mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
0ea022fa4e
Internal: "uselongtexturenames" setting is now stored in map settings file, not in the program configuration file. Fixed, Color Picker plugin: in some cases mouse movement was processed incorrectly. Fixed, Color Picker plugin: float color value output was culture settings-dependant.
363 lines
No EOL
12 KiB
C#
363 lines
No EOL
12 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.Generic;
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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 readonly MapOptions options;
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private readonly bool newmap;
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private string previousdefaultmaplumpname; //mxd
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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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// 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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int 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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//mxd. Set script compiler
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if (config.SelectedIndex != -1)
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{
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ConfigurationInfo ci = config.SelectedItem as ConfigurationInfo;
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foreach(KeyValuePair<string, ScriptConfiguration> group in General.CompiledScriptConfigs)
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{
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scriptcompiler.Items.Add(group.Value);
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if(group.Key == options.ScriptCompiler)
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scriptcompiler.SelectedIndex = scriptcompiler.Items.Count - 1;
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}
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//Nothing selected? Let's try default one form the game configuration, if we have any
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if(scriptcompiler.SelectedIndex == -1 && !string.IsNullOrEmpty(ci.DefaultScriptCompiler))
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{
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int cfgindex = 0;
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foreach(KeyValuePair<string, ScriptConfiguration> group in General.CompiledScriptConfigs)
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{
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if(group.Key == ci.DefaultScriptCompiler)
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{
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scriptcompiler.SelectedIndex = cfgindex;
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break;
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}
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cfgindex++;
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}
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}
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if(General.CompiledScriptConfigs.Count == 0 || string.IsNullOrEmpty(ci.DefaultScriptCompiler))
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{
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scriptcompiler.Enabled = false;
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scriptcompilerlabel.Enabled = false;
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}
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else if (scriptcompiler.SelectedIndex == -1 && scriptcompiler.Items.Count > 0)
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{
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scriptcompiler.SelectedIndex = 0;
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}
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}
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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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//mxd. Level name will fuck things up horribly?
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if(!configinfo.ValidateMapName(levelname.Text.ToUpperInvariant()))
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{
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// Enter a different level name!
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MessageBox.Show(this, "Chosen map name conflicts with a lump name defined for current map format.\n", 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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// Resources are valid? (mxd)
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if(!datalocations.ResourcesAreValid())
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{
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MessageBox.Show(this, "Cannot " + (newmap ? "create map" : "change map settings") + ": at least one resource doesn't exist!", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Warning);
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datalocations.Focus();
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return;
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}
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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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//mxd. Store script compiler
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if(scriptcompiler.Enabled && scriptcompiler.SelectedIndex > -1)
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{
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ScriptConfiguration scriptcfg = scriptcompiler.SelectedItem as ScriptConfiguration;
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foreach(KeyValuePair<string, ScriptConfiguration> group in General.CompiledScriptConfigs)
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{
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if(group.Value == scriptcfg)
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{
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options.ScriptCompiler = group.Key;
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break;
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}
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}
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}
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//mxd. Use long texture names?
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if(longtexturenames.Enabled) options.UseLongTextureNames = longtexturenames.Checked;
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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 < 0) return;
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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 || levelname.Text.Trim() == previousdefaultmaplumpname)
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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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examplelabel.Text = ci.DefaultLumpName; //mxd
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}
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//mxd
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bool enablescriptcompiler = !string.IsNullOrEmpty(ci.DefaultScriptCompiler);
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scriptcompiler.Enabled = enablescriptcompiler;
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scriptcompilerlabel.Enabled = enablescriptcompiler;
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previousdefaultmaplumpname = ci.DefaultLumpName;
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//mxd. Select default script compiler for this game configuration
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if(scriptcompiler.Enabled)
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{
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if(General.CompiledScriptConfigs.ContainsKey(ci.DefaultScriptCompiler))
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scriptcompiler.SelectedItem = General.CompiledScriptConfigs[ci.DefaultScriptCompiler];
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}
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else
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{
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scriptcompiler.SelectedIndex = -1;
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}
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// Show resources
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datalocations.FixedResourceLocationList(ci.Resources);
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// Update long texture names checkbox (mxd)
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longtexturenames.Enabled = ci.Configuration.ReadSetting("longtexturenames", false);
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longtexturenames.Checked = longtexturenames.Enabled && options.UseLongTextureNames;
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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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} |