mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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542 lines
15 KiB
C#
542 lines
15 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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#endregion
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namespace CodeImp.DoomBuilder
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{
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internal 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 int 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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internal static extern unsafe void CopyMemory(void* dst, void* src, UIntPtr length);
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[DllImport("kernel32.dll", SetLastError = true)]
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internal static unsafe extern void* VirtualAlloc(IntPtr lpAddress, UIntPtr dwSize, uint flAllocationType, uint flProtect);
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[DllImport("kernel32.dll", SetLastError = true)]
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[return: MarshalAs(UnmanagedType.Bool)]
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internal static unsafe extern bool VirtualFree(void* lpAddress, UIntPtr dwSize, uint dwFreeType);
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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_CONFIG_FILE = "Builder.cfg";
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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 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 Configuration settings;
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private static MapManager map;
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private static ActionManager actions;
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// Configurations
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private static List<ConfigurationInfo> configs;
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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 Configuration Settings { get { return settings; } }
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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 MapManager Map { get { return map; } }
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public static ActionManager Actions { get { return actions; } }
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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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MessageBox.Show(mainwindow, "Unable to load the game configuration file \"" + filename + "\".\n" +
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"Error near line " + cfg.ErrorLine + ": " + cfg.ErrorDescription,
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Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Error);
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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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MessageBox.Show(mainwindow, "Unable to load the game configuration file \"" + filename + "\".\n" +
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"This configuration is not a Doom Builder 2 game configuration.",
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Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Error);
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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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MessageBox.Show(mainwindow, "Unable to load the game configuration file \"" + filename + "\".",
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Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Error);
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return null;
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}
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}
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// This finds all game configurations
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private static void FindGameConfigurations()
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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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configs.Add(new ConfigurationInfo(name, fullfilename));
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}
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}
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// Sort the configurations list
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configs.Sort();
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}
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// This finds all nodebuilder configurations
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private static void FindNodebuilderConfigurations()
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{
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Configuration cfg;
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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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MessageBox.Show(mainwindow, "Unable to load the nodebuilder configuration file \"" + filepath + "\".\n" +
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"Error near line " + cfg.ErrorLine + ": " + cfg.ErrorDescription,
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Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Error);
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}
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else
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{
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// Make nodebuilder info
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nodebuilders.Add(new NodebuilderInfo(cfg, filepath));
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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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MessageBox.Show(mainwindow, "Unable to load the nodebuilder configuration file \"" + filepath + "\".",
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Application.ProductName, MessageBoxButtons.OK, MessageBoxIcon.Error);
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}
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}
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// Sort the configurations list
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configs.Sort();
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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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// Get a reference to this assembly
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thisasm = Assembly.GetExecutingAssembly();
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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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configspath = Path.Combine(apppath, GAME_CONFIGS_DIR);
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compilerspath = Path.Combine(apppath, COMPILERS_DIR);
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// Load configuration
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if(!File.Exists(Path.Combine(apppath, SETTINGS_CONFIG_FILE))) throw (new FileNotFoundException("Unable to find the program configuration \"" + SETTINGS_CONFIG_FILE + "\"."));
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settings = new Configuration(Path.Combine(apppath, SETTINGS_CONFIG_FILE), true);
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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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mainwindow = new MainForm();
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mainwindow.UpdateMenus();
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// Show main window
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mainwindow.Show();
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mainwindow.Update();
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// Load game configurations
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FindGameConfigurations();
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// Load nodebuilder configurations
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FindNodebuilderConfigurations();
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// Run application from the main window
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mainwindow.DisplayReady();
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Application.Run(mainwindow);
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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()
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{
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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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mainwindow.Dispose();
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actions.Dispose();
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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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settings.SaveConfiguration(Path.Combine(apppath, SETTINGS_CONFIG_FILE));
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// Application ends here and now
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Application.Exit();
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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(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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// 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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mainwindow.UpdateMenus();
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mainwindow.DisplayReady();
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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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// Failed
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mainwindow.UpdateMenus();
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mainwindow.DisplayReady();
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}
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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(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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// Trash the current map
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if(map != null) 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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// Done
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mainwindow.UpdateMenus();
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mainwindow.DisplayReady();
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}
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}
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// This loads a map from file
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[Action(Action.OPENMAP)]
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public static void OpenMap()
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{
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OpenFileDialog openfile;
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OpenMapOptionsForm openmapwindow;
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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 file dialog
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openfile = new OpenFileDialog();
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openfile.Filter = "Doom WAD Files (*.wad)|*.wad";
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openfile.Title = "Open Map";
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if(openfile.ShowDialog(mainwindow) == DialogResult.OK)
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{
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// Update main window
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mainwindow.Update();
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// Open map options dialog
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openmapwindow = new OpenMapOptionsForm(openfile.FileName);
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if(openmapwindow.ShowDialog(mainwindow) == DialogResult.OK)
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{
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// Display status
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mainwindow.DisplayStatus("Opening map file...");
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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.InitializeOpenMap(openfile.FileName, openmapwindow.Options))
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{
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// Done
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mainwindow.UpdateMenus();
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mainwindow.DisplayReady();
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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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// Failed
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mainwindow.UpdateMenus();
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mainwindow.DisplayReady();
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}
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}
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}
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}
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}
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// This asks to save the map if needed
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// Returns false when action was cancelled
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public static bool AskSaveMap()
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{
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DialogResult result;
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// Map open and not saved?
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if((map != null) && map.IsChanged)
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{
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// Ask to save changes
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result = MessageBox.Show(mainwindow, "Do you want to save changes to " + map.FileTitle + " (" + map.Options.CurrentName + ")?", Application.ProductName, MessageBoxButtons.YesNoCancel, MessageBoxIcon.Question);
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if(result == DialogResult.Yes)
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{
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// TODO: Save map
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}
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else if(result == DialogResult.Cancel)
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{
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// Abort
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return false;
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}
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}
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// Continue
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return true;
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}
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#endregion
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#region ================== Tools
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// This returns a unique temp filename
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public static string MakeTempFilename()
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{
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string filename;
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string chars = "abcdefghijklmnopqrstuvwxyz1234567890";
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Random rnd = new Random();
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int i;
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do
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{
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// Generate a filename
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filename = "";
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for(i = 0; i < 8; i++) filename += chars[rnd.Next(chars.Length)];
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filename = Path.Combine(temppath, filename + ".tmp");
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}
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// Continue while file is not unique
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while(File.Exists(filename));
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// Return the filename
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return filename;
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}
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#endregion
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}
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}
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