UltimateZoneBuilder/Source/Core/Config/ConfigurationInfo.cs

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#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program 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.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Data;
using System.IO;
using CodeImp.DoomBuilder.Editing;
using System.Collections.Specialized;
#endregion
namespace CodeImp.DoomBuilder.Config
{
public class ConfigurationInfo : IComparable<ConfigurationInfo>
{
#region ================== Constants
private const string MODE_DISABLED_KEY = "disabled";
private const string MODE_ENABLED_KEY = "enabled";
// The { and } are invalid key names in a configuration so this ensures this string is unique
private const string MISSING_NODEBUILDER = "{missing nodebuilder}";
#endregion
#region ================== Variables
private string name;
private string filename;
private string settingskey;
private string defaultlumpname;
private string nodebuildersave;
private string nodebuildertest;
private DataLocationList resources;
private string testprogram;
private string testparameters;
private bool testshortpaths;
private bool customparameters;
private int testskill;
private List<ThingsFilter> thingsfilters;
private List<DefinedTextureSet> texturesets;
private Dictionary<string, bool> editmodes;
private string startmode;
#endregion
#region ================== Properties
public string Name { get { return name; } }
public string Filename { get { return filename; } }
public string DefaultLumpName { get { return defaultlumpname; } }
public string NodebuilderSave { get { return nodebuildersave; } internal set { nodebuildersave = value; } }
public string NodebuilderTest { get { return nodebuildertest; } internal set { nodebuildertest = value; } }
internal DataLocationList Resources { get { return resources; } }
public string TestProgram { get { return testprogram; } internal set { testprogram = value; } }
public string TestParameters { get { return testparameters; } internal set { testparameters = value; } }
public bool TestShortPaths { get { return testshortpaths; } internal set { testshortpaths = value; } }
public int TestSkill { get { return testskill; } internal set { testskill = value; } }
public bool CustomParameters { get { return customparameters; } internal set { customparameters = value; } }
internal ICollection<ThingsFilter> ThingsFilters { get { return thingsfilters; } }
internal List<DefinedTextureSet> TextureSets { get { return texturesets; } }
internal Dictionary<string, bool> EditModes { get { return editmodes; } }
public string StartMode { get { return startmode; } internal set { startmode = value; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal ConfigurationInfo(Configuration cfg, string filename)
{
// Initialize
this.filename = filename;
this.settingskey = Path.GetFileNameWithoutExtension(filename).ToLower();
// Load settings from game configuration
this.name = cfg.ReadSetting("game", "<unnamed game>");
this.defaultlumpname = cfg.ReadSetting("defaultlumpname", "");
// Load settings from program configuration
this.nodebuildersave = General.Settings.ReadSetting("configurations." + settingskey + ".nodebuildersave", MISSING_NODEBUILDER);
this.nodebuildertest = General.Settings.ReadSetting("configurations." + settingskey + ".nodebuildertest", MISSING_NODEBUILDER);
this.testprogram = General.Settings.ReadSetting("configurations." + settingskey + ".testprogram", "");
this.testparameters = General.Settings.ReadSetting("configurations." + settingskey + ".testparameters", "");
this.testshortpaths = General.Settings.ReadSetting("configurations." + settingskey + ".testshortpaths", false);
this.customparameters = General.Settings.ReadSetting("configurations." + settingskey + ".customparameters", false);
this.testskill = General.Settings.ReadSetting("configurations." + settingskey + ".testskill", 3);
this.resources = new DataLocationList(General.Settings.Config, "configurations." + settingskey + ".resources");
this.startmode = General.Settings.ReadSetting("configurations." + settingskey + ".startmode", "VerticesMode");
// Make list of things filters
thingsfilters = new List<ThingsFilter>();
IDictionary cfgfilters = General.Settings.ReadSetting("configurations." + settingskey + ".thingsfilters", new Hashtable());
foreach(DictionaryEntry de in cfgfilters)
{
thingsfilters.Add(new ThingsFilter(General.Settings.Config, "configurations." + settingskey + ".thingsfilters." + de.Key));
}
// Make list of texture sets
texturesets = new List<DefinedTextureSet>();
IDictionary sets = General.Settings.ReadSetting("configurations." + settingskey + ".texturesets", new Hashtable());
foreach(DictionaryEntry de in sets)
{
texturesets.Add(new DefinedTextureSet(General.Settings.Config, "configurations." + settingskey + ".texturesets." + de.Key));
}
// Make list of edit modes
this.editmodes = new Dictionary<string, bool>();
IDictionary modes = General.Settings.ReadSetting("configurations." + settingskey + ".editmodes", new Hashtable());
foreach(DictionaryEntry de in modes)
{
if(de.Key.ToString().StartsWith(MODE_ENABLED_KEY))
editmodes.Add(de.Value.ToString(), true);
else if(de.Key.ToString().StartsWith(MODE_DISABLED_KEY))
editmodes.Add(de.Value.ToString(), false);
}
}
// Constructor
private ConfigurationInfo()
{
}
#endregion
#region ================== Methods
/// <summary>
/// This returns the resource locations as configured.
/// </summary>
public DataLocationList GetResources()
{
return new DataLocationList(resources);
}
// This compares it to other ConfigurationInfo objects
public int CompareTo(ConfigurationInfo other)
{
// Compare
return name.CompareTo(other.name);
}
// This saves the settings to program configuration
internal void SaveSettings()
{
// Write to configuration
General.Settings.WriteSetting("configurations." + settingskey + ".nodebuildersave", nodebuildersave);
General.Settings.WriteSetting("configurations." + settingskey + ".nodebuildertest", nodebuildertest);
General.Settings.WriteSetting("configurations." + settingskey + ".testprogram", testprogram);
General.Settings.WriteSetting("configurations." + settingskey + ".testparameters", testparameters);
General.Settings.WriteSetting("configurations." + settingskey + ".testshortpaths", testshortpaths);
General.Settings.WriteSetting("configurations." + settingskey + ".customparameters", customparameters);
General.Settings.WriteSetting("configurations." + settingskey + ".testskill", testskill);
General.Settings.WriteSetting("configurations." + settingskey + ".startmode", startmode);
resources.WriteToConfig(General.Settings.Config, "configurations." + settingskey + ".resources");
// Write filters to configuration
General.Settings.DeleteSetting("configurations." + settingskey + ".thingsfilters");
for(int i = 0; i < thingsfilters.Count; i++)
{
thingsfilters[i].WriteSettings(General.Settings.Config,
"configurations." + settingskey + ".thingsfilters.filter" + i.ToString(CultureInfo.InvariantCulture));
}
// Write texturesets to configuration
for(int i = 0; i < texturesets.Count; i++)
{
texturesets[i].WriteToConfig(General.Settings.Config,
"configurations." + settingskey + ".texturesets.set" + i.ToString(CultureInfo.InvariantCulture));
}
// Write filters to configuration
ListDictionary modeslist = new ListDictionary();
int index = 0;
foreach(KeyValuePair<string, bool> em in editmodes)
{
if(em.Value)
modeslist.Add(MODE_ENABLED_KEY + index.ToString(CultureInfo.InvariantCulture), em.Key);
else
modeslist.Add(MODE_DISABLED_KEY + index.ToString(CultureInfo.InvariantCulture), em.Key);
index++;
}
General.Settings.WriteSetting("configurations." + settingskey + ".editmodes", modeslist);
}
// String representation
public override string ToString()
{
return name;
}
// This clones the object
internal ConfigurationInfo Clone()
{
ConfigurationInfo ci = new ConfigurationInfo();
ci.name = this.name;
ci.filename = this.filename;
ci.settingskey = this.settingskey;
ci.nodebuildersave = this.nodebuildersave;
ci.nodebuildertest = this.nodebuildertest;
ci.resources = new DataLocationList();
ci.resources.AddRange(this.resources);
ci.testprogram = this.testprogram;
ci.testparameters = this.testparameters;
ci.testshortpaths = this.testshortpaths;
ci.customparameters = this.customparameters;
ci.testskill = this.testskill;
ci.startmode = this.startmode;
ci.texturesets = new List<DefinedTextureSet>();
foreach(DefinedTextureSet s in this.texturesets) ci.texturesets.Add(s.Copy());
ci.thingsfilters = new List<ThingsFilter>();
foreach(ThingsFilter f in this.thingsfilters) ci.thingsfilters.Add(new ThingsFilter(f));
ci.editmodes = new Dictionary<string, bool>(this.editmodes);
return ci;
}
// This applies settings from an object
internal void Apply(ConfigurationInfo ci)
{
this.name = ci.name;
this.filename = ci.filename;
this.settingskey = ci.settingskey;
this.nodebuildersave = ci.nodebuildersave;
this.nodebuildertest = ci.nodebuildertest;
this.resources = new DataLocationList();
this.resources.AddRange(ci.resources);
this.testprogram = ci.testprogram;
this.testparameters = ci.testparameters;
this.testshortpaths = ci.testshortpaths;
this.customparameters = ci.customparameters;
this.testskill = ci.testskill;
this.startmode = ci.startmode;
this.texturesets = new List<DefinedTextureSet>();
foreach(DefinedTextureSet s in ci.texturesets) this.texturesets.Add(s.Copy());
this.thingsfilters = new List<ThingsFilter>();
foreach(ThingsFilter f in ci.thingsfilters) this.thingsfilters.Add(new ThingsFilter(f));
this.editmodes = new Dictionary<string, bool>(ci.editmodes);
}
// This applies the defaults
internal void ApplyDefaults(GameConfiguration gameconfig)
{
// Some of the defaults can only be applied from game configuration
if(gameconfig != null)
{
// No nodebuildes set?
if(nodebuildersave == MISSING_NODEBUILDER) nodebuildersave = gameconfig.DefaultSaveCompiler;
if(nodebuildertest == MISSING_NODEBUILDER) nodebuildertest = gameconfig.DefaultTestCompiler;
// No texture sets?
if(texturesets.Count == 0)
{
// Copy the default texture sets from the game configuration
foreach(DefinedTextureSet s in gameconfig.TextureSets)
{
// Add a copy to our list
texturesets.Add(s.Copy());
}
}
// No things filters?
if(thingsfilters.Count == 0)
{
// Copy the things filters from game configuration
foreach(ThingsFilter f in gameconfig.ThingsFilters)
{
thingsfilters.Add(new ThingsFilter(f));
}
}
}
// Go for all available editing modes
foreach(EditModeInfo info in General.Editing.ModesInfo)
{
// Is this a mode thats is optional?
if(info.IsOptional)
{
// Add if not listed yet
if(!editmodes.ContainsKey(info.Type.FullName))
editmodes.Add(info.Type.FullName, info.Attributes.UseByDefault);
}
}
}
#endregion
}
}