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BuilderX Update Thread (For CodeImp)

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Here I will post any new code in BuilderX which you can use for the next version of DB

mod3DMode : RunTextureSelect (Fixes missing flat/texture in 3D mode)

Private Function RunTextureSelect(ByVal CurrentTexture As String, ByVal UseFlats As Boolean) As String
     'On Error GoTo Leave3DMode
     On Error Resume Next
     Dim ErrNumber As Long
     Dim ErrDesc As String
     Dim TextRect As SRECT
     Dim MousePoint As POINT
     Dim LastCursorUpdate As Long
     'Get mouse coords
     GetCursorPos MousePoint
     'Keep coords
     TLastX = MousePoint.x
     TLastY = MousePoint.y
     'Determine area
     With TextRect
          .left = 0
          .top = 0.9
          .right = 0.6
          .bottom = 1
     End With
     'Make the text
     Set r_texdesc = VertexBufferFromText(TEXTURE_DESC, TextRect, ALIGN_RIGHT, ALIGN_MIDDLE, TEXT_C1, TEXT_C2, TEXT_C3, TEXT_C4, TEXT_SIZE)
     r_numtexdescfaces = Len(TEXTURE_DESC) * 4 - 2
     'Initiate defaults
     InitTextureSelect CurrentTexture, UseFlats
     'Current texture
     SelectedName = CurrentTexture
     'We are now selecting a texture/flat
     TextureSelecting = True
     ThingSelecting = False
     'Initiate the textures field
          'Calculate time
          CurrentTime = timeExactTime
          FrameTime = CurrentTime - LastTime
          LastTime = CurrentTime
          'Poll the mouse
          'Mouse events can do anything, also terminating 3d mode
          If Not Running3D Then Exit Do
          'Check for cursor update
          If ((LastCursorUpdate + CURSOR_FLASH_INTERVAL) < CurrentTime) Then
               'Change the cursor
               ShowTextCursor = Not ShowTextCursor
               'Recreate the text buffer
               'Keep the time
               LastCursorUpdate = CurrentTime
          End If
          '===== Start scene
          D3DD.Clear 0, ByVal 0, D3DCLEAR_TARGET Or D3DCLEAR_ZBUFFER, Val(Config("palette")("CLR_BACKGROUND")), 1, 0
          'Apply Matrices
          D3DD.SetTransform D3DTS_PROJECTION, matrixProject
          D3DD.SetTransform D3DTS_VIEW, matrixView
          D3DD.SetTransform D3DTS_WORLD, matrixWorld
          'Beginning settings
          D3DD.SetRenderState D3DRS_ALPHABLENDENABLE, 0
          D3DD.SetRenderState D3DRS_LIGHTING, 0
          D3DD.SetRenderState D3DRS_CULLMODE, D3DCULL_CW
          'Texture filtering as configured
          SetTextureFilters False
          'Render selection background
          'Render texture previews
          'Bilinear texture filtering
          SetTextureFilters True
          'Render texts
          'Texture filtering as configured
          SetTextureFilters False
          'Render the mouse
          '===== End scene
          '===== Present scene
          D3DD.Present ByVal 0, ByVal 0, 0, ByVal 0
          'Process messages
          'Delay frames
          If (DelayVideoFrames) Then Sleep 50 Else Sleep 10
          'Next fame input will be done again
          IgnoreInput = False
     'Continue until 'dialog' closed
     Loop While TextureSelecting And Running3D
     'Check if 3D Mode was not terminated
     If (Running3D = True) Then
          'Check if not quit nicely
          If (TextureSelecting = True) Or (Err.number <> 0) Then
               'Keep error
               ErrNumber = Err.number
               ErrDesc = Err.Description
               'Clean up directx mode
               Running3D = False
               TextureSelecting = False
               'Display error if not device lost error
               If (ErrNumber <> -2005530520) Then MsgBox "Error " & ErrNumber & " in RunTextureSelect: " & ErrDesc, vbCritical
               'Yes, cancel this
               TextureSelectCancelled = True
          End If
          'Check if cancelled
          If TextureSelectCancelled Then
               'Keep original texture
               RunTextureSelect = CurrentTexture
               'Check if we should get complete texture name
               If (Val(Config("autocompletetex")) <> 0) And (TextureSelectedIndex >= 0) Then
                    'Return new texture
                    RunTextureSelect = curitemnames(TextureSelectedIndex)
                    'Use typed name
                    RunTextureSelect = SelectedName
               End If
          End If
          'Clear errors
          'Keep original texture
          RunTextureSelect = CurrentTexture
     End If
     'Clean up arrays
     Erase itemnames()
     Erase useditemnames()
     Erase curitemnames()
     Set collection = Nothing
End Function

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frmTextureBrowse : Initialize (Fixes missing textures in 2D mode)

Public Sub Initialize(ByVal browseflats As Boolean)
     Dim useditems As New Dictionary
     Dim Keys As Variant
     Dim starti As Long
     Dim i As Long
     Dim ScrollMax As Long
     'None selected
     selectedindex = -1
     'Check if using flats or textures
     If (browseflats) Then
          'Set information for Flats
          Set collection = flats
          numitems = collection.Count
          Caption = "Select Flat"
          lblViewSort.Caption = "Viewing used flats only. Press TAB to view all flats."
          'Set information for Textures
          Set collection = textures
          numitems = collection.Count + 1    '1 extra for the -
          Caption = "Select Texture"
          lblViewSort.Caption = "Viewing used textures only. Press TAB to view all textures."
     End If
     'Check if we are allowed to do subclassing
     If (CommandSwitch("-nosubclass") = False) Then
          'Keep original messages handler
          OriginalMessageHandler = GetWindowLong(Me.hWnd, GWL_WNDPROC)
          'Set our own messages handler
          SetWindowLong Me.hWnd, GWL_WNDPROC, AddressOf TextureMessageHandler
     End If
     On Error Resume Next
     'Get the key names
     Keys = collection.Keys
     'Allocate memory for string names
     ReDim itemnames(0 To numitems - 1)
     'First texture is nothing
     If (browseflats = False) Then
          itemnames(0) = "-"
          starti = 1
          starti = 0
     End If
     'Make string array from names
     For i = starti To numitems - 1
          itemnames(i) = Keys(i - starti)
     Next i
     'Check if we should select used names from sidedefs (textures)
     If (browseflats = False) Or (Val(Config("mixresources")) = vbChecked) Then
          'Go for all sidedefs
          For i = 0 To numsidedefs - 1
               If (useditems.Exists(sidedefs(i).Upper) = False) Then If (collection.Exists(sidedefs(i).Upper)) Then useditems.Add sidedefs(i).Upper, 1
               If (useditems.Exists(sidedefs(i).Middle) = False) Then If (collection.Exists(sidedefs(i).Middle)) Then useditems.Add sidedefs(i).Middle, 1
               If (useditems.Exists(sidedefs(i).Lower) = False) Then If (collection.Exists(sidedefs(i).Lower)) Then useditems.Add sidedefs(i).Lower, 1
          Next i
     End If
     'Check if we should select used names from sectors (flats)
     If (browseflats = True) Or (Val(Config("mixresources")) = vbChecked) Then
          'Go for all sector
          For i = 0 To numsectors - 1
               If (useditems.Exists(sectors(i).tfloor) = False) Then If (collection.Exists(sectors(i).tfloor)) Then useditems.Add sectors(i).tfloor, 1
               If (useditems.Exists(sectors(i).tceiling) = False) Then If (collection.Exists(sectors(i).tceiling)) Then useditems.Add sectors(i).tceiling, 1
          Next i
     End If
     'Sort used items
     Set useditems = SortDictionary(useditems)
     'When using textures, add 1 for the -
     If (browseflats) Then numuseditems = useditems.Count Else numuseditems = useditems.Count + 1
     'Allocate memory for string names
     ReDim useditemnames(0 To numuseditems - 1)
     Keys = useditems.Keys
     'First texture is nothing
     If (browseflats = False) Then
          useditemnames(0) = "-"
          starti = 1
          starti = 0
     End If
     'Make string array from texture names
     For i = starti To numuseditems - 1
          'Add to array
          useditemnames(i) = Keys(i - starti)
     Next i
     'Set the current collection
     curitemnames() = useditemnames()
     curnumitems = numuseditems
     'Resize list
     picList.Width = ScaleWidth - picList.left * 2
     picList.Height = ScaleHeight - picBottom.Height - picList.top
     'Reposition scrollbar
     scrScroll.left = picList.ScaleWidth - scrScroll.Width
     scrScroll.Height = picList.ScaleHeight
     'Rearrange controls
     'Set the scrollbar max
     ScrollMax = (curnumitems \ cols) + 1 - Rows
     If (ScrollMax < 0) Then ScrollMax = 0
     scrScroll.Max = ScrollMax
     scrScroll.LargeChange = Rows
End Sub

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4 pages of code isn't really telling me what the problem is and im not going to copy/paste that into Doom Builder blindly. It would help if you could explain the bugs you have found and tell me what code lines cause the problem for each bug.

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would this fix the subscript out of range bug that happeneds randomly aswell?

i dont think that was fixed in builderX, except for when it happned with missing textures

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In Progress:
Wad Specific Text Lump Editing (like ANIMDEFS, MAPINFO, TERRAIN etc)

This is a primitive lump editor and will probably eventually become the resolution for the dreaded "OMG OMG CODEIMP GIVE LUMP EDITING! OMG OMG"

What is BuilderX?

Doomguy0505/MatthewPe2 said:

Download it here: http://members.lycos.co.uk/doomguy0505/builderx
Note: I'm still uploading it so it may be corrupted, sorry about this

* Bugs Fixed *
These are all updated to the LATEST version, so don't complain about a remaining bug to me unless you have the latest

o Fixed the bad patch and invalid number error
o Fixed shitty missing texture error
o No patch error (I forgot to list it last release)

* Releases *
Format: DD MM YY

29/8/05 - Builer_67x.zip
30/8/05 - Builder_1-67x.zip

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