mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-18 16:10:58 +00:00
99f3ba2844
Texture browser form: added "Long texture names" check-box. It can be used to toggle between displaying long and short texture names. Texture browser form: added "Show image size" check-box. Texture browser form: image size is now shown differently. Image Selector: added a button to toggle between long and short texture name. Linedef info panel: long texture names are now displayed properly. Sector info panel: long texture names are now displayed properly. Fixed: "Save Screenshot" and "Save Edit Area Screenshot" actions were triggered multiple times when a child window was open. Fixed: used textures should be always updated after using "Change map in current WAD" action. Fixed, "Change map in current WAD": fixed a crash when trying to switch from a map with missing game configuration path. Updated ZDoom_ACS.cfg.
204 lines
5.2 KiB
C#
204 lines
5.2 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.Text;
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using System.IO;
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using CodeImp.DoomBuilder.Data;
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#endregion
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namespace CodeImp.DoomBuilder.IO
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{
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public class Lump
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{
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#region ================== Methods
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// Allowed characters in a map lump name
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internal const string MAP_LUMP_NAME_CHARS = "ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890_";
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#endregion
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#region ================== Variables
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// Owner
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private WAD owner;
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// Data stream
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private ClippedStream stream;
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// Data info
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private string name;
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private long longname;
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private byte[] fixedname;
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private int offset;
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private int length;
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// Disposing
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private bool isdisposed;
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#endregion
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#region ================== Properties
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internal WAD Owner { get { return owner; } }
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internal string Name { get { return name; } }
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internal long LongName { get { return longname; } }
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internal byte[] FixedName { get { return fixedname; } }
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internal int Offset { get { return offset; } }
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internal int Length { get { return length; } }
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internal ClippedStream Stream { get { return stream; } }
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internal bool IsDisposed { get { return isdisposed; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal Lump(Stream data, WAD owner, byte[] fixedname, int offset, int length)
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{
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// Initialize
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this.stream = new ClippedStream(data, offset, length);
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this.owner = owner;
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this.fixedname = fixedname;
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this.offset = offset;
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this.length = length;
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// Make name
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this.name = MakeNormalName(fixedname, WAD.ENCODING).ToUpperInvariant();
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this.fixedname = MakeFixedName(name, WAD.ENCODING);
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this.longname = MakeLongName(name, false); //mxd
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// We have no destructor
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GC.SuppressFinalize(this);
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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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stream.Dispose();
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owner = 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 ================== Methods
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// This returns the long value for a 8 byte texture name
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/*public static unsafe long MakeLongName(string name)
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{
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long value = 0;
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byte[] namebytes = Encoding.ASCII.GetBytes(name.Trim().ToUpper());
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uint bytes = (uint)namebytes.Length;
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if(bytes > 8) bytes = 8;
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fixed(void* bp = namebytes)
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{
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General.CopyMemory(&value, bp, bytes);
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}
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return value;
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}*/
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//mxd. This returns (hopefully) unique hash value for a texture name of any length
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public static long MakeLongName(string name)
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{
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return MakeLongName(name, General.Map != null && General.Map.Config != null && General.Map.Config.UseLongTextureNames);
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}
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//mxd. This returns (hopefully) unique hash value for a texture name of any length
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public static long MakeLongName(string name, bool uselongnames)
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{
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name = name.Trim().ToUpper();
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if(!uselongnames && name.Length > DataManager.CLASIC_IMAGE_NAME_LENGTH)
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{
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name = name.Substring(0, DataManager.CLASIC_IMAGE_NAME_LENGTH);
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}
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return MurmurHash2.Hash(name);
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}
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// This makes the normal name from fixed name
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public static string MakeNormalName(byte[] fixedname, Encoding encoding)
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{
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int length = 0;
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// Figure out the length of the lump name
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while((length < fixedname.Length) && (fixedname[length] != 0)) length++;
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// Make normal name
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return encoding.GetString(fixedname, 0, length).Trim().ToUpper();
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}
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// This makes the fixed name from normal name
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public static byte[] MakeFixedName(string name, Encoding encoding)
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{
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// Make uppercase name and count bytes
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string uppername = name.Trim().ToUpper();
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int bytes = encoding.GetByteCount(uppername);
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if(bytes < 8) bytes = 8;
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// Make 8 bytes, all zeros
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byte[] fixedname = new byte[bytes];
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// Write the name in bytes
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encoding.GetBytes(uppername, 0, uppername.Length, fixedname, 0);
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// Return result
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return fixedname;
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}
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// This copies lump data to another lump
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internal void CopyTo(Lump lump)
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{
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// Create a reader
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BinaryReader reader = new BinaryReader(stream);
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// Copy bytes over
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stream.Seek(0, SeekOrigin.Begin);
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lump.Stream.Write(reader.ReadBytes((int)stream.Length), 0, (int)stream.Length);
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}
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// String representation
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public override string ToString()
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{
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return name;
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}
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// This renames the lump
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internal void Rename(string newname)
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{
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// Make name
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this.fixedname = MakeFixedName(newname, WAD.ENCODING);
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this.name = MakeNormalName(this.fixedname, WAD.ENCODING).ToUpperInvariant();
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this.longname = MakeLongName(newname);
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// Write changes
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owner.WriteHeaders();
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}
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#endregion
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}
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}
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