UltimateZoneBuilder/Source/Core/Data/SpriteImage.cs
MaxED 37feaa5de1 Added, Visual mode: sky rendering. Currently classic skies and GLDEFS Skyboxes are supported.
Added "Toggle sky rendering" action and toolbar button.
Added, MAPINFO parser: the editor now recognizes map number from classic map definition format. Hexen MAPINFO is now properly parsed.
Added, MAPINFO support: if current map definition contains map name as a text string, it will be shown in the editor's header.
Changed: "Toggle dynamic lights rendering" now toggles between "Don't show dynamic lights" and "Show dynamic lights" when used in Classic modes. 
Changed, Things mode: lowered the opacity of dynamic light radii.
Changed, (G)ZDoom text parsers: empty include files now trigger a warning instead of an error and no longer abort parsing.
Fixed, Game configurations: moved Stalagmite:5050 thing to Doom block (so the editor no longer tries to load it for non-Doom game configurations).
Fixed(?), Visual mode: probably fixed a hard-to-trigger exception when sorting translucent geometry.
Fixed, Visual mode: floor glow effect was incorrectly applied to walls (was broken in R2452).
Internal: restructured most of MAPINFO and GLDEFS parsers. Should be more maintainable now.  
Updated ZDoom ACC.
Updated zdbsp to 1.19.
Updated documentation.
2016-01-11 13:00:52 +00:00

143 lines
3.6 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 CodeImp.DoomBuilder.IO;
using System.IO;
using System.Runtime.InteropServices;
using CodeImp.DoomBuilder.Windows;
#endregion
namespace CodeImp.DoomBuilder.Data
{
public sealed class SpriteImage : ImageData
{
#region ================== Variables
private int offsetx;
private int offsety;
#endregion
#region ================== Properties
public int OffsetX { get { return offsetx; } }
public int OffsetY { get { return offsety; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal SpriteImage(string name)
{
// Initialize
SetName(name);
// We have no destructor
GC.SuppressFinalize(this);
}
#endregion
#region ================== Methods
//mxd
override public void LoadImage()
{
// Do the loading
LocalLoadImage();
// Notify the main thread about the change to redraw display
IntPtr strptr = Marshal.StringToCoTaskMemAuto(this.Name);
General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.SpriteDataLoaded, strptr.ToInt32(), 0);
}
// This loads the image
protected override void LocalLoadImage()
{
// Leave when already loaded
if(this.IsImageLoaded) return;
lock(this)
{
// Get the lump data stream
Stream lumpdata = General.Map.Data.GetSpriteData(Name);
if(lumpdata != null)
{
// Copy lump data to memory
lumpdata.Seek(0, SeekOrigin.Begin);
byte[] membytes = new byte[(int)lumpdata.Length];
lumpdata.Read(membytes, 0, (int)lumpdata.Length);
MemoryStream mem = new MemoryStream(membytes);
mem.Seek(0, SeekOrigin.Begin);
// Get a reader for the data
IImageReader reader = ImageDataFormat.GetImageReader(mem, ImageDataFormat.DOOMPICTURE, General.Map.Data.Palette);
if(reader is UnknownImageReader)
{
// Data is in an unknown format!
General.ErrorLogger.Add(ErrorType.Error, "Sprite lump '" + Name + "' data format could not be read. Does this lump contain valid picture data at all?");
bitmap = null;
}
else
{
// Read data as bitmap
mem.Seek(0, SeekOrigin.Begin);
if(bitmap != null) bitmap.Dispose();
bitmap = reader.ReadAsBitmap(mem, out offsetx, out offsety);
}
// Done
mem.Dispose();
if(bitmap != null)
{
// Get width and height from image
width = bitmap.Size.Width;
height = bitmap.Size.Height;
scale.x = 1.0f;
scale.y = 1.0f;
// Make offset corrections if the offset was not given
if((offsetx == int.MinValue) || (offsety == int.MinValue))
{
offsetx = (int)((width * scale.x) * 0.5f);
offsety = (int)(height * scale.y);
}
}
else
{
loadfailed = true;
}
}
else
{
// Missing a patch lump!
General.ErrorLogger.Add(ErrorType.Error, "Missing sprite lump '" + Name + "'. Forgot to include required resources?");
}
// Pass on to base
base.LocalLoadImage();
}
}
#endregion
}
}