mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 12:22:35 +00:00
cf3d416967
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.
107 lines
2.9 KiB
C#
107 lines
2.9 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.Collections.Generic;
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using CodeImp.DoomBuilder.Data;
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#endregion
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namespace CodeImp.DoomBuilder.Config
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{
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internal sealed class ResourceTextureSet : TextureSet, IFilledTextureSet
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Matching textures and flats
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private Dictionary<long, ImageData> textures;
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private Dictionary<long, ImageData> flats;
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private DataLocation location;
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#endregion
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#region ================== Properties
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public ICollection<ImageData> Textures { get { return textures.Values; } }
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public ICollection<ImageData> Flats { get { return General.Map.Config.MixTexturesFlats ? textures.Values : flats.Values; } }
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public DataLocation Location { get { return location; } }
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#endregion
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#region ================== Constructor / Destructor
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// New texture set constructor
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public ResourceTextureSet(string name, DataLocation location)
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{
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this.name = name;
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this.location = location;
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this.textures = new Dictionary<long, ImageData>();
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this.flats = new Dictionary<long, ImageData>();
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}
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#endregion
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#region ================== Methods
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// Add a texture
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internal void AddTexture(ImageData image)
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{
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if(textures.ContainsKey(image.LongName))
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General.ErrorLogger.Add(ErrorType.Warning, "Texture \"" + image.Name + "\" is double defined in resource \"" + this.Location.location + "\".");
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textures[image.LongName] = image;
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}
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// Add a flat
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internal void AddFlat(ImageData image)
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{
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if(flats.ContainsKey(image.LongName))
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General.ErrorLogger.Add(ErrorType.Warning, "Flat \"" + image.Name + "\" is double defined in resource \"" + this.Location.location + "\".");
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flats[image.LongName] = image;
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}
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// Check if this set has a texture
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internal bool TextureExists(ImageData image)
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{
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return textures.ContainsKey(image.LongName);
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}
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// Check if this set has a flat
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internal bool FlatExists(ImageData image)
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{
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if(General.Map.Config.MixTexturesFlats) return textures.ContainsKey(image.LongName); //mxd
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return flats.ContainsKey(image.LongName);
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}
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// Mix the textures and flats
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internal void MixTexturesAndFlats()
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{
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// Add flats to textures
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foreach(KeyValuePair<long, ImageData> f in flats) {
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if(!textures.ContainsKey(f.Key))
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textures.Add(f.Key, f.Value);
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}
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flats.Clear(); //mxd
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}
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#endregion
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}
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}
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