UltimateZoneBuilder/Source/Core/Config/ResourceTextureSet.cs
MaxED cf3d416967 Renderer now works much faster in 2D modes.
Textures now load up to 2x faster when "mix textures and flats" flag is set in game configuration.
TEXTUREx/TEXTURES: texture will now be created if at least one of it's patches is loaded.
Visual mode: fixed a crash when "Slope floor to here" (9500) or "Slope ceiling to here" (9501) things were not inside sector.
Fixed: flats were not loaded form wads inside Directory and PK3/PK7 resources.
Sector Info Panel, Linedef Info Panel: texture size was shown for unknown textures.
2013-07-29 08:50:50 +00:00

107 lines
2.9 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.Collections.Generic;
using CodeImp.DoomBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.Config
{
internal sealed class ResourceTextureSet : TextureSet, IFilledTextureSet
{
#region ================== Constants
#endregion
#region ================== Variables
// Matching textures and flats
private Dictionary<long, ImageData> textures;
private Dictionary<long, ImageData> flats;
private DataLocation location;
#endregion
#region ================== Properties
public ICollection<ImageData> Textures { get { return textures.Values; } }
public ICollection<ImageData> Flats { get { return General.Map.Config.MixTexturesFlats ? textures.Values : flats.Values; } }
public DataLocation Location { get { return location; } }
#endregion
#region ================== Constructor / Destructor
// New texture set constructor
public ResourceTextureSet(string name, DataLocation location)
{
this.name = name;
this.location = location;
this.textures = new Dictionary<long, ImageData>();
this.flats = new Dictionary<long, ImageData>();
}
#endregion
#region ================== Methods
// Add a texture
internal void AddTexture(ImageData image)
{
if(textures.ContainsKey(image.LongName))
General.ErrorLogger.Add(ErrorType.Warning, "Texture \"" + image.Name + "\" is double defined in resource \"" + this.Location.location + "\".");
textures[image.LongName] = image;
}
// Add a flat
internal void AddFlat(ImageData image)
{
if(flats.ContainsKey(image.LongName))
General.ErrorLogger.Add(ErrorType.Warning, "Flat \"" + image.Name + "\" is double defined in resource \"" + this.Location.location + "\".");
flats[image.LongName] = image;
}
// Check if this set has a texture
internal bool TextureExists(ImageData image)
{
return textures.ContainsKey(image.LongName);
}
// Check if this set has a flat
internal bool FlatExists(ImageData image)
{
if(General.Map.Config.MixTexturesFlats) return textures.ContainsKey(image.LongName); //mxd
return flats.ContainsKey(image.LongName);
}
// Mix the textures and flats
internal void MixTexturesAndFlats()
{
// Add flats to textures
foreach(KeyValuePair<long, ImageData> f in flats) {
if(!textures.ContainsKey(f.Key))
textures.Add(f.Key, f.Value);
}
flats.Clear(); //mxd
}
#endregion
}
}