mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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978 lines
28 KiB
C#
978 lines
28 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.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Interface;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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using System.Runtime.InteropServices;
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using CodeImp.DoomBuilder.Controls;
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using System.Diagnostics;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Config;
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using SlimDX.Direct3D9;
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using System.Drawing;
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#endregion
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namespace CodeImp.DoomBuilder
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{
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public static class General
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{
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#region ================== API Declarations
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//[DllImport("user32.dll")]
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//public static extern bool LockWindowUpdate(IntPtr hwnd);
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[DllImport("kernel32.dll", EntryPoint="RtlZeroMemory", SetLastError=false)]
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public static extern void ZeroMemory(IntPtr dest, int size);
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[DllImport("kernel32.dll", EntryPoint = "RtlMoveMemory", SetLastError = false)]
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public static extern unsafe void CopyMemory(void* dst, void* src, UIntPtr length);
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#endregion
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#region ================== Constants
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// Memory APIs
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public const uint MEM_COMMIT = 0x1000;
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public const uint MEM_RESERVE = 0x2000;
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public const uint MEM_DECOMMIT = 0x4000;
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public const uint MEM_RELEASE = 0x8000;
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public const uint MEM_RESET = 0x80000;
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public const uint MEM_TOP_DOWN = 0x100000;
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public const uint MEM_PHYSICAL = 0x400000;
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public const uint PAGE_NOACCESS = 0x01;
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public const uint PAGE_READONLY = 0x02;
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public const uint PAGE_READWRITE = 0x04;
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public const uint PAGE_WRITECOPY = 0x08;
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public const uint PAGE_EXECUTE = 0x10;
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public const uint PAGE_EXECUTE_READ = 0x20;
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public const uint PAGE_EXECUTE_READWRITE = 0x40;
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public const uint PAGE_EXECUTE_WRITECOPY = 0x80;
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public const uint PAGE_GUARD = 0x100;
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public const uint PAGE_NOCACHE = 0x200;
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public const uint PAGE_WRITECOMBINE = 0x400;
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// Files and Folders
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private const string SETTINGS_FILE = "Builder.cfg";
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private const string SETTINGS_DIR = "Doom Builder";
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private const string LOG_FILE = "Builder.log";
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private const string GAME_CONFIGS_DIR = "Configurations";
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private const string COMPILERS_DIR = "Compilers";
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#endregion
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#region ================== Variables
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// Files and Folders
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private static string apppath;
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private static string settingspath;
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private static string logfile;
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private static string temppath;
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private static string configspath;
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private static string compilerspath;
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// Main objects
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private static Assembly thisasm;
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private static MainForm mainwindow;
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private static ProgramConfiguration settings;
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private static MapManager map;
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private static ActionManager actions;
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private static ColorCollection colors;
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private static Clock clock;
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// Configurations
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private static List<ConfigurationInfo> configs;
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private static List<CompilerInfo> compilers;
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private static List<NodebuilderInfo> nodebuilders;
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#endregion
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#region ================== Properties
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public static Assembly ThisAssembly { get { return thisasm; } }
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public static string AppPath { get { return apppath; } }
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public static string TempPath { get { return temppath; } }
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public static string ConfigsPath { get { return configspath; } }
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public static string CompilersPath { get { return compilerspath; } }
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public static MainForm MainWindow { get { return mainwindow; } }
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public static ProgramConfiguration Settings { get { return settings; } }
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public static ColorCollection Colors { get { return colors; } }
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public static List<ConfigurationInfo> Configs { get { return configs; } }
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public static List<NodebuilderInfo> Nodebuilders { get { return nodebuilders; } }
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public static List<CompilerInfo> Compilers { get { return compilers; } }
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public static MapManager Map { get { return map; } }
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public static ActionManager Actions { get { return actions; } }
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public static Clock Clock { get { return clock; } }
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#endregion
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#region ================== Configurations
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// This returns the game configuration info by filename
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public static ConfigurationInfo GetConfigurationInfo(string filename)
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{
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// Go for all config infos
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foreach(ConfigurationInfo ci in configs)
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{
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// Check if filename matches
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if(string.Compare(Path.GetFileNameWithoutExtension(ci.Filename),
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Path.GetFileNameWithoutExtension(filename), true) == 0)
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{
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// Return this info
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return ci;
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}
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}
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// None found
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return null;
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}
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// This loads and returns a game configuration
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public static Configuration LoadGameConfiguration(string filename)
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{
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Configuration cfg;
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// Make the full filepathname
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string filepathname = Path.Combine(configspath, filename);
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// Load configuration
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try
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{
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// Try loading the configuration
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cfg = new Configuration(filepathname, true);
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// Check for erors
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if(cfg.ErrorResult != 0)
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{
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// Error in configuration
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ShowErrorMessage("Unable to load the game configuration file \"" + filename + "\".\n" +
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"Error near line " + cfg.ErrorLine + ": " + cfg.ErrorDescription, MessageBoxButtons.OK);
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return null;
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}
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// Check if this is a Doom Builder 2 config
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else if(cfg.ReadSetting("type", "") != "Doom Builder 2 Game Configuration")
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{
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// Old configuration
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ShowErrorMessage("Unable to load the game configuration file \"" + filename + "\".\n" +
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"This configuration is not a Doom Builder 2 game configuration.", MessageBoxButtons.OK);
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return null;
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}
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else
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{
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// Return config
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return cfg;
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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 configuration
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ShowErrorMessage("Unable to load the game configuration file \"" + filename + "\".", MessageBoxButtons.OK);
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return null;
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}
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}
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// This loads all game configurations
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private static void LoadAllGameConfigurations()
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{
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Configuration cfg;
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string[] filenames;
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string name, fullfilename;
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// Display status
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mainwindow.DisplayStatus("Loading game configurations...");
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// Make array
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configs = new List<ConfigurationInfo>();
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// Go for all cfg files in the configurations directory
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filenames = Directory.GetFiles(configspath, "*.cfg", SearchOption.TopDirectoryOnly);
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foreach(string filepath in filenames)
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{
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// Check if it can be loaded
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cfg = LoadGameConfiguration(Path.GetFileName(filepath));
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if(cfg != null)
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{
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// Get name and filename
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name = cfg.ReadSetting("game", "<unnamed game>");
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fullfilename = Path.GetFileName(filepath);
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// Add to lists
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General.WriteLogLine("Registered game configuration '" + name + "' from '" + fullfilename + "'");
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configs.Add(new ConfigurationInfo(name, fullfilename));
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}
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}
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// Sort the list
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configs.Sort();
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}
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// This loads all nodebuilder configurations
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private static void LoadAllNodebuilderConfigurations()
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{
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Configuration cfg;
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IDictionary builderslist;
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string[] filenames;
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// Display status
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mainwindow.DisplayStatus("Loading nodebuilder configurations...");
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// Make array
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nodebuilders = new List<NodebuilderInfo>();
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// Go for all cfg files in the compilers directory
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filenames = Directory.GetFiles(compilerspath, "*.cfg", SearchOption.TopDirectoryOnly);
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foreach(string filepath in filenames)
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{
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try
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{
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// Try loading the configuration
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cfg = new Configuration(filepath, true);
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// Check for erors
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if(cfg.ErrorResult != 0)
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{
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// Error in configuration
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ShowErrorMessage("Unable to load the compiler configuration file \"" + Path.GetFileName(filepath) + "\".\n" +
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"Error near line " + cfg.ErrorLine + ": " + cfg.ErrorDescription, MessageBoxButtons.OK);
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}
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else
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{
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// Get structures
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builderslist = cfg.ReadSetting("nodebuilders", new Hashtable());
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foreach(DictionaryEntry de in builderslist)
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{
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// Check if this is a structure
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if(de.Value is IDictionary)
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{
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try
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{
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// Make nodebuilder info
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nodebuilders.Add(new NodebuilderInfo(Path.GetFileName(filepath), de.Key.ToString(), cfg));
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}
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catch(Exception e)
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{
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// Unable to load configuration
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ShowErrorMessage("Unable to load the nodebuilder configuration '" + de.Key.ToString() + "' from \"" + Path.GetFileName(filepath) + "\". Error: " + e.Message, MessageBoxButtons.OK);
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}
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}
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}
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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 configuration
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ShowErrorMessage("Unable to load the compiler configuration file \"" + Path.GetFileName(filepath) + "\".", MessageBoxButtons.OK);
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}
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}
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// Sort the list
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nodebuilders.Sort();
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}
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// This loads all compiler configurations
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private static void LoadAllCompilerConfigurations()
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{
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Configuration cfg;
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IDictionary compilerslist;
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string[] filenames;
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// Display status
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mainwindow.DisplayStatus("Loading compiler configurations...");
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// Make array
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compilers = new List<CompilerInfo>();
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// Go for all cfg files in the compilers directory
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filenames = Directory.GetFiles(compilerspath, "*.cfg", SearchOption.TopDirectoryOnly);
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foreach(string filepath in filenames)
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{
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try
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{
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// Try loading the configuration
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cfg = new Configuration(filepath, true);
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// Check for erors
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if(cfg.ErrorResult != 0)
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{
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// Error in configuration
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ShowErrorMessage("Unable to load the compiler configuration file \"" + Path.GetFileName(filepath) + "\".\n" +
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"Error near line " + cfg.ErrorLine + ": " + cfg.ErrorDescription, MessageBoxButtons.OK);
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}
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else
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{
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// Get structures
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compilerslist = cfg.ReadSetting("compilers", new Hashtable());
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foreach(DictionaryEntry de in compilerslist)
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{
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// Check if this is a structure
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if(de.Value is IDictionary)
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{
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// Make compiler info
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compilers.Add(new CompilerInfo(Path.GetFileName(filepath), de.Key.ToString(), cfg));
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}
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}
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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 configuration
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ShowErrorMessage("Unable to load the compiler configuration file \"" + Path.GetFileName(filepath) + "\".", MessageBoxButtons.OK);
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}
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}
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}
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// This returns a nodebuilder by name
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public static NodebuilderInfo GetNodebuilderByName(string name)
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{
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// Go for all nodebuilders
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foreach(NodebuilderInfo n in nodebuilders)
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{
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// Name matches?
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if(n.Name == name) return n;
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}
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// Cannot find that nodebuilder
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return null;
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}
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#endregion
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#region ================== Startup
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// Main program entry
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[STAThread]
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public static void Main(string[] args)
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{
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Uri localpath;
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Version thisversion;
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// Enable OS visual styles
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Application.EnableVisualStyles();
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Application.DoEvents(); // This must be here to work around a .NET bug
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// Get a reference to this assembly
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thisasm = Assembly.GetExecutingAssembly();
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thisversion = thisasm.GetName().Version;
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// Find application path
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localpath = new Uri(Path.GetDirectoryName(thisasm.GetName().CodeBase));
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apppath = Uri.UnescapeDataString(localpath.AbsolutePath);
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// Setup directories
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temppath = Path.GetTempPath();
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settingspath = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData), SETTINGS_DIR);
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configspath = Path.Combine(apppath, GAME_CONFIGS_DIR);
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compilerspath = Path.Combine(apppath, COMPILERS_DIR);
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logfile = Path.Combine(settingspath, LOG_FILE);
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// Make program settings directory if missing
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if(!Directory.Exists(settingspath)) Directory.CreateDirectory(settingspath);
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// Remove the previous log file and start logging
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if(File.Exists(logfile)) File.Delete(logfile);
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General.WriteLogLine("Doom Builder " + thisversion.Major + "." + thisversion.Minor + " startup");
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General.WriteLogLine("Application path: " + apppath);
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General.WriteLogLine("Temporary path: " + temppath);
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General.WriteLogLine("Local settings path: " + settingspath);
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General.WriteLogLine("Configurations path: " + configspath);
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General.WriteLogLine("Compilers path: " + compilerspath);
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// Load configuration
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General.WriteLogLine("Loading program configuration...");
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settings = new ProgramConfiguration();
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if(settings.Load(Path.Combine(settingspath, SETTINGS_FILE),
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Path.Combine(apppath, SETTINGS_FILE)))
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{
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// Create action manager
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actions = new ActionManager();
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// Bind static methods to actions
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ActionAttribute.BindMethods(typeof(General));
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// Create main window
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General.WriteLogLine("Loading main interface window...");
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mainwindow = new MainForm();
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mainwindow.UpdateInterface();
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// Show main window
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General.WriteLogLine("Showing main interface window...");
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mainwindow.Show();
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mainwindow.Update();
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// Start Direct3D
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General.WriteLogLine("Starting Direct3D graphics driver...");
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Direct3D.Initialize();
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// Load game configurations
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General.WriteLogLine("Loading game configurations...");
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LoadAllGameConfigurations();
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// Load compiler configurations
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General.WriteLogLine("Loading compiler configurations...");
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LoadAllCompilerConfigurations();
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// Load nodebuilder configurations
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General.WriteLogLine("Loading nodebuilder configurations...");
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LoadAllNodebuilderConfigurations();
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// Load color settings
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General.WriteLogLine("Loading color settings...");
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colors = new ColorCollection(settings.Config);
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// Create application clock
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General.WriteLogLine("Creating application clock...");
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clock = new Clock();
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// Run application from the main window
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General.WriteLogLine("Startup done");
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mainwindow.DisplayReady();
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Application.Run(mainwindow);
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}
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else
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{
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// Terminate
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Terminate(false);
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}
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}
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#endregion
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#region ================== Terminate
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// This terminates the program
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public static void Terminate(bool properexit)
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{
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// Terminate properly?
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if(properexit)
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{
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General.WriteLogLine("Termination requested");
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// Unbind static methods from actions
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ActionAttribute.UnbindMethods(typeof(General));
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// Clean up
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if(map != null) map.Dispose();
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map = null;
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mainwindow.Dispose();
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actions.Dispose();
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clock.Dispose();
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Direct3D.Terminate();
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// Save colors
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colors.SaveColors(settings.Config);
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// Save action controls
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actions.SaveSettings();
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// Save game configuration settings
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foreach(ConfigurationInfo ci in configs) ci.SaveSettings();
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// Save settings configuration
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General.WriteLogLine("Saving program configuration...");
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settings.Save(Path.Combine(settingspath, SETTINGS_FILE));
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// Application ends here and now
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General.WriteLogLine("Termination done");
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Application.Exit();
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}
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else
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{
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// Just end now
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General.WriteLogLine("Immediate program termination");
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Application.Exit();
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}
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}
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#endregion
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#region ================== Management
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// This creates a new map
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[Action("newmap")]
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public static void NewMap()
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{
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MapOptions newoptions = new MapOptions();
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MapOptionsForm optionswindow;
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// Ask the user to save changes (if any)
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if(General.AskSaveMap())
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{
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// Open map options dialog
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optionswindow = new MapOptionsForm(newoptions);
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if(optionswindow.ShowDialog(mainwindow) == DialogResult.OK)
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{
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// Display status
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mainwindow.DisplayStatus("Creating new map...");
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Cursor.Current = Cursors.WaitCursor;
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// Clear the display
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mainwindow.ClearDisplay();
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// Trash the current map, if any
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if(map != null) map.Dispose();
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// Create map manager with given options
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map = new MapManager();
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if(map.InitializeNewMap(newoptions))
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{
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// Done
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}
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else
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{
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// Unable to create map manager
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map.Dispose();
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map = null;
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// Show splash logo on display
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mainwindow.ShowSplashDisplay();
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}
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// All done
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mainwindow.UpdateInterface();
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mainwindow.DisplayReady();
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Cursor.Current = Cursors.Default;
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}
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}
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}
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// This closes the current map
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[Action("closemap")]
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public static void CloseMap()
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{
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// Ask the user to save changes (if any)
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if(General.AskSaveMap())
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{
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// Display status
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mainwindow.DisplayStatus("Closing map...");
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General.WriteLogLine("Unloading map...");
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Cursor.Current = Cursors.WaitCursor;
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// Trash the current map
|
|
if(map != null) map.Dispose();
|
|
map = null;
|
|
|
|
// Show splash logo on display
|
|
mainwindow.ShowSplashDisplay();
|
|
|
|
// Done
|
|
Cursor.Current = Cursors.Default;
|
|
mainwindow.UpdateInterface();
|
|
mainwindow.DisplayReady();
|
|
General.WriteLogLine("Map unload done");
|
|
}
|
|
}
|
|
|
|
// This loads a map from file
|
|
[Action("openmap")]
|
|
public static void OpenMap()
|
|
{
|
|
OpenFileDialog openfile;
|
|
|
|
// Open map file dialog
|
|
openfile = new OpenFileDialog();
|
|
openfile.Filter = "Doom WAD Files (*.wad)|*.wad";
|
|
openfile.Title = "Open Map";
|
|
openfile.AddExtension = false;
|
|
openfile.CheckFileExists = true;
|
|
openfile.Multiselect = false;
|
|
openfile.ValidateNames = true;
|
|
if(openfile.ShowDialog(mainwindow) == DialogResult.OK)
|
|
{
|
|
// Update main window
|
|
mainwindow.Update();
|
|
|
|
// Open map file
|
|
OpenMapFile(openfile.FileName);
|
|
}
|
|
}
|
|
|
|
// This opens the specified file
|
|
public static void OpenMapFile(string filename)
|
|
{
|
|
OpenMapOptionsForm openmapwindow;
|
|
|
|
// Ask the user to save changes (if any)
|
|
if(General.AskSaveMap())
|
|
{
|
|
// Open map options dialog
|
|
openmapwindow = new OpenMapOptionsForm(filename);
|
|
if(openmapwindow.ShowDialog(mainwindow) == DialogResult.OK)
|
|
{
|
|
// Display status
|
|
mainwindow.DisplayStatus("Opening map file...");
|
|
Cursor.Current = Cursors.WaitCursor;
|
|
|
|
// Clear the display
|
|
mainwindow.ClearDisplay();
|
|
|
|
// Trash the current map, if any
|
|
if(map != null) map.Dispose();
|
|
|
|
// Create map manager with given options
|
|
map = new MapManager();
|
|
if(map.InitializeOpenMap(filename, openmapwindow.Options))
|
|
{
|
|
// Add recent file
|
|
mainwindow.AddRecentFile(filename);
|
|
}
|
|
else
|
|
{
|
|
// Unable to create map manager
|
|
map.Dispose();
|
|
map = null;
|
|
|
|
// Show splash logo on display
|
|
mainwindow.ShowSplashDisplay();
|
|
}
|
|
|
|
// All done
|
|
mainwindow.UpdateInterface();
|
|
mainwindow.DisplayReady();
|
|
Cursor.Current = Cursors.Default;
|
|
}
|
|
}
|
|
}
|
|
|
|
// This saves the current map
|
|
[Action("savemap")]
|
|
public static void SaveMap()
|
|
{
|
|
// Check if a wad file is known
|
|
if(map.FilePathName == "")
|
|
{
|
|
// Call to SaveMapAs
|
|
SaveMapAs();
|
|
}
|
|
else
|
|
{
|
|
// Display status
|
|
mainwindow.DisplayStatus("Saving map file...");
|
|
Cursor.Current = Cursors.WaitCursor;
|
|
|
|
// Save the map
|
|
if(map.SaveMap(map.FilePathName, MapManager.SAVE_NORMAL))
|
|
{
|
|
// Add recent file
|
|
mainwindow.AddRecentFile(map.FilePathName);
|
|
}
|
|
|
|
// All done
|
|
mainwindow.UpdateInterface();
|
|
mainwindow.DisplayReady();
|
|
Cursor.Current = Cursors.Default;
|
|
}
|
|
}
|
|
|
|
// This saves the current map as a different file
|
|
[Action("savemapas")]
|
|
public static void SaveMapAs()
|
|
{
|
|
SaveFileDialog savefile;
|
|
|
|
// Show save as dialog
|
|
savefile = new SaveFileDialog();
|
|
savefile.Filter = "Doom WAD Files (*.wad)|*.wad";
|
|
savefile.Title = "Save Map As";
|
|
savefile.AddExtension = true;
|
|
savefile.CheckPathExists = true;
|
|
savefile.OverwritePrompt = true;
|
|
savefile.ValidateNames = true;
|
|
if(savefile.ShowDialog(mainwindow) == DialogResult.OK)
|
|
{
|
|
// Display status
|
|
mainwindow.DisplayStatus("Saving map file...");
|
|
Cursor.Current = Cursors.WaitCursor;
|
|
|
|
// Save the map
|
|
if(map.SaveMap(savefile.FileName, MapManager.SAVE_AS))
|
|
{
|
|
// Add recent file
|
|
mainwindow.AddRecentFile(map.FilePathName);
|
|
}
|
|
|
|
// All done
|
|
mainwindow.UpdateInterface();
|
|
mainwindow.DisplayReady();
|
|
Cursor.Current = Cursors.Default;
|
|
}
|
|
}
|
|
|
|
// This asks to save the map if needed
|
|
// Returns false when action was cancelled
|
|
public static bool AskSaveMap()
|
|
{
|
|
DialogResult result;
|
|
|
|
// Map open and not saved?
|
|
if((map != null) && map.IsChanged)
|
|
{
|
|
// Ask to save changes
|
|
result = MessageBox.Show(mainwindow, "Do you want to save changes to " + map.FileTitle + " (" + map.Options.CurrentName + ")?", Application.ProductName, MessageBoxButtons.YesNoCancel, MessageBoxIcon.Question);
|
|
if(result == DialogResult.Yes)
|
|
{
|
|
// TODO: Save map
|
|
|
|
}
|
|
else if(result == DialogResult.Cancel)
|
|
{
|
|
// Abort
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Continue
|
|
return true;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Debug
|
|
|
|
// This outputs log information
|
|
public static void WriteLogLine(string line)
|
|
{
|
|
// Output to console
|
|
Console.WriteLine(line);
|
|
|
|
// Write to log file
|
|
File.AppendAllText(logfile, line + Environment.NewLine);
|
|
}
|
|
|
|
// This outputs log information
|
|
public static void WriteLog(string text)
|
|
{
|
|
// Output to console
|
|
Console.Write(text);
|
|
|
|
// Write to log file
|
|
File.AppendAllText(logfile, text);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Tools
|
|
|
|
// This returns the next power of 2
|
|
public static int NextPowerOf2(int v)
|
|
{
|
|
int p = 0;
|
|
|
|
// Continue increasing until higher than v
|
|
while(Math.Pow(2, p) < v) p++;
|
|
|
|
// Return power
|
|
return (int)Math.Pow(2, p);
|
|
}
|
|
|
|
// Convert bool to integer
|
|
public static int Bool2Int(bool v)
|
|
{
|
|
if(v) return 1; else return 0;
|
|
}
|
|
|
|
// Convert integer to bool
|
|
public static bool Int2Bool(int v)
|
|
{
|
|
return (v != 0);
|
|
}
|
|
|
|
// This shows a message and logs the message
|
|
public static DialogResult ShowErrorMessage(string message, MessageBoxButtons buttons)
|
|
{
|
|
Cursor oldcursor;
|
|
DialogResult result;
|
|
|
|
// Log the message
|
|
WriteLogLine(message);
|
|
|
|
// Use normal cursor
|
|
oldcursor = Cursor.Current;
|
|
Cursor.Current = Cursors.Default;
|
|
|
|
// Show message
|
|
result = MessageBox.Show(Form.ActiveForm, message, Application.ProductName, buttons, MessageBoxIcon.Error);
|
|
|
|
// Restore old cursor
|
|
Cursor.Current = oldcursor;
|
|
|
|
// Return result
|
|
return result;
|
|
}
|
|
|
|
// This shows a message and logs the message
|
|
public static DialogResult ShowWarningMessage(string message, MessageBoxButtons buttons)
|
|
{
|
|
return ShowWarningMessage(message, buttons, MessageBoxDefaultButton.Button1);
|
|
}
|
|
|
|
// This shows a message and logs the message
|
|
public static DialogResult ShowWarningMessage(string message, MessageBoxButtons buttons, MessageBoxDefaultButton defaultbutton)
|
|
{
|
|
Cursor oldcursor;
|
|
DialogResult result;
|
|
|
|
// Log the message
|
|
WriteLogLine(message);
|
|
|
|
// Use normal cursor
|
|
oldcursor = Cursor.Current;
|
|
Cursor.Current = Cursors.Default;
|
|
|
|
// Show message
|
|
result = MessageBox.Show(Form.ActiveForm, message, Application.ProductName, buttons, MessageBoxIcon.Warning, defaultbutton);
|
|
|
|
// Restore old cursor
|
|
Cursor.Current = oldcursor;
|
|
|
|
// Return result
|
|
return result;
|
|
}
|
|
|
|
// This returns a unique temp filename
|
|
public static string MakeTempFilename(string tempdir)
|
|
{
|
|
string filename;
|
|
string chars = "abcdefghijklmnopqrstuvwxyz1234567890";
|
|
Random rnd = new Random();
|
|
int i;
|
|
|
|
do
|
|
{
|
|
// Generate a filename
|
|
filename = "";
|
|
for(i = 0; i < 8; i++) filename += chars[rnd.Next(chars.Length)];
|
|
filename = Path.Combine(tempdir, filename + ".tmp");
|
|
}
|
|
// Continue while file is not unique
|
|
while(File.Exists(filename) || Directory.Exists(filename));
|
|
|
|
// Return the filename
|
|
return filename;
|
|
}
|
|
|
|
// This returns a unique temp directory name
|
|
public static string MakeTempDirname()
|
|
{
|
|
string dirname;
|
|
string chars = "abcdefghijklmnopqrstuvwxyz1234567890";
|
|
Random rnd = new Random();
|
|
int i;
|
|
|
|
do
|
|
{
|
|
// Generate a filename
|
|
dirname = "";
|
|
for(i = 0; i < 8; i++) dirname += chars[rnd.Next(chars.Length)];
|
|
dirname = Path.Combine(temppath, dirname);
|
|
}
|
|
// Continue while file is not unique
|
|
while(File.Exists(dirname) || Directory.Exists(dirname));
|
|
|
|
// Return the filename
|
|
return dirname;
|
|
}
|
|
|
|
// This shows an image in a panel either zoomed or centered depending on size
|
|
public static void DisplayZoomedImage(Panel panel, Image image)
|
|
{
|
|
// Set the image
|
|
panel.BackgroundImage = image;
|
|
|
|
// Image not null?
|
|
if(image != null)
|
|
{
|
|
// Small enough to fit in panel?
|
|
if((image.Size.Width < panel.ClientRectangle.Width) &&
|
|
(image.Size.Height < panel.ClientRectangle.Height))
|
|
{
|
|
// Display centered
|
|
panel.BackgroundImageLayout = ImageLayout.Center;
|
|
}
|
|
else
|
|
{
|
|
// Display zoomed
|
|
panel.BackgroundImageLayout = ImageLayout.Zoom;
|
|
}
|
|
}
|
|
}
|
|
|
|
// This calculates the new rectangle when one is scaled into another keeping aspect ratio
|
|
public static RectangleF MakeZoomedRect(Size source, RectangleF target)
|
|
{
|
|
return MakeZoomedRect(new SizeF((int)source.Width, (int)source.Height), target);
|
|
}
|
|
|
|
// This calculates the new rectangle when one is scaled into another keeping aspect ratio
|
|
public static RectangleF MakeZoomedRect(Size source, Rectangle target)
|
|
{
|
|
return MakeZoomedRect(new SizeF((int)source.Width, (int)source.Height),
|
|
new RectangleF((int)target.Left, (int)target.Top, (int)target.Width, (int)target.Height));
|
|
}
|
|
|
|
// This calculates the new rectangle when one is scaled into another keeping aspect ratio
|
|
public static RectangleF MakeZoomedRect(SizeF source, RectangleF target)
|
|
{
|
|
float scale;
|
|
|
|
// Image fits?
|
|
if((source.Width <= target.Width) &&
|
|
(source.Height <= target.Height))
|
|
{
|
|
// Just center
|
|
scale = 1.0f;
|
|
}
|
|
// Image is wider than tall?
|
|
else if((source.Width - target.Width) > (source.Height - target.Height))
|
|
{
|
|
// Scale down by width
|
|
scale = target.Width / source.Width;
|
|
}
|
|
else
|
|
{
|
|
// Scale down by height
|
|
scale = target.Height / source.Height;
|
|
}
|
|
|
|
// Return centered and scaled
|
|
return new RectangleF(target.Left + (target.Width - source.Width * scale) * 0.5f,
|
|
target.Top + (target.Height - source.Height * scale) * 0.5f,
|
|
source.Width * scale, source.Height * scale);
|
|
}
|
|
|
|
#endregion
|
|
|
|
[Action("testaction")]
|
|
public static void TestAction()
|
|
{
|
|
TextureBrowserForm t = new TextureBrowserForm();
|
|
t.ShowDialog(mainwindow);
|
|
t.Dispose();
|
|
}
|
|
}
|
|
}
|
|
|