Merged in GZDB r2484.

This commit is contained in:
MascaraSnake 2016-01-25 17:04:07 +01:00
parent a45b2124d0
commit 36349268e2
5 changed files with 151 additions and 121 deletions

View file

@ -635,7 +635,93 @@ namespace CodeImp.DoomBuilder
/// </summary>
public bool ExportToFile(string filepathname)
{
return SaveMap(filepathname, SavePurpose.Testing);
General.Plugins.OnMapSaveBegin(SavePurpose.Testing);
bool result = SaveMap(filepathname, SavePurpose.Testing);
General.Plugins.OnMapSaveEnd(SavePurpose.Testing);
return result;
}
/// <summary>
/// This writes the map structures to the temporary file.
/// </summary>
private bool WriteMapToTempFile()
{
StatusInfo oldstatus = General.MainWindow.Status;
// Make a copy of the map data
MapSet outputset = map.Clone();
// Remove all flags from all 3D Start things
foreach (Thing t in outputset.Things)
{
if (t.Type == config.Start3DModeThingType)
{
// We're not using SetFlag here, this doesn't have to be undone.
// Please note that this is totally exceptional!
List<string> flagkeys = new List<string>(t.Flags.Keys);
foreach (string k in flagkeys) t.Flags[k] = false;
}
}
// Do we need sidedefs compression?
if (map.Sidedefs.Count > io.MaxSidedefs)
{
// Compress sidedefs
General.MainWindow.DisplayStatus(StatusType.Busy, "Compressing sidedefs...");
outputset.CompressSidedefs();
// Check if it still doesnt fit
if (outputset.Sidedefs.Count > io.MaxSidedefs)
{
// Problem! Can't save the map like this!
General.ShowErrorMessage("Unable to save the map: There are too many unique sidedefs!", MessageBoxButtons.OK);
General.MainWindow.DisplayStatus(oldstatus);
return false;
}
}
// Check things
if (map.Things.Count > io.MaxThings)
{
General.ShowErrorMessage("Unable to save the map: There are too many things!", MessageBoxButtons.OK);
General.MainWindow.DisplayStatus(oldstatus);
return false;
}
// Check sectors
if (map.Sectors.Count > io.MaxSectors)
{
General.ShowErrorMessage("Unable to save the map: There are too many sectors!", MessageBoxButtons.OK);
General.MainWindow.DisplayStatus(oldstatus);
return false;
}
// Check linedefs
if (map.Linedefs.Count > io.MaxLinedefs)
{
General.ShowErrorMessage("Unable to save the map: There are too many linedefs!", MessageBoxButtons.OK);
General.MainWindow.DisplayStatus(oldstatus);
return false;
}
// Check vertices
if (map.Vertices.Count > io.MaxVertices)
{
General.ShowErrorMessage("Unable to save the map: There are too many vertices!", MessageBoxButtons.OK);
General.MainWindow.DisplayStatus(oldstatus);
return false;
}
// TODO: Check for more limitations
// Write to temporary file
General.WriteLogLine("Writing map data structures to file...");
int index = Math.Max(0, tempwad.FindLumpIndex(TEMP_MAP_HEADER));
io.Write(outputset, TEMP_MAP_HEADER, index);
outputset.Dispose();
General.MainWindow.DisplayStatus(oldstatus);
return true;
}
// Initializes for an existing map
@ -643,7 +729,6 @@ namespace CodeImp.DoomBuilder
{
string settingsfile;
WAD targetwad;
int index;
bool includenodes;
General.WriteLogLine("Saving map to file: " + newfilepathname);
@ -674,82 +759,14 @@ namespace CodeImp.DoomBuilder
// (not when only scripts have changed)
if(changed)
{
// Make a copy of the map data
MapSet outputset = map.Clone();
// Remove all flags from all 3D Start things
foreach(Thing t in outputset.Things)
{
if(t.Type == config.Start3DModeThingType)
{
// We're not using SetFlag here, this doesn't have to be undone.
// Please note that this is totally exceptional!
List<string> flagkeys = new List<string>(t.Flags.Keys);
foreach(string k in flagkeys) t.Flags[k] = false;
}
}
// Do we need sidedefs compression?
StatusInfo oldstatus;
if(map.Sidedefs.Count > io.MaxSidedefs)
{
// Compress sidedefs
oldstatus = General.MainWindow.Status;
General.MainWindow.DisplayStatus(StatusType.Busy, "Compressing sidedefs...");
outputset.CompressSidedefs();
General.MainWindow.DisplayStatus(oldstatus);
// Check if it still doesnt fit
if(outputset.Sidedefs.Count > io.MaxSidedefs)
{
// Problem! Can't save the map like this!
General.ShowErrorMessage("Unable to save the map: There are too many unique sidedefs!", MessageBoxButtons.OK);
return false;
}
}
// Check things
if(map.Things.Count > io.MaxThings)
{
General.ShowErrorMessage("Unable to save the map: There are too many things!", MessageBoxButtons.OK);
return false;
}
// Check sectors
if(map.Sectors.Count > io.MaxSectors)
{
General.ShowErrorMessage("Unable to save the map: There are too many sectors!", MessageBoxButtons.OK);
return false;
}
// Check linedefs
if(map.Linedefs.Count > io.MaxLinedefs)
{
General.ShowErrorMessage("Unable to save the map: There are too many linedefs!", MessageBoxButtons.OK);
return false;
}
// Check vertices
if(map.Vertices.Count > io.MaxVertices)
{
General.ShowErrorMessage("Unable to save the map: There are too many vertices!", MessageBoxButtons.OK);
return false;
}
// TODO: Check for more limitations
// Write to temporary file
General.WriteLogLine("Writing map data structures to file...");
index = tempwad.FindLumpIndex(TEMP_MAP_HEADER);
if(index == -1) index = 0;
io.Write(outputset, TEMP_MAP_HEADER, index);
outputset.Dispose();
// Write the current map structures to the temp file
if (!WriteMapToTempFile()) return false;
// Get the corresponding nodebuilder
string nodebuildername = (purpose == SavePurpose.Testing) ? configinfo.NodebuilderTest : configinfo.NodebuilderSave;
// Build the nodes
oldstatus = General.MainWindow.Status;
StatusInfo oldstatus = General.MainWindow.Status;
General.MainWindow.DisplayStatus(StatusType.Busy, "Building map nodes...");
includenodes = (!string.IsNullOrEmpty(nodebuildername) && BuildNodes(nodebuildername, true));
General.MainWindow.DisplayStatus(oldstatus);
@ -931,7 +948,7 @@ namespace CodeImp.DoomBuilder
General.WriteLogLine("Changing map name from '" + options.PreviousName + "' to '" + options.CurrentName + "'");
// Find the map header in target
index = targetwad.FindLumpIndex(options.PreviousName);
int index = targetwad.FindLumpIndex(options.PreviousName);
if(index > -1)
{
// Rename the map lump name
@ -1063,6 +1080,30 @@ namespace CodeImp.DoomBuilder
#region ================== Nodebuild
/// <summary>
/// This stores the current structures in memory to the temporary file and rebuilds the nodes.
/// The 'nodebuildername' must be a valid nodebuilder configuration profile.
/// Returns True on success, False when failed.
/// </summary>
public bool RebuildNodes(string nodebuildername, bool failaswarning)
{
bool result;
// Write the current map structures to the temp file
if (!WriteMapToTempFile()) return false;
// Build the nodes
StatusInfo oldstatus = General.MainWindow.Status;
General.MainWindow.DisplayStatus(StatusType.Busy, "Building map nodes...");
if (!string.IsNullOrEmpty(nodebuildername))
result = BuildNodes(nodebuildername, failaswarning);
else
result = false;
General.MainWindow.DisplayStatus(oldstatus);
return result;
}
// This builds the nodes in the temproary file with the given configuration name
private bool BuildNodes(string nodebuildername, bool failaswarning)
{
@ -1185,6 +1226,9 @@ namespace CodeImp.DoomBuilder
// Clean up
compiler.Dispose();
// Let the plugins know
if (lumpscomplete) General.Plugins.OnMapNodesRebuilt();
// Return result
return lumpscomplete;
}

View file

@ -308,6 +308,13 @@ namespace CodeImp.DoomBuilder.Plugins
/// </summary>
public virtual void OnEditAccept() { }
/// <summary>
/// Called just after the nodes have been (re)built. This allows a plugin to intervene with
/// the nodebuilder output using GetLumpData and SetLumpData. If the map is being saved, this
/// is called after the nodes are rebuilt and just before they are stored in the target file.
/// </summary>
public virtual void OnMapNodesRebuilt() { }
// Interface events
public virtual void OnEditMouseClick(MouseEventArgs e) { }
public virtual void OnEditMouseDoubleClick(MouseEventArgs e) { }

View file

@ -301,8 +301,9 @@ namespace CodeImp.DoomBuilder.Plugins
public void OnEditRedrawDisplayBegin() { foreach(Plugin p in plugins) p.Plug.OnEditRedrawDisplayBegin(); }
public void OnEditRedrawDisplayEnd() { foreach(Plugin p in plugins) p.Plug.OnEditRedrawDisplayEnd(); }
public void OnPresentDisplayBegin() { foreach(Plugin p in plugins) p.Plug.OnPresentDisplayBegin(); }
public void OnMapNodesRebuilt() { foreach (Plugin p in plugins) p.Plug.OnMapNodesRebuilt(); }
//mxd. Hilight events
//mxd. Highlight events
public void OnHighlightSector(Sector s) { foreach(Plugin p in plugins) p.Plug.OnHighlightSector(s); }
public void OnHighlightLinedef(Linedef l) { foreach(Plugin p in plugins) p.Plug.OnHighlightLinedef(l); }
public void OnHighlightThing(Thing t) { foreach(Plugin p in plugins) p.Plug.OnHighlightThing(t); }

View file

@ -160,7 +160,7 @@ namespace CodeImp.DoomBuilder.Plugins.NodesViewer
// (Re)build the nodes
private void buildnodesbutton_Click(object sender, EventArgs e)
{
mode.BuildNodes();
General.Map.RebuildNodes(General.Map.ConfigSettings.NodebuilderSave, true);
// Restart the mode so that the new structures are loaded in.
// This will automatically close and re-open this window.

View file

@ -85,20 +85,6 @@ namespace CodeImp.DoomBuilder.Plugins.NodesViewer
#region ================== Methods
/// <summary>
/// This (re)builds the nodes for the whole map.
/// </summary>
public void BuildNodes()
{
// There is no API available to do this directly, but we export the map which will
// cause the DB core to build the nodes (with testing parameters)
General.Interface.DisplayStatus(StatusType.Busy, "Building map nodes...");
string tempfile = BuilderPlug.MakeTempFilename(".wad");
General.Map.IsChanged = true;
General.Map.ExportToFile(tempfile);
File.Delete(tempfile);
}
/// <summary>
/// This loads all nodes structures data from the lumps
/// </summary>
@ -810,14 +796,6 @@ namespace CodeImp.DoomBuilder.Plugins.NodesViewer
Cursor.Current = Cursors.WaitCursor;
base.OnEngage();
//mxd. General.Map.ExportToFile in BuildNodes() won't do the trick if the map was never saved
if(string.IsNullOrEmpty(General.Map.FilePathName))
{
MessageBox.Show("Please save the map before running Nodes Viewer mode.", "Nodes Viewer mode", MessageBoxButtons.OK, MessageBoxIcon.Error);
General.Editing.CancelMode();
return;
}
//mxd
bool haveNodes = General.Map.LumpExists("NODES");
bool haveZnodes = General.Map.LumpExists("ZNODES");
@ -828,7 +806,7 @@ namespace CodeImp.DoomBuilder.Plugins.NodesViewer
if(General.Map.IsChanged || !(haveZnodes || (haveNodes || haveSectors || haveSegs || haveVerts)))
{
// We need to build the nodes!
BuildNodes();
if (!General.Map.RebuildNodes(General.Map.ConfigSettings.NodebuilderSave, true)) return;
//mxd. Update nodes availability
haveNodes = General.Map.LumpExists("NODES");