mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
704 lines
16 KiB
C#
704 lines
16 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.IO;
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using CodeImp.DoomBuilder.IO;
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using System.Windows.Forms;
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using SlimDX.Direct3D9;
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using CodeImp.DoomBuilder.Config;
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using System.Threading;
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#endregion
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namespace CodeImp.DoomBuilder.Data
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{
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public sealed class DataManager : IDisposable
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Data containers
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private List<DataReader> containers;
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// Palette
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private Playpal palette;
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// Textures
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private Dictionary<long, ImageData> textures;
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// Flats
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private Dictionary<long, ImageData> flats;
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// Sprites
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private Dictionary<long, ImageData> sprites;
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// Background loading
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private Thread backgroundloader;
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// Disposing
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private bool isdisposed = false;
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#endregion
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#region ================== Properties
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public Playpal Palette { get { return palette; } }
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public ICollection<ImageData> Textures { get { return textures.Values; } }
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public ICollection<ImageData> Flats { get { return flats.Values; } }
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public bool IsDisposed { get { return isdisposed; } }
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public bool IsLoading { get { return (backgroundloader != null) && backgroundloader.IsAlive; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public DataManager()
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{
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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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public void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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Unload();
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Loading / Unloading
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// This loads all data resources
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public void Load(DataLocationList configlist, DataLocationList maplist, DataLocation maplocation)
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{
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DataLocationList all = DataLocationList.Combined(configlist, maplist);
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all.Add(maplocation);
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Load(all);
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}
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// This loads all data resources
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public void Load(DataLocationList configlist, DataLocationList maplist)
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{
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DataLocationList all = DataLocationList.Combined(configlist, maplist);
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Load(all);
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}
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// This loads all data resources
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public void Load(DataLocationList locations)
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{
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DataReader c;
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// Create collections
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containers = new List<DataReader>();
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textures = new Dictionary<long, ImageData>();
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flats = new Dictionary<long, ImageData>();
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sprites = new Dictionary<long, ImageData>();
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// Go for all locations
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foreach(DataLocation dl in locations)
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{
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// Nothing chosen yet
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c = null;
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// TODO: Make this work more elegant using reflection.
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// Make DataLocation.type of type Type and assign the
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// types of the desired reader classes.
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try
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{
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// Choose container type
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switch(dl.type)
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{
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// WAD file container
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case DataLocation.RESOURCE_WAD:
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c = new WADReader(dl);
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break;
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// Directory container
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case DataLocation.RESOURCE_DIRECTORY:
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c = new DirectoryReader(dl);
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break;
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// PK3 file container
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case DataLocation.RESOURCE_PK3:
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c = new PK3Reader(dl);
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break;
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}
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}
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catch(Exception)
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{
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// Unable to load resource
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General.ShowErrorMessage("Unable to load resources from location \"" + dl.location + "\". Please make sure the location is accessible and not in use by another program.", MessageBoxButtons.OK);
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continue;
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}
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// Add container
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if(c != null) containers.Add(c);
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}
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// Load stuff
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General.WriteLogLine("Loading PLAYPAL palette...");
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LoadPalette();
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General.WriteLogLine("Loading textures...");
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LoadTextures();
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General.WriteLogLine("Loading flats...");
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LoadFlats();
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General.WriteLogLine("Loading sprites...");
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LoadSprites();
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// Start background loading
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StartBackgroundLoader();
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}
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// This unloads all data
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public void Unload()
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{
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// Stop background loader
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StopBackgroundLoader();
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// Dispose resources
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foreach(KeyValuePair<long, ImageData> i in textures) i.Value.Dispose();
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foreach(KeyValuePair<long, ImageData> i in flats) i.Value.Dispose();
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foreach(KeyValuePair<long, ImageData> i in sprites) i.Value.Dispose();
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palette = null;
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// Dispose containers
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foreach(DataReader c in containers) c.Dispose();
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containers.Clear();
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}
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#endregion
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#region ================== Suspend / Resume
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// This suspends data resources
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public void Suspend()
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{
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// Stop background loader
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StopBackgroundLoader();
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// Go for all containers
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foreach(DataReader d in containers)
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{
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// Suspend
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General.WriteLogLine("Suspended data resource '" + d.Location.location + "'");
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d.Suspend();
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}
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}
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// This resumes data resources
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public void Resume()
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{
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// Go for all containers
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foreach(DataReader d in containers)
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{
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try
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{
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// Resume
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General.WriteLogLine("Resumed data resource '" + d.Location.location + "'");
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d.Resume();
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}
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catch(Exception)
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{
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// Unable to load resource
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General.ShowErrorMessage("Unable to load resources from location \"" + d.Location.location + "\". Please make sure the location is accessible and not in use by another program.", MessageBoxButtons.OK);
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}
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}
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// Start background loading
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StartBackgroundLoader();
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}
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#endregion
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#region ================== Background Loading
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// This starts background loading
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private void StartBackgroundLoader()
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{
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// If a loader is already running, stop it first
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if(backgroundloader != null) StopBackgroundLoader();
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// Start a low priority thread to load images in background
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General.WriteLogLine("Starting background resource loading...");
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backgroundloader = new Thread(new ThreadStart(BackgroundLoad));
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backgroundloader.Name = "BackgroundLoader";
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backgroundloader.Priority = ThreadPriority.Lowest;
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backgroundloader.Start();
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}
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// This stops background loading
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private void StopBackgroundLoader()
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{
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General.WriteLogLine("Stopping background resource loading...");
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if(backgroundloader != null)
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{
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// Stop the thread and wait for it to end
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backgroundloader.Interrupt();
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backgroundloader.Join();
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// Done
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backgroundloader = null;
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}
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}
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// The background loader
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private void BackgroundLoad()
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{
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int starttime = General.Clock.GetCurrentTime();
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int deltatime;
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try
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{
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// Load all lists
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LoadImagesList(textures);
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LoadImagesList(flats);
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LoadImagesList(sprites);
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}
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catch(ThreadInterruptedException)
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{
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return;
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}
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// Done
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deltatime = General.Clock.GetCurrentTime() - starttime;
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General.WriteLogLine("Background resource loading completed in " + deltatime + "ms");
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General.WriteLogLine("Loaded " + textures.Count + " textures, " + flats.Count + " flats, " + sprites.Count + " sprites");
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backgroundloader = null;
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General.MainWindow.UpdateStatusIcon();
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}
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// This loads a list of ImageData
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private void LoadImagesList(Dictionary<long, ImageData> list)
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{
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Dictionary<long, ImageData>.Enumerator walker;
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bool moveresult = false;
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bool interrupted = false;
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do
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{
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// Get enumerator
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lock(list)
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{
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walker = list.GetEnumerator();
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moveresult = walker.MoveNext();
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}
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// Continue until at end of list
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while(moveresult)
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{
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lock(list)
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{
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// Load image
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walker.Current.Value.LoadImage();
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//walker.Current.Value.CreateTexture(); // Impossible from different thread
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}
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// Wait a bit
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Thread.Sleep(1);
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lock(list)
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{
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try
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{
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// Move to next item
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moveresult = walker.MoveNext();
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}
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catch(InvalidOperationException)
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{
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// List was modified, restart!
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interrupted = true;
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break;
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}
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}
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}
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}
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while(interrupted);
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}
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#endregion
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#region ================== Palette
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// This loads the PLAYPAL palette
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private void LoadPalette()
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{
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// Go for all opened containers
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for(int i = containers.Count - 1; i >= 0; i--)
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{
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// Load palette
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palette = containers[i].LoadPalette();
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if(palette != null) break;
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}
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}
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#endregion
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#region ================== Textures
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// This loads the textures
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private void LoadTextures()
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{
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ICollection<ImageData> images;
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PatchNames pnames = new PatchNames();
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PatchNames newpnames;
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// Go for all opened containers
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foreach(DataReader dr in containers)
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{
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// Load PNAMES info
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// Note that pnames is NOT set to null in the loop
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// because if a container has no pnames, the pnames
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// of the previous (higher) container should be used.
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newpnames = dr.LoadPatchNames();
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if(newpnames != null) pnames = newpnames;
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// Load textures
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images = dr.LoadTextures(pnames);
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if(images != null)
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{
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// Go for all textures
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foreach(ImageData img in images)
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{
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// Add or replace in textures list
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textures.Remove(img.LongName);
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textures.Add(img.LongName, img);
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// Also add as flat when using mixed resources
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if(General.Map.Config.MixTexturesFlats)
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{
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flats.Remove(img.LongName);
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flats.Add(img.LongName, img);
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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 returns a specific patch stream
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public Stream GetPatchData(string pname)
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{
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Stream patch;
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// Go for all opened containers
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for(int i = containers.Count - 1; i >= 0; i--)
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{
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// This contain provides this patch?
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patch = containers[i].GetPatchData(pname);
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if(patch != null) return patch;
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}
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// No such patch found
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return null;
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}
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// This returns an image by string
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public ImageData GetTextureImage(string name)
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{
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// Get the long name
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long longname = Lump.MakeLongName(name);
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return GetTextureImage(longname);
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}
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// This returns an image by long
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public ImageData GetTextureImage(long longname)
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{
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lock(textures)
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{
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// Does this texture exist?
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if(textures.ContainsKey(longname))
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{
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// Return texture
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return textures[longname];
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}
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else
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{
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// Return null image
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return new NullImage();
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}
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}
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}
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// This returns a bitmap by string
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public Bitmap GetTextureBitmap(string name)
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{
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ImageData img = GetTextureImage(name);
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img.LoadImage();
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return img.Bitmap;
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}
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// This returns a bitmap by string
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public Bitmap GetTextureBitmap(long longname)
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{
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ImageData img = GetTextureImage(longname);
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img.LoadImage();
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return img.Bitmap;
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}
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// This returns a texture by string
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public Texture GetTextureTexture(string name)
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{
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ImageData img = GetTextureImage(name);
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img.LoadImage();
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img.CreateTexture();
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return img.Texture;
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}
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// This returns a texture by string
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public Texture GetTextureTexture(long longname)
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{
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ImageData img = GetTextureImage(longname);
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img.LoadImage();
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img.CreateTexture();
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return img.Texture;
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}
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#endregion
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#region ================== Flats
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// This loads the flats
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private void LoadFlats()
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{
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ICollection<ImageData> images;
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// Go for all opened containers
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foreach(DataReader dr in containers)
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{
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// Load flats
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images = dr.LoadFlats();
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if(images != null)
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{
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// Go for all flats
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foreach(ImageData img in images)
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{
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// Add or replace in flats list
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flats.Remove(img.LongName);
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flats.Add(img.LongName, img);
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// Also add as texture when using mixed resources
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if(General.Map.Config.MixTexturesFlats)
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{
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textures.Remove(img.LongName);
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textures.Add(img.LongName, img);
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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 returns a specific flat stream
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public Stream GetFlatData(string pname)
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{
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Stream flat;
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// Go for all opened containers
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for(int i = containers.Count - 1; i >= 0; i--)
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{
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// This contain provides this flat?
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flat = containers[i].GetFlatData(pname);
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if(flat != null) return flat;
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}
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// No such patch found
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return null;
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}
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// This returns an image by string
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public ImageData GetFlatImage(string name)
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{
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// Get the long name
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long longname = Lump.MakeLongName(name);
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return GetFlatImage(longname);
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}
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// This returns an image by long
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public ImageData GetFlatImage(long longname)
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{
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lock(flats)
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{
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// Does this flat exist?
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if(flats.ContainsKey(longname))
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{
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// Return flat
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return flats[longname];
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}
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else
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{
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// Return null image
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return new NullImage();
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}
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}
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}
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// This returns a bitmap by string
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public Bitmap GetFlatBitmap(string name)
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{
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ImageData img = GetFlatImage(name);
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img.LoadImage();
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return img.Bitmap;
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}
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// This returns a bitmap by string
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public Bitmap GetFlatBitmap(long longname)
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{
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ImageData img = GetFlatImage(longname);
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img.LoadImage();
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return img.Bitmap;
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}
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// This returns a texture by string
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public Texture GetFlatTexture(string name)
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{
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ImageData img = GetFlatImage(name);
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img.LoadImage();
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img.CreateTexture();
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return img.Texture;
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}
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// This returns a texture by string
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public Texture GetFlatTexture(long longname)
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{
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ImageData img = GetFlatImage(longname);
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img.LoadImage();
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img.CreateTexture();
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return img.Texture;
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}
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#endregion
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#region ================== Sprites
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// This loads the sprites
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private void LoadSprites()
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{
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Stream spritedata = null;
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SpriteImage image;
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// Go for all things
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foreach(ThingTypeInfo ti in General.Map.Config.Things)
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{
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// Sprite not added to collection yet?
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if(!sprites.ContainsKey(ti.SpriteLongName))
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{
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// Go for all opened containers
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for(int i = containers.Count - 1; i >= 0; i--)
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{
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// This contain provides this sprite?
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spritedata = containers[i].GetSpriteData(ti.Sprite);
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if(spritedata != null) break;
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}
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// Found anything?
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if(spritedata != null)
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{
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// Make new sprite image
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image = new SpriteImage(ti.Sprite);
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// Add to collection
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sprites.Add(ti.SpriteLongName, image);
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}
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}
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}
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}
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// This returns an image by long
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public ImageData GetSpriteImage(string name)
|
|
{
|
|
Stream spritedata = null;
|
|
long longname = Lump.MakeLongName(name);
|
|
SpriteImage image;
|
|
|
|
lock(sprites)
|
|
{
|
|
// Sprite already loaded?
|
|
if(sprites.ContainsKey(longname))
|
|
{
|
|
// Return exiting sprite
|
|
return sprites[longname];
|
|
}
|
|
else
|
|
{
|
|
// Go for all opened containers
|
|
for(int i = containers.Count - 1; i >= 0; i--)
|
|
{
|
|
// This contain provides this sprite?
|
|
spritedata = containers[i].GetSpriteData(name);
|
|
if(spritedata != null) break;
|
|
}
|
|
|
|
// Found anything?
|
|
if(spritedata != null)
|
|
{
|
|
// Make new sprite image
|
|
image = new SpriteImage(name);
|
|
|
|
// Add to collection
|
|
sprites.Add(longname, image);
|
|
|
|
// Return result
|
|
return image;
|
|
}
|
|
else
|
|
{
|
|
// Return null image
|
|
return new NullImage();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// This returns a bitmap by string
|
|
public Bitmap GetSpriteBitmap(string name)
|
|
{
|
|
ImageData img = GetSpriteImage(name);
|
|
img.LoadImage();
|
|
return img.Bitmap;
|
|
}
|
|
|
|
// This returns a texture by string
|
|
public Texture GetSpriteTexture(string name)
|
|
{
|
|
ImageData img = GetSpriteImage(name);
|
|
img.LoadImage();
|
|
img.CreateTexture();
|
|
return img.Texture;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|