageBoxDefaultButton.Button2) == DialogResult.No)
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{
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return;
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}
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}
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// Next checks are only for maps that are already opened
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if(!newmap)
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{
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// Now we check if the map name the user has given does already exist in the source WAD file
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// We have to warn the user about that, because it would create a level name conflict in the WAD
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// Level name changed and the map exists in a source wad?
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if((levelname.Text != options.CurrentName) && (General.Map != null) &&
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(General.Map.FilePathName != "") && File.Exists(General.Map.FilePathName))
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{
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// Open the source wad file to check for conflicting name
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WAD sourcewad = new WAD(General.Map.FilePathName, true);
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bool conflictingname = (sourcewad.FindLumpIndex(levelname.Text) > -1);
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sourcewad.Dispose();
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// Names conflict?
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if(conflictingname)
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{
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// Show warning!
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if(General.ShowWarningMessage("The map name \"" + levelname.Text + "\" is already in use by another map or data lump in the source WAD file. Saving your map with this name will cause conflicting data lumps in the WAD file. Do you want to continue?", MessageBoxButtons.YesNo, MessageBoxDefaultButton.Button2) == DialogResult.No)
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{
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return;
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}
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}
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}
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// When the user changed the configuration to one that has a different read/write interface,
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// we have to warn the user that the map may not be compatible.
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// Configuration changed?
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if((options.ConfigFile != "") && (configinfo.Filename != options.ConfigFile))
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{
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// Check if the config uses a different IO interface
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if(configinfo.Configuration.ReadSetting("formatinterface", "") != General.Map.Config.FormatInterface)
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{
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// Warn the user about IO interface change
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if(General.ShowWarningMessage("The game configuration you selected uses a different file format than your current map. Because your map was not designed for this format it may cause the map to work incorrectly in the game. Do you want to continue?", MessageBoxButtons.YesNo, MessageBoxDefaultButton.Button2) == DialogResult.No)
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{
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// Reset to old configuration
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for(int i = 0; i < config.Items.Count; i++)
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{
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// Is this configuration the old config?
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if(string.Compare((config.Items[i] as ConfigurationInfo).Filename, options.ConfigFile, true) == 0)
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{
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// Select this item
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config.SelectedIndex = i;
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}
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}
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return;
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}
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//mxd. Otherwise map data won't be saved if a user decides to save the map right after converting to new map format
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General.Map.IsChanged = true;
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}
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}
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}
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// Apply changes
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options.ClearResources();
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options.ConfigFile = (config.SelectedItem as ConfigurationInfo).Filename; //mxd
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options.CurrentName = levelname.Text.Trim().ToUpper();
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options.StrictPatches = strictpatches.Checked;
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options.CopyResources(datalocations.GetResources());
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// Hide window
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this.DialogResult = DialogResult.OK;
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this.Close();
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}
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// Cancel clicked
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private void cancel_Click(object sender, EventArgs e)
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{
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// Just hide window
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this.DialogResult = DialogResult.Cancel;
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this.Close();
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}
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// Game configuration chosen
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private void config_SelectedIndexChanged(object sender, EventArgs e)
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{
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// Anything selected?
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if(config.SelectedIndex > -1)
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{
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// Get the info
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ConfigurationInfo ci = config.SelectedItem as ConfigurationInfo;
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// No lump name in the name field?
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if (levelname.Text.Trim().Length == 0)
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{
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// Get default lump name from configuration
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levelname.Text = ci.DefaultLumpName;
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}
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// Show resources
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datalocations.FixedResourceLocationList(ci.Resources);
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}
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}
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// When keys are pressed in the level name field
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private void levelname_KeyPress(object sender, KeyPressEventArgs e)
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{
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string allowedchars = Lump.MAP_LUMP_NAME_CHARS + Lump.MAP_LUMP_NAME_CHARS.ToLowerInvariant() + "\b";
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// Check if key is not allowed
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if(allowedchars.IndexOf(e.KeyChar) == -1)
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{
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// Cancel this
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e.Handled = true;
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}
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}
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// Help
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private void MapOptionsForm_HelpRequested(object sender, HelpEventArgs hlpevent)
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{
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General.ShowHelp("w_mapoptions.html");
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hlpevent.Handled = true;
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}
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}
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} |