mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
5cb573d938
Enhanced scripting workflow. Thing and linedef arguments can now have default value in configuration files. Fixed laggy visual camera movement on systems with big uptime. Fixed incorrect alignment of Things with "hangs" flag in GZDoom Visual mode. Fixed Editor crash when nodebuilder fails to build map. A window with error description will be shown instead. Doom light levels were used even in maps in non-doom map format. Tag Explorer plugin: Elements list wasn't updated when map element was deleted. Pugin wasn't disposed properly, which may led to Doom Builder 2 crash on map close. Fixed plugin crash after opening another map. Fixed unresponsive text entry in Filter text box. Fixed plugin crash when Doom Builder can't determmine thing category ("UNKNOWN" category will be used instead).
251 lines
No EOL
8.1 KiB
C#
251 lines
No EOL
8.1 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.Generic;
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using System.ComponentModel;
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using System.Drawing;
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using System.Text;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.IO;
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using System.IO;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Controls;
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#endregion
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namespace CodeImp.DoomBuilder.Windows
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{
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internal partial class MapOptionsForm : DelayedForm
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{
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// Variables
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private MapOptions options;
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private bool newmap;
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// Properties
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public MapOptions Options { get { return options; } }
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public bool IsForNewMap { get { return newmap; } set { newmap = value; } }
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// Constructor
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public MapOptionsForm(MapOptions options)
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{
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int index;
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// Initialize
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InitializeComponent();
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// Keep settings
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this.options = options;
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// Go for all configurations
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for(int i = 0; i < General.Configs.Count; i++)
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{
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// Add config name to list
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index = config.Items.Add(General.Configs[i]);
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// Is this configuration currently selected?
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if(string.Compare(General.Configs[i].Filename, options.ConfigFile, true) == 0)
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{
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// Select this item
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config.SelectedIndex = index;
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}
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}
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//mxd. Still better than nothing :)
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if (config.SelectedIndex == -1 && General.Configs.Count > 0) config.SelectedIndex = 0;
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// Set the level name
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if (options.CurrentName.Length > 0) //mxd
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levelname.Text = options.CurrentName;
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// Set strict patches loading
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strictpatches.Checked = options.StrictPatches;
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// Fill the resources list
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datalocations.EditResourceLocationList(options.Resources);
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}
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// OK clicked
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private void apply_Click(object sender, EventArgs e)
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{
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Configuration newcfg;
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WAD sourcewad;
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bool conflictingname;
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// Configuration selected?
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if(config.SelectedIndex == -1)
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{
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// Select a configuration!
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MessageBox.Show(this, "Please select a game configuration to use for editing your map.", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Warning);
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config.Focus();
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return;
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}
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// Level name empty?
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if(levelname.Text.Length == 0)
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{
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// Enter a level name!
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MessageBox.Show(this, "Please enter a level name for your map.", Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Warning);
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levelname.Focus();
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return;
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}
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// Collect information
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ConfigurationInfo configinfo = General.Configs[config.SelectedIndex];
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DataLocationList locations = datalocations.GetResources();
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// When making a new map, check if we should warn the user for missing resources
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if(newmap && (locations.Count == 0) && (configinfo.Resources.Count == 0))
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{
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if(MessageBox.Show(this, "You are about to make a map without selecting any resources. Textures, flats and " +
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"sprites may not be shown correctly or may not show up at all. Do you want to continue?", Application.ProductName,
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MessageBoxButtons.YesNo, MessageBoxIcon.Warning, MessageBoxDefaultButton.Button2) == DialogResult.No)
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{
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return;
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}
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}
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// Next checks are only for maps that are already opened
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if(!newmap)
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{
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// Now we check if the map name the user has given does already exist in the source WAD file
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// We have to warn the user about that, because it would create a level name conflict in the WAD
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// Level name changed and the map exists in a source wad?
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if((levelname.Text != options.CurrentName) && (General.Map != null) &&
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(General.Map.FilePathName != "") && File.Exists(General.Map.FilePathName))
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{
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// Open the source wad file to check for conflicting name
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sourcewad = new WAD(General.Map.FilePathName, true);
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conflictingname = (sourcewad.FindLumpIndex(levelname.Text) > -1);
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sourcewad.Dispose();
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// Names conflict?
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if(conflictingname)
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{
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// Show warning!
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if(General.ShowWarningMessage("The map name \"" + levelname.Text + "\" is already in use by another map or data lump in the source WAD file. Saving your map with this name will cause conflicting data lumps in the WAD file. Do you want to continue?", MessageBoxButtons.YesNo, MessageBoxDefaultButton.Button2) == DialogResult.No)
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{
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return;
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}
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}
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}
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// When the user changed the configuration to one that has a different read/write interface,
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// we have to warn the user that the map may not be compatible.
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// Configuration changed?
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if((options.ConfigFile != "") && (General.Configs[config.SelectedIndex].Filename != options.ConfigFile))
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{
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// Load the new cfg file
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newcfg = General.LoadGameConfiguration(General.Configs[config.SelectedIndex].Filename);
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if(newcfg == null) return;
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// Check if the config uses a different IO interface
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if(newcfg.ReadSetting("formatinterface", "") != General.Map.Config.FormatInterface)
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{
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// Warn the user about IO interface change
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if(General.ShowWarningMessage("The game configuration you selected uses a different file format than your current map. Because your map was not designed for this format it may cause the map to work incorrectly in the game. Do you want to continue?", MessageBoxButtons.YesNo, MessageBoxDefaultButton.Button2) == DialogResult.No)
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{
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// Reset to old configuration
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for(int i = 0; i < config.Items.Count; i++)
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{
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// Is this configuration the old config?
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if(string.Compare(General.Configs[i].Filename, options.ConfigFile, true) == 0)
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{
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// Select this item
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config.SelectedIndex = i;
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}
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}
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return;
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}
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}
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}
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}
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// Apply changes
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options.ClearResources();
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options.ConfigFile = General.Configs[config.SelectedIndex].Filename;
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options.CurrentName = levelname.Text.Trim().ToUpper();
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options.StrictPatches = strictpatches.Checked;
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options.CopyResources(datalocations.GetResources());
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// Reset default drawing textures
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General.Settings.DefaultTexture = null;
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General.Settings.DefaultFloorTexture = null;
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General.Settings.DefaultCeilingTexture = null;
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// Hide window
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this.DialogResult = DialogResult.OK;
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this.Close();
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}
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// Cancel clicked
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private void cancel_Click(object sender, EventArgs e)
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{
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// Just hide window
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this.DialogResult = DialogResult.Cancel;
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this.Close();
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}
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// Game configuration chosen
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private void config_SelectedIndexChanged(object sender, EventArgs e)
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{
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ConfigurationInfo ci;
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// Anything selected?
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if(config.SelectedIndex > -1)
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{
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// Get the info
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ci = (ConfigurationInfo)config.SelectedItem;
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// No lump name in the name field?
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if (levelname.Text.Trim().Length == 0)
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{
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// Get default lump name from configuration
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levelname.Text = ci.DefaultLumpName;
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}
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// Show resources
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datalocations.FixedResourceLocationList(ci.Resources);
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}
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}
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// When keys are pressed in the level name field
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private void levelname_KeyPress(object sender, KeyPressEventArgs e)
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{
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string allowedchars = Lump.MAP_LUMP_NAME_CHARS + Lump.MAP_LUMP_NAME_CHARS.ToLowerInvariant() + "\b";
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// Check if key is not allowed
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if(allowedchars.IndexOf(e.KeyChar) == -1)
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{
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// Cancel this
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e.Handled = true;
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}
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}
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// Help
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private void MapOptionsForm_HelpRequested(object sender, HelpEventArgs hlpevent)
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{
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General.ShowHelp("w_mapoptions.html");
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hlpevent.Handled = true;
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}
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}
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} |