dhewm3/neo/tools/materialeditor/MaterialDoc.cpp

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/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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2011-12-06 16:14:59 +00:00
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "MaterialDoc.h"
#include "MaterialView.h"
/**
* Constructor for MaterialDoc.
*/
MaterialDoc::MaterialDoc(void) {
modified = false;
applyWaiting = false;
sourceModify = false;
}
/**
* Destructor for MaterialDoc.
*/
MaterialDoc::~MaterialDoc(void) {
ClearEditMaterial();
}
/**
* Initializes the MaterialDoc instance with a specific idMaterial. This method will
* parse the material into the internal dictionary representation and optionally
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* allow the idMaterial object to reparse the source.
* @param material The idMaterial instance to use.
* @param parseMaterial Flag to determine if the material should be parsed into the editor representation.
* @param parseRenderMaterial Flag to determine if the idMaterial object should be reparsed.
*/
void MaterialDoc::SetRenderMaterial(idMaterial* material, bool parseMaterial, bool parseRenderMatierial) {
renderMaterial = material;
if(!parseMaterial || !renderMaterial)
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return;
if(parseRenderMatierial) {
char *declText = (char *) _alloca( material->GetTextLength() + 1 );
material->GetText( declText );
renderMaterial->GetText(declText);
ParseMaterialText(declText);
}
ClearEditMaterial();
name = material->GetName();
idLexer src;
char *declText = (char *) _alloca( material->GetTextLength() + 1 );
material->GetText( declText );
renderMaterial->GetText(declText);
src.LoadMemory(declText, strlen(declText), "Material");
ParseMaterial(&src);
}
/**
* Returns the number of stages in this material.
*/
int MaterialDoc::GetStageCount() {
return editMaterial.stages.Num();
}
/**
* Returns the index of the stage with the specified type and name or -1
* if the stage does not exist.
* @param stageType The type of stage to find.
* @param name The name of the stage to find.
*/
int MaterialDoc::FindStage(int stageType, const char* name) {
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for(int i = 0; i < editMaterial.stages.Num(); i++) {
int type = GetAttributeInt(i, "stagetype");
idStr localname = GetAttribute(i, "name");
if(stageType == type && !localname.Icmp(name))
return i;
}
return -1;
}
/**
* Returns a copy of the specified stage.
* @param stage The stage to return.
*/
MEStage_t MaterialDoc::GetStage(int stage) {
assert(stage >= 0 && stage < GetStageCount());
return *editMaterial.stages[stage];
}
/**
* Specifies the enabled state of a single stage.
* @param stage The stage to change.
* @param enabled The enabled state.
*/
void MaterialDoc::EnableStage(int stage, bool enabled) {
assert(stage >= 0 && stage < GetStageCount());
editMaterial.stages[stage]->enabled = enabled;
OnMaterialChanged();
}
/**
* Sets the enabled state of all stages.
* @param enabled The enabled state.
*/
void MaterialDoc::EnableAllStages(bool enabled) {
for(int i = 0; i < GetStageCount(); i++) {
editMaterial.stages[i]->enabled = enabled;
}
}
/**
* Returns the enabled state of a stage.
* @param stage The stage to check.
*/
bool MaterialDoc::IsStageEnabled(int stage) {
assert(stage >= 0 && stage < GetStageCount());
return editMaterial.stages[stage]->enabled;
}
/**
* Returns an attribute string from the material or a stage.
* @param stage The stage or -1 for the material.
* @param attribName The name of the attribute.
* @param defaultString The default value if the attribute is not specified.
*/
const char* MaterialDoc::GetAttribute(int stage, const char* attribName, const char* defaultString) {
if(stage == -1) {
return editMaterial.materialData.GetString(attribName, defaultString);
} else {
assert(stage >= 0 && stage < GetStageCount());
MEStage_t* pStage = editMaterial.stages[stage];
return pStage->stageData.GetString(attribName, defaultString);
}
}
/**
* Returns an attribute int from the material or a stage.
* @param stage The stage or -1 for the material.
* @param attribName The name of the attribute.
* @param defaultString The default value if the attribute is not specified.
*/
int MaterialDoc::GetAttributeInt(int stage, const char* attribName, const char* defaultString) {
if(stage == -1) {
return editMaterial.materialData.GetInt(attribName, defaultString);
} else {
assert(stage >= 0 && stage < GetStageCount());
MEStage_t* pStage = editMaterial.stages[stage];
return pStage->stageData.GetInt(attribName, defaultString);
}
}
/**
* Returns an attribute float from the material or a stage.
* @param stage The stage or -1 for the material.
* @param attribName The name of the attribute.
* @param defaultString The default value if the attribute is not specified.
*/
float MaterialDoc::GetAttributeFloat(int stage, const char* attribName, const char* defaultString) {
if(stage == -1) {
return editMaterial.materialData.GetFloat(attribName, defaultString);
} else {
assert(stage >= 0 && stage < GetStageCount());
MEStage_t* pStage = editMaterial.stages[stage];
return pStage->stageData.GetFloat(attribName, defaultString);
}
}
/**
* Returns an attribute bool from the material or a stage.
* @param stage The stage or -1 for the material.
* @param attribName The name of the attribute.
* @param defaultString The default value if the attribute is not specified.
*/
bool MaterialDoc::GetAttributeBool(int stage, const char* attribName, const char* defaultString) {
if(stage == -1) {
return editMaterial.materialData.GetBool(attribName, defaultString);
} else {
assert(stage >= 0 && stage < GetStageCount());
MEStage_t* pStage = editMaterial.stages[stage];
return pStage->stageData.GetBool(attribName, defaultString);
}
}
/**
* Sets an attribute string in the material or a stage.
* @param stage The stage or -1 for the material.
* @param attribName The name of the attribute.
* @param value The value to set.
* @param addUndo Flag that specifies if the system should add an undo operation.
*/
void MaterialDoc::SetAttribute(int stage, const char* attribName, const char* value, bool addUndo) {
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//Make sure we need to set the attribute
idStr orig = GetAttribute(stage, attribName);
if(orig.Icmp(value)) {
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idDict* dict;
if(stage == -1) {
dict = &editMaterial.materialData;
} else {
assert(stage >= 0 && stage < GetStageCount());
dict = &editMaterial.stages[stage]->stageData;
}
if(addUndo) {
//Create a new Modifier for this change so we can undo and redo later
AttributeMaterialModifierString* mod = new AttributeMaterialModifierString(manager, name, stage, attribName, value, orig);
manager->AddMaterialUndoModifier(mod);
}
dict->Set(attribName, value);
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manager->AttributeChanged(this, stage, attribName);
OnMaterialChanged();
}
}
/**
* Sets an attribute int in the material or a stage.
* @param stage The stage or -1 for the material.
* @param attribName The name of the attribute.
* @param value The value to set.
* @param addUndo Flag that specifies if the system should add an undo operation.
*/
void MaterialDoc::SetAttributeInt(int stage, const char* attribName, int value, bool addUndo) {
//Make sure we need to set the attribute
int orig = GetAttributeInt(stage, attribName);
if(orig != value) {
idDict* dict;
if(stage == -1) {
dict = &editMaterial.materialData;
} else {
assert(stage >= 0 && stage < GetStageCount());
dict = &editMaterial.stages[stage]->stageData;
}
dict->SetInt(attribName, value);
manager->AttributeChanged(this, stage, attribName);
OnMaterialChanged();
}
}
/**
* Sets an attribute float in the material or a stage.
* @param stage The stage or -1 for the material.
* @param attribName The name of the attribute.
* @param value The value to set.
* @param addUndo Flag that specifies if the system should add an undo operation.
*/
void MaterialDoc::SetAttributeFloat(int stage, const char* attribName, float value, bool addUndo) {
//Make sure we need to set the attribute
float orig = GetAttributeFloat(stage, attribName);
if(orig != value) {
idDict* dict;
if(stage == -1) {
dict = &editMaterial.materialData;
} else {
assert(stage >= 0 && stage < GetStageCount());
dict = &editMaterial.stages[stage]->stageData;
}
dict->SetFloat(attribName, value);
manager->AttributeChanged(this, stage, attribName);
OnMaterialChanged();
}
}
/**
* Sets an attribute bool in the material or a stage.
* @param stage The stage or -1 for the material.
* @param attribName The name of the attribute.
* @param value The value to set.
* @param addUndo Flag that specifies if the system should add an undo operation.
*/
void MaterialDoc::SetAttributeBool(int stage, const char* attribName, bool value, bool addUndo) {
//Make sure we need to set the attribute
bool orig = GetAttributeBool(stage, attribName);
if(orig != value) {
idDict* dict;
if(stage == -1) {
dict = &editMaterial.materialData;
} else {
assert(stage >= 0 && stage < GetStageCount());
dict = &editMaterial.stages[stage]->stageData;
}
if(addUndo) {
//Create a new Modifier for this change so we can undo and redo later
AttributeMaterialModifierBool* mod = new AttributeMaterialModifierBool(manager, name, stage, attribName, value, orig);
manager->AddMaterialUndoModifier(mod);
}
dict->SetBool(attribName, value);
manager->AttributeChanged(this, stage, attribName);
OnMaterialChanged();
}
}
/**
* Sets the material name.
* @param materialName The new name of the material.
* @param addUndo Flag that specifies if the system should add an undo operation.
*/
void MaterialDoc::SetMaterialName(const char* materialName, bool addUndo) {
idStr oldName = name;
declManager->RenameDecl(DECL_MATERIAL, oldName, materialName);
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name = renderMaterial->GetName();
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if(addUndo) {
RenameMaterialModifier* mod = new RenameMaterialModifier(manager, name, oldName);
manager->AddMaterialUndoModifier(mod);
}
manager->MaterialNameChanged(oldName, this);
OnMaterialChanged();
//Need to do an instant apply for material name changes
ApplyMaterialChanges();
}
/**
* Sets the entire dictionary for a material or stage
* @param stage The stage or -1 for the material.
* @param data The dictionary to copy.
*/
void MaterialDoc::SetData(int stage, idDict* data) {
idDict* dict;
if(stage == -1) {
dict = &editMaterial.materialData;
} else {
assert(stage >= 0 && stage < GetStageCount());
dict = &editMaterial.stages[stage]->stageData;
}
dict->Clear();
dict->Copy(*data);
}
/**
* Called when the editor modifies the source of the material.
* @param text The new source text.
*/
void MaterialDoc::SourceModify(SourceModifyOwner* owner) {
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sourceModifyOwner = owner;
sourceModify = true;
OnMaterialChanged();
}
/**
* Returns true if the source text of this material has been edited.
*/
bool MaterialDoc::IsSourceModified() {
return sourceModify;
}
/**
* Applies any source changes to the edit representation of the material.
*/
void MaterialDoc::ApplySourceModify(idStr& text) {
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if(sourceModify) {
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//Changes in the source need to clear any undo redo buffer because we have no idea what has changed
manager->ClearUndo();
manager->ClearRedo();
ClearEditMaterial();
idLexer src;
src.LoadMemory(text, text.Length(), "Material");
src.SetFlags(
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LEXFL_NOSTRINGCONCAT | // multiple strings seperated by whitespaces are not concatenated
LEXFL_NOSTRINGESCAPECHARS | // no escape characters inside strings
LEXFL_ALLOWPATHNAMES | // allow path seperators in names
LEXFL_ALLOWMULTICHARLITERALS | // allow multi character literals
LEXFL_ALLOWBACKSLASHSTRINGCONCAT | // allow multiple strings seperated by '\' to be concatenated
LEXFL_NOFATALERRORS // just set a flag instead of fatal erroring
);
idToken token;
if(!src.ReadToken(&token)) {
src.Warning( "Missing decl name" );
return;
}
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ParseMaterial(&src);
sourceModify = false;
//Check to see if the name has changed
if(token.Icmp(name)) {
SetMaterialName(token, false);
}
}
}
/**
* Returns the appropriate source for the editing
*/
const char* MaterialDoc::GetEditSourceText() {
return GenerateSourceText();
}
/**
* Adds a stage to the material.
* @param stageType The type of the stage: normal or special.
* @param stageName The name of the stage.
* @param addUndo Flag that specifies if the system should add an undo operation.
*/
void MaterialDoc::AddStage(int stageType, const char* stageName, bool addUndo) {
MEStage_t* newStage = new MEStage_t();
int index = editMaterial.stages.Append(newStage);
newStage->stageData.Set("name", stageName);
newStage->stageData.SetInt("stagetype", stageType);
newStage->enabled = true;
if(addUndo) {
StageInsertModifier* mod = new StageInsertModifier(manager, name, index, stageType, stageName);
manager->AddMaterialUndoModifier(mod);
}
manager->StageAdded(this, index);
OnMaterialChanged();
}
/**
* Inserts a new stage to the material at a specified location.
* @param stage The location to insert the stage.
* @param stageType The type of the stage: normal or special.
* @param stageName The name of the stage.
* @param addUndo Flag that specifies if the system should add an undo operation.
*/
void MaterialDoc::InsertStage(int stage, int stageType, const char* stageName, bool addUndo) {
MEStage_t* newStage = new MEStage_t();
editMaterial.stages.Insert(newStage, stage);
newStage->stageData.Set("name", stageName);
newStage->stageData.SetInt("stagetype", stageType);
newStage->enabled = true;
if(addUndo) {
StageInsertModifier* mod = new StageInsertModifier(manager, name, stage, stageType, stageName);
manager->AddMaterialUndoModifier(mod);
}
manager->StageAdded(this, stage);
OnMaterialChanged();
}
/**
* Removes a stage from the material.
* @param stage The stage to remove.
* @param addUndo Flag that specifies if the system should add an undo operation.
*/
void MaterialDoc::RemoveStage(int stage, bool addUndo) {
assert(stage >= 0 && stage < GetStageCount());
if(addUndo) {
//Add modifier to undo this operation
StageDeleteModifier* mod = new StageDeleteModifier(manager, name, stage, editMaterial.stages[stage]->stageData);
manager->AddMaterialUndoModifier(mod);
}
//delete the stage and remove it from the list
delete editMaterial.stages[stage];
editMaterial.stages.RemoveIndex(stage);
manager->StageDeleted(this, stage);
OnMaterialChanged();
}
/**
* Removes all stages from the material.
*/
void MaterialDoc::ClearStages() {
//Delete each stage and clear the list
for(int i = GetStageCount() - 1; i >= 0; i--) {
RemoveStage(i);
}
}
/**
* Moves a stage from one location to another.
* @param from The original location of the stage.
* @param to The new location of the stage.
* @param addUndo Flag that specifies if the system should add an undo operation.
*/
void MaterialDoc::MoveStage(int from, int to, bool addUndo) {
assert(from >= 0 && from < GetStageCount());
assert(to >= 0 && to < GetStageCount());
int origFrom = from;
int origTo = to;
if(from < to)
to++;
MEStage_t* pMove = editMaterial.stages[from];
editMaterial.stages.Insert(pMove, to);
if(from > to)
from++;
editMaterial.stages.RemoveIndex(from);
manager->StageMoved(this, origFrom, origTo);
if(addUndo) {
StageMoveModifier *mod = new StageMoveModifier(manager, name, origFrom, origTo);
manager->AddMaterialUndoModifier(mod);
}
OnMaterialChanged();
}
/**
* Applies any changes to the material
* @param force If true then the material will be applied regardless of the number of changes.
*/
void MaterialDoc::ApplyMaterialChanges(bool force) {
if(force || applyWaiting) {
if(sourceModify && sourceModifyOwner) {
idStr text = sourceModifyOwner->GetSourceText();
ApplySourceModify(text);
}
ReplaceSourceText();
char *declText = (char *) _alloca( renderMaterial->GetTextLength() + 1 );
renderMaterial->GetText( declText );
renderMaterial->GetText(declText);
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ParseMaterialText(declText);
applyWaiting = false;
assert(manager);
manager->MaterialApplied(this);
}
}
/**
* Saves the material.
*/
void MaterialDoc::Save() {
EnableAllStages(true);
//Apply the material so that the renderMaterial has the source text
if(!deleted) {
ApplyMaterialChanges(true);
} else {
//Replace the text with nothing
renderMaterial->SetText(" ");
}
if(renderMaterial->Save()) {
modified = false;
//Notify the world
assert(manager);
manager->MaterialSaved(this);
} else {
MessageBox(GetMaterialEditorWindow(), va("Unable to save '%s'. It may be read-only", name.c_str()), "Save Error", MB_OK | MB_ICONERROR);
}
}
/**
* Deletes the material.
*/
void MaterialDoc::Delete() {
deleted = true;
OnMaterialChanged();
}
/**
* Sets the proper internal states and notifies the MaterialDocManager once a material has been changed.
*/
void MaterialDoc::OnMaterialChanged() {
modified = true;
applyWaiting = true;
assert(manager);
manager->MaterialChanged(this);
}
/**
* Passes text to a render material for parsing.
* @param source The text that sould be applied to the idMaterial.
*/
void MaterialDoc::ParseMaterialText(const char* source) {
/*idLexer src;
src.LoadMemory(source, strlen(source), "material");
src.SetFlags(
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LEXFL_NOSTRINGCONCAT | // multiple strings seperated by whitespaces are not concatenated
LEXFL_NOSTRINGESCAPECHARS | // no escape characters inside strings
LEXFL_ALLOWPATHNAMES | // allow path seperators in names
LEXFL_ALLOWMULTICHARLITERALS | // allow multi character literals
LEXFL_ALLOWBACKSLASHSTRINGCONCAT | // allow multiple strings seperated by '\' to be concatenated
LEXFL_NOFATALERRORS // just set a flag instead of fatal erroring
);
//Skip the name becuase the material parsing code expects it
src.SkipUntilString("{");*/
//Now let the material parse the text
renderMaterial->Parse(source, strlen(source));
}
/**
* Parses the source text from an idMaterial and initializes the editor dictionary representation
* of the material.
* @param src The idLexer object that contains the material text.
*/
void MaterialDoc::ParseMaterial(idLexer* src) {
idToken token;
//Parse past the name
src->SkipUntilString("{");
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while ( 1 ) {
if ( !src->ExpectAnyToken( &token ) ) {
//Todo: Add some error checking here
return;
}
if ( token == "}" ) {
break;
}
if(ParseMaterialDef(&token, src, MaterialDefManager::MATERIAL_DEF_MATERIAL, &editMaterial.materialData)) {
continue;
}
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if ( !token.Icmp( "diffusemap" ) ) {
//Added as a special stage
idStr str;
src->ReadRestOfLine( str );
AddSpecialMapStage("diffusemap", str);
}
else if ( !token.Icmp( "specularmap" ) ) {
idStr str;
src->ReadRestOfLine( str );
AddSpecialMapStage("specularmap", str);
}
else if ( !token.Icmp( "bumpmap" ) ) {
idStr str;
src->ReadRestOfLine( str );
AddSpecialMapStage("bumpmap", str);
}
else if( token == "{" ) {
ParseStage(src);
}
}
}
/**
* Parses a single stage from the source text from an idMaterial and initializes the editor dictionary
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* representation of the material.
* @param src The idLexer object that contains the material text.
*/
void MaterialDoc::ParseStage(idLexer* src) {
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MEStage_t* newStage = new MEStage_t();
int index = editMaterial.stages.Append(newStage);
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newStage->stageData.SetInt("stagetype", STAGE_TYPE_NORMAL);
newStage->enabled = true;
idToken token;
while ( 1 ) {
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if ( !src->ExpectAnyToken( &token ) ) {
//Todo: Add some error checking here
return;
}
if ( token == "}" ) {
break;
}
if(ParseMaterialDef(&token, src, MaterialDefManager::MATERIAL_DEF_STAGE, &newStage->stageData)) {
continue;
}
if(!token.Icmp("name")) {
idStr str;
src->ReadRestOfLine( str );
str.StripTrailing('\"');
str.StripLeading('\"');
newStage->stageData.Set("name", str);
continue;
}
}
idStr name;
newStage->stageData.GetString("name", "", name);
if(name.Length() <= 0)
newStage->stageData.Set("name", va("Stage %d", index+1));
}
/**
* Adds a special stage to the material.
* @param stageName The name of the special stage bumpmap, diffusemap or specularmap
* @param map The map for the special stage.
*/
void MaterialDoc::AddSpecialMapStage(const char* stageName, const char* map) {
MEStage_t* newStage = new MEStage_t();
int index = editMaterial.stages.Append(newStage);
newStage->stageData.Set("name", stageName);
newStage->stageData.Set("map", map);
newStage->stageData.SetInt("stagetype", STAGE_TYPE_SPECIALMAP);
newStage->enabled = true;
}
/**
* Finds the appropriate material definition for the supplied token and initializes the
* internal dictionary data.
* @param token The token to lookup
* @param src The idLexer that contains the material source text.
* @param type The type of attribute grouping to use material, stage or special stage.
* @param dict The dictionary to initialize.
*/
bool MaterialDoc::ParseMaterialDef(idToken* token, idLexer* src, int type, idDict* dict) {
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MaterialDefList* defs = MaterialDefManager::GetMaterialDefs(type);
for(int i = 0; i < defs->Num(); i++) {
if(!token->Icmp((*defs)[i]->dictName)) {
switch((*defs)[i]->type) {
case MaterialDef::MATERIAL_DEF_TYPE_STRING:
{
idStr str;
src->ReadRestOfLine( str );
if((*defs)[i]->quotes) {
str.StripTrailing('\"');
str.StripLeading('\"');
}
dict->Set((*defs)[i]->dictName, str);
}
break;
case MaterialDef::MATERIAL_DEF_TYPE_BOOL:
{
src->SkipRestOfLine();
dict->SetBool((*defs)[i]->dictName, true);
}
break;
case MaterialDef::MATERIAL_DEF_TYPE_FLOAT:
{
idStr str;
src->ReadRestOfLine( str );
dict->Set((*defs)[i]->dictName, str);
}
break;
case MaterialDef::MATERIAL_DEF_TYPE_INT:
{
idStr str;
src->ReadRestOfLine( str );
dict->Set((*defs)[i]->dictName, str);
}
break;
}
return true;
}
}
return false;
}
/**
* Cleans up the edit material by deleting the stage data structures.
*/
void MaterialDoc::ClearEditMaterial() {
for(int i = 0; i < GetStageCount(); i++) {
delete editMaterial.stages[i];
}
editMaterial.stages.Clear();
editMaterial.materialData.Clear();
}
/**
* Writes the internal dictionary data to the standard format.
*/
const char* MaterialDoc::GenerateSourceText() {
idFile_Memory f;
f.WriteFloatString("\n\n/*\n"
"\tGenerated by the Material Editor.\n"
"\tType 'materialeditor' at the console to launch the material editor.\n"
"*/\n" );
f.WriteFloatString("%s\n", name.c_str());
f.WriteFloatString( "{\n" );
WriteMaterialDef(-1, &f, MaterialDefManager::MATERIAL_DEF_MATERIAL, 1);
for(int i = 0; i < editMaterial.stages.Num(); i++) {
if(editMaterial.stages[i]->enabled) {
WriteStage(i, &f);
}
}
f.WriteFloatString( "}\n" );
return f.GetDataPtr();
}
/**
* Writes the internal dictionary data to the standard format and replaces the
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* idMaterial source text with the newly generated text.
*/
void MaterialDoc::ReplaceSourceText() {
renderMaterial->SetText(GenerateSourceText());
}
/**
* Writes a single stage.
* @param stage The stage to write.
* @param file The file where the stage should be wirtten
*/
void MaterialDoc::WriteStage(int stage, idFile_Memory* file) {
//idStr stageName = GetAttribute(stage, "name");
int type = GetAttributeInt(stage, "stagetype");
//if(!stageName.Icmp("diffusemap") || !stageName.Icmp("specularmap") || !stageName.Icmp("bumpmap")) {
if(type == STAGE_TYPE_SPECIALMAP) {
WriteSpecialMapStage(stage, file);
return;
}
file->WriteFloatString( "\t{\n" );
idStr name = GetAttribute(stage, "name");
if(name.Length() > 0) {
file->WriteFloatString("\t\tname\t\"%s\"\n", name.c_str());
}
WriteMaterialDef(stage, file, MaterialDefManager::MATERIAL_DEF_STAGE, 2);
file->WriteFloatString( "\t}\n" );
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}
/**
* Writes a single special stage.
* @param stage The stage to write.
* @param file The file where the stage should be wirtten
*/
void MaterialDoc::WriteSpecialMapStage(int stage, idFile_Memory* file) {
idStr stageName = GetAttribute(stage, "name");
idStr map = GetAttribute(stage, "map");
file->WriteFloatString( "\t%s\t%s\n", stageName.c_str(), map.c_str() );
}
/**
* Writes a set of material attributes to a file.
* @param stage The stage to write or -1 for the material.
* @param file The file where the stage should be wirtten.
* @param type The attribute grouping to use.
* @param indent The number of tabs to indent the text.
*/
void MaterialDoc::WriteMaterialDef(int stage, idFile_Memory* file, int type, int indent) {
idStr prefix = "";
for(int i = 0; i < indent; i++) {
prefix += "\t";
}
MaterialDefList* defs = MaterialDefManager::GetMaterialDefs(type);
for(int i = 0; i < defs->Num(); i++) {
switch((*defs)[i]->type) {
case MaterialDef::MATERIAL_DEF_TYPE_STRING:
{
idStr attrib = GetAttribute(stage, (*defs)[i]->dictName);
if(attrib.Length() > 0) {
if((*defs)[i]->quotes)
file->WriteFloatString("%s%s\t\"%s\"\n", prefix.c_str(), (*defs)[i]->dictName.c_str(), attrib.c_str());
else
file->WriteFloatString("%s%s\t%s\n", prefix.c_str(), (*defs)[i]->dictName.c_str(), attrib.c_str());
}
}
break;
case MaterialDef::MATERIAL_DEF_TYPE_BOOL:
{
if(GetAttributeBool(stage, (*defs)[i]->dictName))
file->WriteFloatString("%s%s\t\n",prefix.c_str(), (*defs)[i]->dictName.c_str());
}
break;
case MaterialDef::MATERIAL_DEF_TYPE_FLOAT:
{
float val = GetAttributeFloat(stage, (*defs)[i]->dictName);
file->WriteFloatString("%s%s\t%f\n", prefix.c_str(), (*defs)[i]->dictName.c_str(), val);
}
break;
case MaterialDef::MATERIAL_DEF_TYPE_INT:
{
int val = GetAttributeInt(stage, (*defs)[i]->dictName);
file->WriteFloatString("%s%s\t%d\n", prefix.c_str(), (*defs)[i]->dictName.c_str(), val);
}
break;
}
}
}