mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-18 08:01:36 +00:00
659a3df7be
- replaced direct thread-to-thread invocations with messages through the windows message pump (this solves deadlocks) - delay-update the display when in-map images are loaded by the background thread (results in smoother performance while background loading) - fixed enabling/disabling some menu items
987 lines
25 KiB
C#
987 lines
25 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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#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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#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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// 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 OthersTextureSet othertextures;
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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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// 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 hourglass3d;
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// Used images
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private Dictionary<long, long> usedimages;
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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 Hourglass3D { get { return hourglass3d; } }
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internal ICollection<MatchingTextureSet> TextureSets { get { return texturesets; } }
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internal OthersTextureSet OthersTextureSet { get { return othertextures; } }
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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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hourglass3d = new ResourceImage("Hourglass3D.png");
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hourglass3d.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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// 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;
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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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// 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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// Other textures set
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othertextures = new OthersTextureSet();
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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)
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{
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// Unable to load resource
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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) containers.Add(c);
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}
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// Load stuff
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LoadPalette();
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texcount = LoadTextures();
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flatcount = LoadFlats();
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spritecount = LoadSprites();
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// Sort names
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texturenames.Sort();
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flatnames.Sort();
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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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// If not matched in any set, add it to the others
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if(!matchfound) othertextures.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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// If not matched in any set, add it to the others
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if(!matchfound) othertextures.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");
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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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}
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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)
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{
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// Unable to load resource
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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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// 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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backgroundloader = null;
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General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatusIcon, 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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General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatusIcon, 0, 0);
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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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General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatusIcon, 0, 0);
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Thread.Sleep(0);
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}
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else
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{
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// Wait longer to release CPU resources
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Thread.Sleep(50);
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}
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}
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}
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while(true);
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}
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catch(ThreadInterruptedException)
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{
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return;
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}
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}
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// This adds an image for background loading or unloading
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internal void ProcessImage(ImageData img)
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{
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// Load this image?
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if((img.ImageState == ImageLoadState.None) && img.IsReferenced)
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{
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// Add for loading
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img.ImageState = ImageLoadState.Loading;
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lock(imageque) { imageque.Enqueue(img); }
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}
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// Unload this image?
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if((img.ImageState == ImageLoadState.Ready) && !img.IsReferenced)
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{
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// Add for unloading
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img.ImageState = ImageLoadState.Unloading;
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lock(imageque) { imageque.Enqueue(img); }
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}
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// Update icon
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General.SendMessage(General.MainWindow.Handle, (int)MainForm.ThreadMessages.UpdateStatusIcon, 0, 0);
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}
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// This updates the used-in-map status on all textures and flats
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private void BackgroundUpdateUsedTextures()
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{
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lock(usedimages)
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{
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// Set used on all textures
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foreach(KeyValuePair<long, ImageData> i in textures)
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{
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i.Value.SetUsedInMap(usedimages.ContainsKey(i.Key));
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if(i.Value.IsImageLoaded != i.Value.IsReferenced) ProcessImage(i.Value);
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}
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// Flats are not already included with the textures?
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if(!General.Map.Config.MixTexturesFlats)
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{
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// Set used on all flats
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foreach(KeyValuePair<long, ImageData> i in flats)
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{
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i.Value.SetUsedInMap(usedimages.ContainsKey(i.Key));
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if(i.Value.IsImageLoaded != i.Value.IsReferenced) ProcessImage(i.Value);
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}
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}
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// Done
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updatedusedtextures = false;
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}
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}
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#endregion
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#region ================== Palette
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// This loads the PLAYPAL palette
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private void LoadPalette()
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{
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// Go for all opened containers
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for(int i = containers.Count - 1; i >= 0; i--)
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{
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// Load palette
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palette = containers[i].LoadPalette();
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if(palette != null) break;
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}
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// Make empty palette when still no palette found
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if(palette == null)
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{
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General.WriteLogLine("WARNING: None of the loaded resources define a color palette!");
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palette = new Playpal();
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}
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}
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#endregion
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#region ================== Textures
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// This loads the textures
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private int LoadTextures()
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{
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ICollection<ImageData> images;
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PatchNames pnames = new PatchNames();
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PatchNames newpnames;
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int counter = 0;
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long firsttexture = 0;
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// Go for all opened containers
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foreach(DataReader dr in containers)
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{
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// Load PNAMES info
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// Note that pnames is NOT set to null in the loop
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// because if a container has no pnames, the pnames
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// of the previous (higher) container should be used.
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newpnames = dr.LoadPatchNames();
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if(newpnames != null) pnames = newpnames;
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// Load textures
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images = dr.LoadTextures(pnames);
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if(images != null)
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{
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// Go for all textures
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foreach(ImageData img in images)
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{
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// Add or replace in textures list
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if(!textures.ContainsKey(img.LongName)) texturenames.Add(img.Name);
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textures.Remove(img.LongName);
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textures.Add(img.LongName, img);
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if(firsttexture == 0) firsttexture = img.LongName;
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counter++;
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// Also add as flat when using mixed resources
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if(General.Map.Config.MixTexturesFlats)
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{
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if(!flats.ContainsKey(img.LongName)) flatnames.Add(img.Name);
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flats.Remove(img.LongName);
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flats.Add(img.LongName, img);
|
|
}
|
|
|
|
// 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.
|
|
textures.Remove(firsttexture);
|
|
if(General.Map.Config.MixTexturesFlats) flats.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 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 NullImage();
|
|
}
|
|
}
|
|
|
|
|
|
// 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()
|
|
{
|
|
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
|
|
if(!flats.ContainsKey(img.LongName)) flatnames.Add(img.Name);
|
|
flats.Remove(img.LongName);
|
|
flats.Add(img.LongName, img);
|
|
counter++;
|
|
|
|
// Also add as texture when using mixed resources
|
|
if(General.Map.Config.MixTexturesFlats)
|
|
{
|
|
if(!textures.ContainsKey(img.LongName)) texturenames.Add(img.Name);
|
|
textures.Remove(img.LongName);
|
|
textures.Add(img.LongName, img);
|
|
}
|
|
|
|
// 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 NullImage();
|
|
}
|
|
}
|
|
|
|
// 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()
|
|
{
|
|
Stream spritedata = null;
|
|
SpriteImage image;
|
|
|
|
// Go for all things
|
|
foreach(ThingTypeInfo ti in General.Map.Config.Things)
|
|
{
|
|
// Sprite not added to collection yet?
|
|
if(!sprites.ContainsKey(ti.SpriteLongName))
|
|
{
|
|
// Go for all opened containers
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// This contain provides this sprite?
|
|
spritedata = containers[i].GetSpriteData(ti.Sprite);
|
|
if(spritedata != null) break;
|
|
}
|
|
|
|
// Found anything?
|
|
if(spritedata != null)
|
|
{
|
|
// Make new sprite image
|
|
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 an image by long
|
|
public ImageData GetSpriteImage(string name)
|
|
{
|
|
Stream spritedata = null;
|
|
long longname = Lump.MakeLongName(name);
|
|
SpriteImage image;
|
|
|
|
// Sprite already loaded?
|
|
if(sprites.ContainsKey(longname))
|
|
{
|
|
// Return exiting sprite
|
|
return sprites[longname];
|
|
}
|
|
else
|
|
{
|
|
// 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
|
|
image = new SpriteImage(name);
|
|
|
|
// Add to collection
|
|
sprites.Add(longname, image);
|
|
|
|
// Return result
|
|
return image;
|
|
}
|
|
else
|
|
{
|
|
// Return null image
|
|
return new NullImage();
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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 ================== 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;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|