mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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1332 lines
35 KiB
C#
1332 lines
35 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;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.IO;
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using CodeImp.DoomBuilder.IO;
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using System.Windows.Forms;
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using SlimDX.Direct3D9;
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using CodeImp.DoomBuilder.Config;
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using System.Threading;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.ZDoom;
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#endregion
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namespace CodeImp.DoomBuilder.Data
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{
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public sealed class DataManager
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{
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#region ================== Constants
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public const string INTERNAL_PREFIX = "internal:";
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#endregion
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#region ================== Variables
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// Data containers
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private List<DataReader> containers;
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private DataReader currentreader;
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// Palette
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private Playpal palette;
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// Textures, Flats and Sprites
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private Dictionary<long, ImageData> textures;
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private List<string> texturenames;
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private Dictionary<long, ImageData> flats;
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private List<string> flatnames;
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private Dictionary<long, ImageData> sprites;
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private List<MatchingTextureSet> texturesets;
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private List<ResourceTextureSet> resourcetextures;
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private AllTextureSet alltextures;
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// Background loading
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private Queue<ImageData> imageque;
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private Thread backgroundloader;
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private volatile bool updatedusedtextures;
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private bool notifiedbusy;
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// Image previews
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private PreviewManager previews;
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// Special images
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private ImageData missingtexture3d;
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private ImageData unknowntexture3d;
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private ImageData hourglass3d;
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private ImageData crosshair;
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private ImageData crosshairbusy;
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private Dictionary<string, ImageData> internalsprites;
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private ImageData thingbox;
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// Used images
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private Dictionary<long, long> usedimages;
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// Things combined with things created from Decorate
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private List<ThingCategory> thingcategories;
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private Dictionary<int, ThingTypeInfo> thingtypes;
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// Timing
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private double loadstarttime;
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private double loadfinishtime;
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// Disposing
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private bool isdisposed = false;
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#endregion
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#region ================== Properties
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public Playpal Palette { get { return palette; } }
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public PreviewManager Previews { get { return previews; } }
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public ICollection<ImageData> Textures { get { return textures.Values; } }
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public ICollection<ImageData> Flats { get { return flats.Values; } }
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public List<string> TextureNames { get { return texturenames; } }
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public List<string> FlatNames { get { return flatnames; } }
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public bool IsDisposed { get { return isdisposed; } }
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public ImageData MissingTexture3D { get { return missingtexture3d; } }
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public ImageData UnknownTexture3D { get { return unknowntexture3d; } }
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public ImageData Hourglass3D { get { return hourglass3d; } }
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public ImageData Crosshair3D { get { return crosshair; } }
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public ImageData CrosshairBusy3D { get { return crosshairbusy; } }
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public ImageData ThingBox { get { return thingbox; } }
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public List<ThingCategory> ThingCategories { get { return thingcategories; } }
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public ICollection<ThingTypeInfo> ThingTypes { get { return thingtypes.Values; } }
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internal ICollection<MatchingTextureSet> TextureSets { get { return texturesets; } }
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internal ICollection<ResourceTextureSet> ResourceTextureSets { get { return resourcetextures; } }
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internal AllTextureSet AllTextureSet { get { return alltextures; } }
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public bool IsLoading
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{
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get
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{
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if(imageque != null)
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{
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return (backgroundloader != null) && backgroundloader.IsAlive && ((imageque.Count > 0) || previews.IsLoading);
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}
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else
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{
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return false;
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}
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}
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}
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal DataManager()
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{
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// We have no destructor
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GC.SuppressFinalize(this);
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// Load special images
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missingtexture3d = new ResourceImage("MissingTexture3D.png");
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missingtexture3d.LoadImage();
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unknowntexture3d = new ResourceImage("UnknownTexture3D.png");
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unknowntexture3d.LoadImage();
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hourglass3d = new ResourceImage("Hourglass3D.png");
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hourglass3d.LoadImage();
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crosshair = new ResourceImage("Crosshair.png");
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crosshair.LoadImage();
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crosshairbusy = new ResourceImage("CrosshairBusy.png");
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crosshairbusy.LoadImage();
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thingbox = new ResourceImage("ThingBox.png");
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thingbox.LoadImage();
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}
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// Disposer
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internal void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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Unload();
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missingtexture3d.Dispose();
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missingtexture3d = null;
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unknowntexture3d.Dispose();
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unknowntexture3d = null;
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hourglass3d.Dispose();
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hourglass3d = null;
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crosshair.Dispose();
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crosshair = null;
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crosshairbusy.Dispose();
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crosshairbusy = null;
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thingbox.Dispose();
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thingbox = null;
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Loading / Unloading
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// This loads all data resources
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internal void Load(DataLocationList configlist, DataLocationList maplist, DataLocation maplocation)
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{
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DataLocationList all = DataLocationList.Combined(configlist, maplist);
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all.Add(maplocation);
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Load(all);
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}
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// This loads all data resources
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internal void Load(DataLocationList configlist, DataLocationList maplist)
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{
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DataLocationList all = DataLocationList.Combined(configlist, maplist);
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Load(all);
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}
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// This loads all data resources
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internal void Load(DataLocationList locations)
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{
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int texcount, flatcount, spritecount, thingcount;
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Dictionary<long, ImageData> texturesonly = new Dictionary<long, ImageData>();
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Dictionary<long, ImageData> flatsonly = new Dictionary<long, ImageData>();
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DataReader c;
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// Create collections
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containers = new List<DataReader>();
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textures = new Dictionary<long, ImageData>();
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flats = new Dictionary<long, ImageData>();
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sprites = new Dictionary<long, ImageData>();
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texturenames = new List<string>();
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flatnames = new List<string>();
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imageque = new Queue<ImageData>();
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previews = new PreviewManager();
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texturesets = new List<MatchingTextureSet>();
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usedimages = new Dictionary<long, long>();
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internalsprites = new Dictionary<string, ImageData>();
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thingcategories = General.Map.Config.GetThingCategories();
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thingtypes = General.Map.Config.GetThingTypes();
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// Load texture sets
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foreach(DefinedTextureSet ts in General.Map.ConfigSettings.TextureSets)
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texturesets.Add(new MatchingTextureSet(ts));
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// Sort the texture sets
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texturesets.Sort();
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// Special textures sets
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alltextures = new AllTextureSet();
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resourcetextures = new List<ResourceTextureSet>();
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// Go for all locations
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foreach(DataLocation dl in locations)
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{
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// Nothing chosen yet
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c = null;
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// TODO: Make this work more elegant using reflection.
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// Make DataLocation.type of type Type and assign the
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// types of the desired reader classes.
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try
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{
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// Choose container type
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switch(dl.type)
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{
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// WAD file container
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case DataLocation.RESOURCE_WAD:
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c = new WADReader(dl);
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break;
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// Directory container
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case DataLocation.RESOURCE_DIRECTORY:
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c = new DirectoryReader(dl);
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break;
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// PK3 file container
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case DataLocation.RESOURCE_PK3:
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c = new PK3Reader(dl);
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break;
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}
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}
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catch(Exception e)
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{
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// Unable to load resource
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General.ErrorLogger.Add(ErrorType.Error, "Error while creating data reader. " + e.GetType().Name + ": " + e.Message);
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General.WriteLogLine(e.StackTrace);
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General.ShowErrorMessage("Unable to load resources from location \"" + dl.location + "\". Please make sure the location is accessible and not in use by another program.", MessageBoxButtons.OK);
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continue;
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}
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// Add container
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if(c != null)
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{
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containers.Add(c);
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resourcetextures.Add(c.TextureSet);
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}
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}
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// Load stuff
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LoadPalette();
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texcount = LoadTextures(texturesonly);
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flatcount = LoadFlats(flatsonly);
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thingcount = LoadDecorateThings();
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spritecount = LoadSprites();
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LoadInternalSprites();
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// Process textures
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foreach(KeyValuePair<long, ImageData> t in texturesonly)
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{
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textures.Add(t.Key, t.Value);
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texturenames.Add(t.Value.Name);
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}
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// Process flats
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foreach(KeyValuePair<long, ImageData> f in flatsonly)
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{
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flats.Add(f.Key, f.Value);
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flatnames.Add(f.Value.Name);
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}
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// Mixed textures and flats?
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if(General.Map.Config.MixTexturesFlats)
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{
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// Add textures to flats
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foreach(KeyValuePair<long, ImageData> t in texturesonly)
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{
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if(!flats.ContainsKey(t.Key))
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{
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flats.Add(t.Key, t.Value);
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flatnames.Add(t.Value.Name);
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}
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}
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// Add flats to textures
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foreach(KeyValuePair<long, ImageData> f in flatsonly)
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{
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if(!textures.ContainsKey(f.Key))
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{
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textures.Add(f.Key, f.Value);
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texturenames.Add(f.Value.Name);
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}
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}
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}
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// Sort names
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texturenames.Sort();
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flatnames.Sort();
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// Sort things
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foreach(ThingCategory tc in thingcategories) tc.SortIfNeeded();
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// Update the used textures
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General.Map.Data.UpdateUsedTextures();
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// Add texture names to texture sets
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foreach(KeyValuePair<long, ImageData> img in textures)
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{
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// Add to all sets where it matches
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bool matchfound = false;
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foreach(MatchingTextureSet ms in texturesets)
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matchfound |= ms.AddTexture(img.Value);
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// Add to all
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alltextures.AddTexture(img.Value);
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}
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// Add flat names to texture sets
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foreach(KeyValuePair<long, ImageData> img in flats)
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{
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// Add to all sets where it matches
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bool matchfound = false;
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foreach(MatchingTextureSet ms in texturesets)
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matchfound |= ms.AddFlat(img.Value);
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// Add to all
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alltextures.AddFlat(img.Value);
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}
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// Start background loading
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StartBackgroundLoader();
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// Output info
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General.WriteLogLine("Loaded " + texcount + " textures, " + flatcount + " flats, " + spritecount + " sprites, " + thingcount + " decorate things");
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}
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// This unloads all data
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internal void Unload()
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{
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// Stop background loader
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StopBackgroundLoader();
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// Dispose preview manager
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previews.Dispose();
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previews = null;
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// Dispose resources
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foreach(KeyValuePair<long, ImageData> i in textures) i.Value.Dispose();
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foreach(KeyValuePair<long, ImageData> i in flats) i.Value.Dispose();
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foreach(KeyValuePair<long, ImageData> i in sprites) i.Value.Dispose();
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palette = null;
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// Dispose containers
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foreach(DataReader c in containers) c.Dispose();
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containers.Clear();
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// Trash collections
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containers = null;
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textures = null;
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flats = null;
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sprites = null;
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texturenames = null;
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flatnames = null;
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imageque = null;
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internalsprites = null;
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}
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#endregion
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#region ================== Suspend / Resume
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// This suspends data resources
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internal void Suspend()
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{
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// Stop background loader
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StopBackgroundLoader();
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// Go for all containers
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foreach(DataReader d in containers)
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{
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// Suspend
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General.WriteLogLine("Suspended data resource '" + d.Location.location + "'");
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d.Suspend();
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}
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}
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// This resumes data resources
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internal void Resume()
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{
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// Go for all containers
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foreach(DataReader d in containers)
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{
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try
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{
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// Resume
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General.WriteLogLine("Resumed data resource '" + d.Location.location + "'");
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d.Resume();
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}
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catch(Exception e)
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{
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// Unable to load resource
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General.ErrorLogger.Add(ErrorType.Error, "Error while resuming data reader. " + e.GetType().Name + ": " + e.Message);
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General.WriteLogLine(e.StackTrace);
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General.ShowErrorMessage("Unable to load resources from location \"" + d.Location.location + "\". Please make sure the location is accessible and not in use by another program.", MessageBoxButtons.OK);
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}
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}
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// Start background loading
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StartBackgroundLoader();
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}
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#endregion
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#region ================== Background Loading
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// This starts background loading
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private void StartBackgroundLoader()
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{
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// Timing
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loadstarttime = General.Clock.GetCurrentTime();
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loadfinishtime = 0;
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// If a loader is already running, stop it first
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if(backgroundloader != null) StopBackgroundLoader();
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// Start a low priority thread to load images in background
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General.WriteLogLine("Starting background resource loading...");
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backgroundloader = new Thread(new ThreadStart(BackgroundLoad));
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backgroundloader.Name = "Background Loader";
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backgroundloader.Priority = ThreadPriority.Lowest;
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backgroundloader.IsBackground = true;
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backgroundloader.Start();
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}
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// This stops background loading
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private void StopBackgroundLoader()
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{
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ImageData img;
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General.WriteLogLine("Stopping background resource loading...");
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if(backgroundloader != null)
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{
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// Stop the thread and wait for it to end
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backgroundloader.Interrupt();
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backgroundloader.Join();
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// Reset load states on all images in the list
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while(imageque.Count > 0)
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{
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img = imageque.Dequeue();
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switch(img.ImageState)
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{
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case ImageLoadState.Loading:
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img.ImageState = ImageLoadState.None;
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break;
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case ImageLoadState.Unloading:
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img.ImageState = ImageLoadState.Ready;
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break;
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}
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switch(img.PreviewState)
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{
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case ImageLoadState.Loading:
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img.PreviewState = ImageLoadState.None;
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break;
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case ImageLoadState.Unloading:
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img.PreviewState = ImageLoadState.Ready;
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break;
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}
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}
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// Done
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notifiedbusy = false;
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backgroundloader = null;
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General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatus, 0, 0);
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}
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}
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// The background loader
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private void BackgroundLoad()
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{
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try
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{
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do
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{
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// Do we have to update the used-in-map status?
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if(updatedusedtextures) BackgroundUpdateUsedTextures();
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// Get next item
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ImageData image = null;
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lock(imageque)
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{
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// Fetch next image to process
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if(imageque.Count > 0) image = imageque.Dequeue();
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}
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// Any image to process?
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if(image != null)
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{
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// Load this image?
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if(image.IsReferenced && (image.ImageState != ImageLoadState.Ready))
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{
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image.LoadImage();
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}
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// Unload this image?
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if(!image.IsReferenced && (image.ImageState != ImageLoadState.None))
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{
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// Still unreferenced?
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image.UnloadImage();
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}
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}
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// Doing something?
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if(image != null)
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{
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// Wait a bit and update icon
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if(!notifiedbusy)
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{
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notifiedbusy = true;
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General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatus, 0, 0);
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}
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Thread.Sleep(0);
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}
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else
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{
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// Process previews only when we don't have images to process
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// because these are lower priority than the actual images
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if(previews.BackgroundLoad())
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{
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// Wait a bit and update icon
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if(!notifiedbusy)
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{
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notifiedbusy = true;
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General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatus, 0, 0);
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}
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Thread.Sleep(0);
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}
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else
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{
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if(notifiedbusy)
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{
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notifiedbusy = false;
|
|
General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatus, 0, 0);
|
|
}
|
|
|
|
// Timing
|
|
if(loadfinishtime == 0)
|
|
{
|
|
loadfinishtime = General.Clock.GetCurrentTime();
|
|
double deltatimesec = (loadfinishtime - loadstarttime) / 1000.0d;
|
|
General.WriteLogLine("Resources loading took " + deltatimesec.ToString("########0.00") + " seconds");
|
|
}
|
|
|
|
// Wait longer to release CPU resources
|
|
Thread.Sleep(50);
|
|
}
|
|
}
|
|
}
|
|
while(true);
|
|
}
|
|
catch(ThreadInterruptedException)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
// This adds an image for background loading or unloading
|
|
internal void ProcessImage(ImageData img)
|
|
{
|
|
// Load this image?
|
|
if((img.ImageState == ImageLoadState.None) && img.IsReferenced)
|
|
{
|
|
// Add for loading
|
|
img.ImageState = ImageLoadState.Loading;
|
|
lock(imageque) { imageque.Enqueue(img); }
|
|
}
|
|
|
|
// Unload this image?
|
|
if((img.ImageState == ImageLoadState.Ready) && !img.IsReferenced)
|
|
{
|
|
// Add for unloading
|
|
img.ImageState = ImageLoadState.Unloading;
|
|
lock(imageque) { imageque.Enqueue(img); }
|
|
}
|
|
|
|
// Update icon
|
|
General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatus, 0, 0);
|
|
}
|
|
|
|
// This updates the used-in-map status on all textures and flats
|
|
private void BackgroundUpdateUsedTextures()
|
|
{
|
|
lock(usedimages)
|
|
{
|
|
// Set used on all textures
|
|
foreach(KeyValuePair<long, ImageData> i in textures)
|
|
{
|
|
i.Value.SetUsedInMap(usedimages.ContainsKey(i.Key));
|
|
if(i.Value.IsImageLoaded != i.Value.IsReferenced) ProcessImage(i.Value);
|
|
}
|
|
|
|
// Set used on all flats
|
|
foreach(KeyValuePair<long, ImageData> i in flats)
|
|
{
|
|
i.Value.SetUsedInMap(usedimages.ContainsKey(i.Key));
|
|
if(i.Value.IsImageLoaded != i.Value.IsReferenced) ProcessImage(i.Value);
|
|
}
|
|
|
|
// Done
|
|
updatedusedtextures = false;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Palette
|
|
|
|
// This loads the PLAYPAL palette
|
|
private void LoadPalette()
|
|
{
|
|
// Go for all opened containers
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// Load palette
|
|
palette = containers[i].LoadPalette();
|
|
if(palette != null) break;
|
|
}
|
|
|
|
// Make empty palette when still no palette found
|
|
if(palette == null)
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Warning, "None of the loaded resources define a color palette. Did you forget to configure an IWAD for this configuration?");
|
|
palette = new Playpal();
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Textures
|
|
|
|
// This loads the textures
|
|
private int LoadTextures(Dictionary<long, ImageData> list)
|
|
{
|
|
ICollection<ImageData> images;
|
|
PatchNames pnames = new PatchNames();
|
|
PatchNames newpnames;
|
|
int counter = 0;
|
|
long firsttexture = 0;
|
|
|
|
// Go for all opened containers
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
// Load PNAMES info
|
|
// Note that pnames is NOT set to null in the loop
|
|
// because if a container has no pnames, the pnames
|
|
// of the previous (higher) container should be used.
|
|
newpnames = dr.LoadPatchNames();
|
|
if(newpnames != null) pnames = newpnames;
|
|
|
|
// Load textures
|
|
images = dr.LoadTextures(pnames);
|
|
if(images != null)
|
|
{
|
|
// Go for all textures
|
|
foreach(ImageData img in images)
|
|
{
|
|
// Add or replace in textures list
|
|
list.Remove(img.LongName);
|
|
list.Add(img.LongName, img);
|
|
if(firsttexture == 0) firsttexture = img.LongName;
|
|
counter++;
|
|
|
|
// Add to preview manager
|
|
previews.AddImage(img);
|
|
}
|
|
}
|
|
}
|
|
|
|
// The first texture cannot be used, because in the game engine it
|
|
// has index 0 which means "no texture", so remove it from the list.
|
|
list.Remove(firsttexture);
|
|
|
|
// Output info
|
|
return counter;
|
|
}
|
|
|
|
// This returns a specific patch stream
|
|
internal Stream GetPatchData(string pname)
|
|
{
|
|
Stream patch;
|
|
|
|
// Go for all opened containers
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// This contain provides this patch?
|
|
patch = containers[i].GetPatchData(pname);
|
|
if(patch != null) return patch;
|
|
}
|
|
|
|
// No such patch found
|
|
return null;
|
|
}
|
|
|
|
// This returns a specific texture stream
|
|
internal Stream GetTextureData(string pname)
|
|
{
|
|
Stream patch;
|
|
|
|
// Go for all opened containers
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// This contain provides this patch?
|
|
patch = containers[i].GetTextureData(pname);
|
|
if(patch != null) return patch;
|
|
}
|
|
|
|
// No such patch found
|
|
return null;
|
|
}
|
|
|
|
// This returns an image by string
|
|
public ImageData GetTextureImage(string name)
|
|
{
|
|
// Get the long name
|
|
long longname = Lump.MakeLongName(name);
|
|
return GetTextureImage(longname);
|
|
}
|
|
|
|
// This returns an image by long
|
|
public ImageData GetTextureImage(long longname)
|
|
{
|
|
// Does this texture exist?
|
|
if(textures.ContainsKey(longname))
|
|
{
|
|
// Return texture
|
|
return textures[longname];
|
|
}
|
|
else
|
|
{
|
|
// Return null image
|
|
return new UnknownImage(Properties.Resources.UnknownImage);
|
|
}
|
|
}
|
|
|
|
|
|
// BAD! These block while loading the image. That is not
|
|
// what our background loading system is for!
|
|
/*
|
|
// This returns a bitmap by string
|
|
public Bitmap GetTextureBitmap(string name)
|
|
{
|
|
ImageData img = GetTextureImage(name);
|
|
img.LoadImage();
|
|
return img.Bitmap;
|
|
}
|
|
|
|
// This returns a bitmap by string
|
|
public Bitmap GetTextureBitmap(long longname)
|
|
{
|
|
ImageData img = GetTextureImage(longname);
|
|
img.LoadImage();
|
|
return img.Bitmap;
|
|
}
|
|
|
|
// This returns a texture by string
|
|
public Texture GetTextureTexture(string name)
|
|
{
|
|
ImageData img = GetTextureImage(name);
|
|
img.LoadImage();
|
|
img.CreateTexture();
|
|
return img.Texture;
|
|
}
|
|
|
|
// This returns a texture by string
|
|
public Texture GetTextureTexture(long longname)
|
|
{
|
|
ImageData img = GetTextureImage(longname);
|
|
img.LoadImage();
|
|
img.CreateTexture();
|
|
return img.Texture;
|
|
}
|
|
*/
|
|
|
|
#endregion
|
|
|
|
#region ================== Flats
|
|
|
|
// This loads the flats
|
|
private int LoadFlats(Dictionary<long, ImageData> list)
|
|
{
|
|
ICollection<ImageData> images;
|
|
int counter = 0;
|
|
|
|
// Go for all opened containers
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
// Load flats
|
|
images = dr.LoadFlats();
|
|
if(images != null)
|
|
{
|
|
// Go for all flats
|
|
foreach(ImageData img in images)
|
|
{
|
|
// Add or replace in flats list
|
|
list.Remove(img.LongName);
|
|
list.Add(img.LongName, img);
|
|
counter++;
|
|
|
|
// Add to preview manager
|
|
previews.AddImage(img);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Output info
|
|
return counter;
|
|
}
|
|
|
|
// This returns a specific flat stream
|
|
internal Stream GetFlatData(string pname)
|
|
{
|
|
Stream flat;
|
|
|
|
// Go for all opened containers
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// This contain provides this flat?
|
|
flat = containers[i].GetFlatData(pname);
|
|
if(flat != null) return flat;
|
|
}
|
|
|
|
// No such patch found
|
|
return null;
|
|
}
|
|
|
|
// This returns an image by string
|
|
public ImageData GetFlatImage(string name)
|
|
{
|
|
// Get the long name
|
|
long longname = Lump.MakeLongName(name);
|
|
return GetFlatImage(longname);
|
|
}
|
|
|
|
// This returns an image by long
|
|
public ImageData GetFlatImage(long longname)
|
|
{
|
|
// Does this flat exist?
|
|
if(flats.ContainsKey(longname))
|
|
{
|
|
// Return flat
|
|
return flats[longname];
|
|
}
|
|
else
|
|
{
|
|
// Return null image
|
|
return new UnknownImage(Properties.Resources.UnknownImage);
|
|
}
|
|
}
|
|
|
|
// BAD! These block while loading the image. That is not
|
|
// what our background loading system is for!
|
|
/*
|
|
// This returns a bitmap by string
|
|
public Bitmap GetFlatBitmap(string name)
|
|
{
|
|
ImageData img = GetFlatImage(name);
|
|
img.LoadImage();
|
|
return img.Bitmap;
|
|
}
|
|
|
|
// This returns a bitmap by string
|
|
public Bitmap GetFlatBitmap(long longname)
|
|
{
|
|
ImageData img = GetFlatImage(longname);
|
|
img.LoadImage();
|
|
return img.Bitmap;
|
|
}
|
|
|
|
// This returns a texture by string
|
|
public Texture GetFlatTexture(string name)
|
|
{
|
|
ImageData img = GetFlatImage(name);
|
|
img.LoadImage();
|
|
img.CreateTexture();
|
|
return img.Texture;
|
|
}
|
|
|
|
// This returns a texture by string
|
|
public Texture GetFlatTexture(long longname)
|
|
{
|
|
ImageData img = GetFlatImage(longname);
|
|
img.LoadImage();
|
|
img.CreateTexture();
|
|
return img.Texture;
|
|
}
|
|
*/
|
|
|
|
#endregion
|
|
|
|
#region ================== Sprites
|
|
|
|
// This loads the sprites
|
|
private int LoadSprites()
|
|
{
|
|
// Go for all things
|
|
foreach(ThingTypeInfo ti in General.Map.Data.ThingTypes)
|
|
{
|
|
// Sprite not added to collection yet?
|
|
if(!sprites.ContainsKey(ti.SpriteLongName) && (ti.Sprite.Length <= 8))
|
|
{
|
|
// Find sprite data
|
|
Stream spritedata = GetSpriteData(ti.Sprite);
|
|
if(spritedata != null)
|
|
{
|
|
// Make new sprite image
|
|
SpriteImage image = new SpriteImage(ti.Sprite);
|
|
|
|
// Add to collection
|
|
sprites.Add(ti.SpriteLongName, image);
|
|
|
|
// Add to preview manager
|
|
previews.AddImage(image);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Output info
|
|
return sprites.Count;
|
|
}
|
|
|
|
// This returns a specific patch stream
|
|
internal Stream GetSpriteData(string pname)
|
|
{
|
|
if(!string.IsNullOrEmpty(pname))
|
|
{
|
|
// Go for all opened containers
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// This contain provides this patch?
|
|
Stream spritedata = containers[i].GetSpriteData(pname);
|
|
if(spritedata != null) return spritedata;
|
|
}
|
|
}
|
|
|
|
// No such patch found
|
|
return null;
|
|
}
|
|
|
|
// This tests if a given sprite can be found
|
|
internal bool GetSpriteExists(string pname)
|
|
{
|
|
if(!string.IsNullOrEmpty(pname))
|
|
{
|
|
// Go for all opened containers
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// This contain provides this patch?
|
|
if(containers[i].GetSpriteExists(pname)) return true;
|
|
}
|
|
}
|
|
|
|
// No such patch found
|
|
return false;
|
|
}
|
|
|
|
// This loads the internal sprites
|
|
private void LoadInternalSprites()
|
|
{
|
|
// Add sprite icon files from directory
|
|
string[] files = Directory.GetFiles(General.SpritesPath, "*.png", SearchOption.TopDirectoryOnly);
|
|
foreach(string spritefile in files)
|
|
{
|
|
ImageData img = new FileImage(Path.GetFileNameWithoutExtension(spritefile).ToLowerInvariant(), spritefile, false);
|
|
img.LoadImage();
|
|
internalsprites.Add(img.Name, img);
|
|
}
|
|
|
|
// Add some internal resources
|
|
if(!internalsprites.ContainsKey("nothing"))
|
|
{
|
|
ImageData img = new ResourceImage("Nothing.png");
|
|
img.LoadImage();
|
|
internalsprites.Add("nothing", img);
|
|
}
|
|
|
|
if(!internalsprites.ContainsKey("unknownthing"))
|
|
{
|
|
ImageData img = new ResourceImage("UnknownThing.png");
|
|
img.LoadImage();
|
|
internalsprites.Add("unknownthing", img);
|
|
}
|
|
}
|
|
|
|
// This returns an image by long
|
|
public ImageData GetSpriteImage(string name)
|
|
{
|
|
// Is this referring to an internal sprite image?
|
|
if((name.Length > INTERNAL_PREFIX.Length) && name.ToLowerInvariant().StartsWith(INTERNAL_PREFIX))
|
|
{
|
|
// Get the internal sprite
|
|
string internalname = name.Substring(INTERNAL_PREFIX.Length).ToLowerInvariant();
|
|
if(internalsprites.ContainsKey(internalname))
|
|
{
|
|
return internalsprites[internalname];
|
|
}
|
|
else
|
|
{
|
|
return new UnknownImage(Properties.Resources.UnknownImage);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Get the long name
|
|
long longname = Lump.MakeLongName(name);
|
|
|
|
// Sprite already loaded?
|
|
if(sprites.ContainsKey(longname))
|
|
{
|
|
// Return exiting sprite
|
|
return sprites[longname];
|
|
}
|
|
else
|
|
{
|
|
Stream spritedata = null;
|
|
|
|
// Go for all opened containers
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// This contain provides this sprite?
|
|
spritedata = containers[i].GetSpriteData(name);
|
|
if(spritedata != null) break;
|
|
}
|
|
|
|
// Found anything?
|
|
if(spritedata != null)
|
|
{
|
|
// Make new sprite image
|
|
SpriteImage image = new SpriteImage(name);
|
|
|
|
// Add to collection
|
|
sprites.Add(longname, image);
|
|
|
|
// Return result
|
|
return image;
|
|
}
|
|
else
|
|
{
|
|
// Return null image
|
|
return new UnknownImage(Properties.Resources.UnknownImage);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// BAD! These block while loading the image. That is not
|
|
// what our background loading system is for!
|
|
/*
|
|
// This returns a bitmap by string
|
|
public Bitmap GetSpriteBitmap(string name)
|
|
{
|
|
ImageData img = GetSpriteImage(name);
|
|
img.LoadImage();
|
|
return img.Bitmap;
|
|
}
|
|
|
|
// This returns a texture by string
|
|
public Texture GetSpriteTexture(string name)
|
|
{
|
|
ImageData img = GetSpriteImage(name);
|
|
img.LoadImage();
|
|
img.CreateTexture();
|
|
return img.Texture;
|
|
}
|
|
*/
|
|
|
|
#endregion
|
|
|
|
#region ================== Things
|
|
|
|
// This loads the things from Decorate
|
|
private int LoadDecorateThings()
|
|
{
|
|
DecorateParser parser;
|
|
int counter = 0;
|
|
|
|
// Only load these when the game configuration supports the use of decorate
|
|
if(!string.IsNullOrEmpty(General.Map.Config.DecorateGames))
|
|
{
|
|
// Create the parser
|
|
parser = new DecorateParser();
|
|
parser.OnInclude = LoadDecorateFromLocation;
|
|
|
|
// Go for all opened containers
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
// Load Decorate info cumulatively (the last Decorate is added to the previous)
|
|
// I'm not sure if this is the right thing to do though.
|
|
currentreader = dr;
|
|
Stream decodata = dr.GetDecorateData("DECORATE");
|
|
if(decodata != null)
|
|
{
|
|
// Parse the data
|
|
decodata.Seek(0, SeekOrigin.Begin);
|
|
parser.Parse(decodata, "DECORATE");
|
|
|
|
// Check for errors
|
|
if(parser.HasError)
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Error, "Unable to parse DECORATE data from location " +
|
|
dr.Location.location + ". " + parser.ErrorDescription + " on line " + parser.ErrorLine +
|
|
" in '" + parser.ErrorSource + "'");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
currentreader = null;
|
|
|
|
if(!parser.HasError)
|
|
{
|
|
// Go for all actors in the decorate to make things or update things
|
|
foreach(ActorStructure actor in parser.Actors)
|
|
{
|
|
// Check if we want to add this actor
|
|
if(actor.DoomEdNum > 0)
|
|
{
|
|
string catname = actor.Category.ToLowerInvariant();
|
|
|
|
// Check if we can find this thing in our existing collection
|
|
if(thingtypes.ContainsKey(actor.DoomEdNum))
|
|
{
|
|
// Update the thing
|
|
thingtypes[actor.DoomEdNum].ModifyByDecorateActor(actor);
|
|
}
|
|
else
|
|
{
|
|
// Find the category to put the actor in
|
|
// First search by Title, then search by Name
|
|
ThingCategory cat = null;
|
|
foreach(ThingCategory c in thingcategories)
|
|
{
|
|
if(c.Title.ToLowerInvariant() == catname) cat = c;
|
|
}
|
|
if(cat == null)
|
|
{
|
|
foreach(ThingCategory c in thingcategories)
|
|
{
|
|
if(c.Name.ToLowerInvariant() == catname) cat = c;
|
|
}
|
|
}
|
|
|
|
// Make the category if needed
|
|
if(cat == null)
|
|
{
|
|
cat = new ThingCategory(catname, actor.Category);
|
|
thingcategories.Add(cat);
|
|
}
|
|
|
|
// Add new thing
|
|
ThingTypeInfo t = new ThingTypeInfo(cat, actor);
|
|
cat.AddThing(t);
|
|
thingtypes.Add(t.Index, t);
|
|
}
|
|
|
|
// Count
|
|
counter++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Output info
|
|
return counter;
|
|
}
|
|
|
|
// This loads Decorate data from a specific file or lump name
|
|
private void LoadDecorateFromLocation(DecorateParser parser, string location)
|
|
{
|
|
//General.WriteLogLine("Including DECORATE resource '" + location + "'...");
|
|
Stream decodata = currentreader.GetDecorateData(location);
|
|
if(decodata != null)
|
|
{
|
|
// Parse this data
|
|
parser.Parse(decodata, location);
|
|
}
|
|
}
|
|
|
|
// This gets thing information by index
|
|
public ThingTypeInfo GetThingInfo(int thingtype)
|
|
{
|
|
// Index in config?
|
|
if(thingtypes.ContainsKey(thingtype))
|
|
{
|
|
// Return from config
|
|
return thingtypes[thingtype];
|
|
}
|
|
else
|
|
{
|
|
// Create unknown thing info
|
|
return new ThingTypeInfo(thingtype);
|
|
}
|
|
}
|
|
|
|
// This gets thing information by index
|
|
// Returns null when thing type info could not be found
|
|
public ThingTypeInfo GetThingInfoEx(int thingtype)
|
|
{
|
|
// Index in config?
|
|
if(thingtypes.ContainsKey(thingtype))
|
|
{
|
|
// Return from config
|
|
return thingtypes[thingtype];
|
|
}
|
|
else
|
|
{
|
|
// No such thing type known
|
|
return null;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Tools
|
|
|
|
// This finds the first IWAD resource
|
|
// Returns false when not found
|
|
internal bool FindFirstIWAD(out DataLocation result)
|
|
{
|
|
// Go for all data containers
|
|
foreach(DataReader dr in containers)
|
|
{
|
|
// Container is a WAD file?
|
|
if(dr is WADReader)
|
|
{
|
|
// Check if it is an IWAD
|
|
WADReader wr = dr as WADReader;
|
|
if(wr.IsIWAD)
|
|
{
|
|
// Return location!
|
|
result = wr.Location;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// No IWAD found
|
|
result = new DataLocation();
|
|
return false;
|
|
}
|
|
|
|
// This signals the background thread to update the
|
|
// used-in-map status on all textures and flats
|
|
public void UpdateUsedTextures()
|
|
{
|
|
lock(usedimages)
|
|
{
|
|
usedimages.Clear();
|
|
|
|
// Go through the map to find the used textures
|
|
foreach(Sidedef sd in General.Map.Map.Sidedefs)
|
|
{
|
|
// Add used textures to dictionary
|
|
if(sd.HighTexture.Length > 0) usedimages[sd.LongHighTexture] = 0;
|
|
if(sd.LowTexture.Length > 0) usedimages[sd.LongMiddleTexture] = 0;
|
|
if(sd.MiddleTexture.Length > 0) usedimages[sd.LongLowTexture] = 0;
|
|
}
|
|
|
|
// Go through the map to find the used flats
|
|
foreach(Sector s in General.Map.Map.Sectors)
|
|
{
|
|
// Add used flats to dictionary
|
|
usedimages[s.LongFloorTexture] = 0;
|
|
usedimages[s.LongCeilTexture] = 0;
|
|
}
|
|
|
|
// Notify the background thread that it needs to update the images
|
|
updatedusedtextures = true;
|
|
}
|
|
}
|
|
|
|
// This returns the long name for a string
|
|
public long GetLongImageName(string name)
|
|
{
|
|
return Lump.MakeLongName(name);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|