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 CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Data;
using System.IO;
using CodeImp.DoomBuilder.Editing;
using System.Collections.Specialized;
using CodeImp.DoomBuilder.GZBuilder.Data;
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using CodeImp.DoomBuilder.Rendering;
#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}";
private readonly string[] LINEDEF_COLOR_PRESET_FLAGS_SEPARATOR = new[] { "^" }; //mxd
#endregion
#region ================== Variables
private string name;
private string filename;
private string settingskey;
private string defaultlumpname;
private string nodebuildersave;
private string nodebuildertest;
private string formatinterface; //mxd
private readonly string defaultscriptcompiler; //mxd
private DataLocationList resources;
private Configuration config; //mxd
private bool enabled; //mxd
private bool changed; //mxd
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private List<EngineInfo> testEngines; //mxd
private int currentEngineIndex; //mxd
private LinedefColorPreset[] linedefColorPresets; //mxd
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; } }
public string FormatInterface { get { return formatinterface; } } //mxd
public string DefaultScriptCompiler { get { return defaultscriptcompiler; } } //mxd
internal DataLocationList Resources { get { return resources; } }
internal Configuration Configuration { get { return config; } } //mxd
public bool Enabled { get { return enabled; } internal set { enabled = value; } } //mxd
public bool Changed { get { return changed; } internal set { changed = value; } } //mxd
//mxd
public string TestProgramName { get { return testEngines[currentEngineIndex].TestProgramName; } internal set { testEngines[currentEngineIndex].TestProgramName = value; } }
public string TestProgram { get { return testEngines[currentEngineIndex].TestProgram; } internal set { testEngines[currentEngineIndex].TestProgram = value; } }
public string TestParameters { get { return testEngines[currentEngineIndex].TestParameters; } internal set { testEngines[currentEngineIndex].TestParameters = value; } }
public bool TestShortPaths { get { return testEngines[currentEngineIndex].TestShortPaths; } internal set { testEngines[currentEngineIndex].TestShortPaths = value; } }
public int TestSkill { get { return testEngines[currentEngineIndex].TestSkill; } internal set { testEngines[currentEngineIndex].TestSkill = value; } }
public bool CustomParameters { get { return testEngines[currentEngineIndex].CustomParameters; } internal set { testEngines[currentEngineIndex].CustomParameters = value; } }
public List<EngineInfo> TestEngines { get { return testEngines; } internal set { testEngines = value; } }
public int CurrentEngineIndex { get { return currentEngineIndex; } internal set { currentEngineIndex = value; } }
public LinedefColorPreset[] LinedefColorPresets { get { return linedefColorPresets; } internal set { linedefColorPresets = 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.config = cfg; //mxd
this.settingskey = Path.GetFileNameWithoutExtension(filename).ToLower();
// Load settings from game configuration
this.name = config.ReadSetting("game", "<unnamed game>");
this.defaultlumpname = config.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.formatinterface = config.ReadSetting("formatinterface", "").ToLowerInvariant(); //mxd
this.defaultscriptcompiler = cfg.ReadSetting("defaultscriptcompiler", ""); //mxd
this.resources = new DataLocationList(General.Settings.Config, "configurations." + settingskey + ".resources");
this.startmode = General.Settings.ReadSetting("configurations." + settingskey + ".startmode", "VerticesMode");
this.enabled = General.Settings.ReadSetting("configurations." + settingskey + ".enabled", config.ReadSetting("enabledbydefault", false)); //mxd
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
//mxd. Read test engines
testEngines = new List<EngineInfo>();
IDictionary list = General.Settings.ReadSetting("configurations." + settingskey + ".engines", new ListDictionary());
currentEngineIndex = Math.Max(0, General.Settings.ReadSetting("configurations." + settingskey + ".currentengineindex", 0));
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
// No engine list found? Use old engine properties
if(list.Count == 0)
{
EngineInfo info = new EngineInfo();
info.TestProgram = General.Settings.ReadSetting("configurations." + settingskey + ".testprogram", "");
info.TestProgramName = General.Settings.ReadSetting("configurations." + settingskey + ".testprogramname", EngineInfo.DEFAULT_ENGINE_NAME);
info.TestParameters = General.Settings.ReadSetting("configurations." + settingskey + ".testparameters", "");
info.TestShortPaths = General.Settings.ReadSetting("configurations." + settingskey + ".testshortpaths", false);
info.CustomParameters = General.Settings.ReadSetting("configurations." + settingskey + ".customparameters", false);
info.TestSkill = General.Settings.ReadSetting("configurations." + settingskey + ".testskill", 3);
testEngines.Add(info);
currentEngineIndex = 0;
}
else
{
//read engines settings from config
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
foreach(DictionaryEntry de in list)
{
string path = "configurations." + settingskey + ".engines." + de.Key;
EngineInfo info = new EngineInfo();
info.TestProgram = General.Settings.ReadSetting(path + ".testprogram", "");
info.TestProgramName = General.Settings.ReadSetting(path + ".testprogramname", EngineInfo.DEFAULT_ENGINE_NAME);
info.TestParameters = General.Settings.ReadSetting(path + ".testparameters", "");
info.TestShortPaths = General.Settings.ReadSetting(path + ".testshortpaths", false);
info.CustomParameters = General.Settings.ReadSetting(path + ".customparameters", false);
info.TestSkill = General.Settings.ReadSetting(path + ".testskill", 3);
testEngines.Add(info);
}
if(currentEngineIndex >= testEngines.Count) currentEngineIndex = 0;
}
//mxd. read custom linedef colors
List<LinedefColorPreset> colorPresets = new List<LinedefColorPreset>();
list = General.Settings.ReadSetting("configurations." + settingskey + ".linedefcolorpresets", new ListDictionary());
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//no presets? add "classic" ones then.
if(list.Count == 0)
{
colorPresets.Add(new LinedefColorPreset("Any action", PixelColor.FromColor(System.Drawing.Color.PaleGreen), -1, 0, new List<string>(), new List<string>(), true));
}
else
{
//read custom linedef colors from config
foreach(DictionaryEntry de in list)
{
string path = "configurations." + settingskey + ".linedefcolorpresets." + de.Key;
string presetname = General.Settings.ReadSetting(path + ".name", "Unnamed");
bool presetenabled = General.Settings.ReadSetting(path + ".enabled", true);
PixelColor color = PixelColor.FromInt(General.Settings.ReadSetting(path + ".color", -1));
int action = General.Settings.ReadSetting(path + ".action", 0);
int activation = General.Settings.ReadSetting(path + ".activation", 0);
List<string> flags = new List<string>();
flags.AddRange(General.Settings.ReadSetting(path + ".flags", "").Split(LINEDEF_COLOR_PRESET_FLAGS_SEPARATOR, StringSplitOptions.RemoveEmptyEntries));
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List<string> restrictedFlags = new List<string>();
restrictedFlags.AddRange(General.Settings.ReadSetting(path + ".restrictedflags", "").Split(LINEDEF_COLOR_PRESET_FLAGS_SEPARATOR, StringSplitOptions.RemoveEmptyEntries));
LinedefColorPreset preset = new LinedefColorPreset(presetname, color, action, activation, flags, restrictedFlags, presetenabled);
colorPresets.Add(preset);
}
}
linedefColorPresets = colorPresets.ToArray();
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// 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>(StringComparer.Ordinal);
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()
{
}
Added, Texture Browser: added "Show textures in subdirectories" checkbox (enabled by default). When enabled, textures from current PK3/PK7/Directory resource directory and it's subdirectories will be shown. Otherwise, only textures from current directory will be shown. Removed, Texture Browser: removed "Show image sizes" checkbox. "Show texture and flat sizes in browsers" preferences setting is now used instead. Fixed, Things mode: event line between pre-last and the last PatrolPoint was not drawn. Fixed, Things mode: highlight range for sizeless things (things with "fixedsize" game configuration property) was calculated incorrectly. Fixed: fixed a crash when opening Script Editor after using "Open map in current wad" command to switch to UDMF map with SCRIPTS lump when current script configuration was not saved in the wad's .dbs file. Fixed: map closing events were not triggered when using "Open map in current wad" command, which could potentially result in plugin crashes/incorrect behavior. Fixed: Sector Drawing overrides panel could trigger an exception when closing the map during resource loading. Internal: added "Debug + Profiler" solution configuration, added 2 profiling methods to DebugConsole. Internal: rewrote MainForm.DisplayStatus() / StatusInfo to handle selection info in a more structured way. Fixed, internal: some destructors could potentially be executed more than once potentially leading to exceptions. Other destructors were not called at all. Updated ZDoom_DECORATE.cfg.
2015-09-16 12:10:43 +00:00
//mxd. Destructor
~ConfigurationInfo()
{
if (thingsfilters != null) foreach(ThingsFilter tf in thingsfilters) tf.Dispose();
if (testEngines != null) foreach(EngineInfo ei in testEngines) ei.Dispose();
Added, Texture Browser: added "Show textures in subdirectories" checkbox (enabled by default). When enabled, textures from current PK3/PK7/Directory resource directory and it's subdirectories will be shown. Otherwise, only textures from current directory will be shown. Removed, Texture Browser: removed "Show image sizes" checkbox. "Show texture and flat sizes in browsers" preferences setting is now used instead. Fixed, Things mode: event line between pre-last and the last PatrolPoint was not drawn. Fixed, Things mode: highlight range for sizeless things (things with "fixedsize" game configuration property) was calculated incorrectly. Fixed: fixed a crash when opening Script Editor after using "Open map in current wad" command to switch to UDMF map with SCRIPTS lump when current script configuration was not saved in the wad's .dbs file. Fixed: map closing events were not triggered when using "Open map in current wad" command, which could potentially result in plugin crashes/incorrect behavior. Fixed: Sector Drawing overrides panel could trigger an exception when closing the map during resource loading. Internal: added "Debug + Profiler" solution configuration, added 2 profiling methods to DebugConsole. Internal: rewrote MainForm.DisplayStatus() / StatusInfo to handle selection info in a more structured way. Fixed, internal: some destructors could potentially be executed more than once potentially leading to exceptions. Other destructors were not called at all. Updated ZDoom_DECORATE.cfg.
2015-09-16 12:10:43 +00:00
}
#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
Game Configurations: added Vanilla Strife, Vanilla Heretic and Vanilla Hexen game configurations. Added "makedoorceil" game configuration property. Works the same way as "makedoortrack" and "makedoordoor", but for ceilings of door sectors. Changed, Game configurations: the editor no longer tries to load DECORATE/MODELDEF/VOXELDEF/GLDEFS/REVERBS lumps when "decorategames" setting is not specified / is set to empty string. Changed, General interface: "Tools -> Reload MODELDEF/VOXELDEF" and "Tools -> Reload GLDEFS" menu items are no longer shown when current game configuration doesn't support DECORATE. Fixed a crash when pasting linedef/thing properties in Hexen map format. Fixed, Visual mode: Visual Thing resources were not fully unloaded when resetting D3D device leading to crash when switching to the editor from a DX-using game engine (like ZDoom) running in fullscreen. Fixed: in some cases, when current game configuration supported multiple script compilers, it was possible to open/create a map or change map options without selecting any script compiler. Fixed, New Map Options window: default map name was not updated when switching game configurations. Fixed: copied map element properties were not reset after switching to another map. Fixed: stored textures for "Make Door" action were not reset after switching to another map. Fixed, Game Configurations window: currently selected test engine name was not updated when pasting test engines from another configuration. Fixed, Game Configurations: all "Heretic in Doom map format" configurations were using Doom sector effects list. Fixed, Game Configurations: all "Strife in Doom map format" configurations were using Doom sector effects list.
2015-10-21 13:35:42 +00:00
return String.Compare(name, other.name, StringComparison.Ordinal);
}
// This saves the settings to program configuration
internal void SaveSettings()
{
//mxd
General.Settings.WriteSetting("configurations." + settingskey + ".enabled", enabled);
if(!changed) return;
// Write to configuration
General.Settings.WriteSetting("configurations." + settingskey + ".nodebuildersave", nodebuildersave);
General.Settings.WriteSetting("configurations." + settingskey + ".nodebuildertest", nodebuildertest);
//mxd. Test Engines
General.Settings.WriteSetting("configurations." + settingskey + ".currentengineindex", currentEngineIndex);
SaveTestEngines();
//mxd. Custom linedef colors
SaveLinedefColorPresets();
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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
General.Settings.DeleteSetting("configurations." + settingskey + ".texturesets"); //mxd
for(int i = 0; i < texturesets.Count; i++)
{
texturesets[i].WriteToConfig(General.Settings.Config,
"configurations." + settingskey + ".texturesets.set" + i.ToString(CultureInfo.InvariantCulture));
}
// Write edit modes 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);
}
//mxd
private void SaveTestEngines()
{
// Fill structure
IDictionary resinfo = new ListDictionary();
for(int i = 0; i < testEngines.Count; i++)
{
IDictionary rlinfo = new ListDictionary();
rlinfo.Add("testprogramname", testEngines[i].TestProgramName);
rlinfo.Add("testprogram", testEngines[i].TestProgram);
rlinfo.Add("testparameters", testEngines[i].TestParameters);
rlinfo.Add("testshortpaths", testEngines[i].TestShortPaths);
rlinfo.Add("customparameters", testEngines[i].CustomParameters);
rlinfo.Add("testskill", testEngines[i].TestSkill);
// Add structure
resinfo.Add("engine" + i.ToString(CultureInfo.InvariantCulture), rlinfo);
}
// Write to config
General.Settings.Config.WriteSetting("configurations." + settingskey + ".engines", resinfo);
}
//mxd
private void SaveLinedefColorPresets()
{
// Fill structure
IDictionary resinfo = new ListDictionary();
for(int i = 0; i < linedefColorPresets.Length; i++)
{
IDictionary rlinfo = new ListDictionary();
rlinfo.Add("name", linedefColorPresets[i].Name);
rlinfo.Add("enabled", linedefColorPresets[i].Enabled);
rlinfo.Add("color", linedefColorPresets[i].Color.ToInt());
rlinfo.Add("action", linedefColorPresets[i].Action);
rlinfo.Add("activation", linedefColorPresets[i].Activation);
rlinfo.Add("flags", string.Join(LINEDEF_COLOR_PRESET_FLAGS_SEPARATOR[0], linedefColorPresets[i].Flags.ToArray()));
rlinfo.Add("restrictedflags", string.Join(LINEDEF_COLOR_PRESET_FLAGS_SEPARATOR[0], linedefColorPresets[i].RestrictedFlags.ToArray()));
// Add structure
resinfo.Add("preset" + i.ToString(CultureInfo.InvariantCulture), rlinfo);
}
// Write to config
General.Settings.Config.WriteSetting("configurations." + settingskey + ".linedefcolorpresets", resinfo);
}
// 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.formatinterface = this.formatinterface; //mxd
ci.resources = new DataLocationList(this.resources);
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//mxd
ci.testEngines = new List<EngineInfo>();
foreach(EngineInfo info in testEngines) ci.testEngines.Add(new EngineInfo(info));
ci.currentEngineIndex = this.currentEngineIndex;
ci.linedefColorPresets = new LinedefColorPreset[linedefColorPresets.Length];
for(int i = 0; i < linedefColorPresets.Length; i++)
ci.linedefColorPresets[i] = new LinedefColorPreset(linedefColorPresets[i]);
ci.startmode = this.startmode;
ci.config = this.config; //mxd
ci.enabled = this.enabled; //mxd
ci.changed = this.changed; //mxd
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.formatinterface = ci.formatinterface; //mxd
this.currentEngineIndex = ci.currentEngineIndex; //mxd
this.resources = new DataLocationList(ci.resources);
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//mxd
this.testEngines = new List<EngineInfo>();
foreach(EngineInfo info in ci.testEngines) testEngines.Add(new EngineInfo(info));
if(this.currentEngineIndex >= testEngines.Count) this.currentEngineIndex = Math.Max(0, testEngines.Count - 1);
this.linedefColorPresets = new LinedefColorPreset[ci.linedefColorPresets.Length];
for(int i = 0; i < ci.linedefColorPresets.Length; i++)
this.linedefColorPresets[i] = new LinedefColorPreset(ci.linedefColorPresets[i]);
this.startmode = ci.startmode;
this.config = ci.config; //mxd
this.enabled = ci.enabled; //mxd
this.changed = ci.changed;
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));
}
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//mxd. Validate filters. Do it only for currently used ConfigInfo
if(General.Map != null && General.Map.ConfigSettings == this)
{
foreach(ThingsFilter f in thingsfilters) f.Validate();
}
}
// Go for all available editing modes
foreach(EditModeInfo info in General.Editing.ModesInfo)
{
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// Is this a mode that is optional?
if(info.IsOptional)
{
// Add if not listed yet
if(!editmodes.ContainsKey(info.Type.FullName))
editmodes.Add(info.Type.FullName, info.Attributes.UseByDefault);
}
}
}
//mxd
internal void PasteResourcesFrom(ConfigurationInfo source)
{
resources = new DataLocationList(source.resources);
changed = true;
}
//mxd
internal void PasteTestEnginesFrom(ConfigurationInfo source)
{
currentEngineIndex = source.currentEngineIndex;
testEngines = new List<EngineInfo>();
foreach(EngineInfo info in source.testEngines) testEngines.Add(new EngineInfo(info));
if(currentEngineIndex >= testEngines.Count) currentEngineIndex = Math.Max(0, testEngines.Count - 1);
changed = true;
}
//mxd
internal void PasteColorPresetsFrom(ConfigurationInfo source)
{
linedefColorPresets = new LinedefColorPreset[source.linedefColorPresets.Length];
for(int i = 0; i < source.linedefColorPresets.Length; i++)
linedefColorPresets[i] = new LinedefColorPreset(source.linedefColorPresets[i]);
changed = true;
}
//mxd. Not all properties should be pasted
internal void PasteFrom(ConfigurationInfo source)
{
nodebuildersave = source.nodebuildersave;
nodebuildertest = source.nodebuildertest;
currentEngineIndex = source.currentEngineIndex;
resources = new DataLocationList(source.resources);
testEngines = new List<EngineInfo>();
foreach(EngineInfo info in source.testEngines)
testEngines.Add(new EngineInfo(info));
if(currentEngineIndex >= testEngines.Count) currentEngineIndex = Math.Max(0, testEngines.Count - 1);
linedefColorPresets = new LinedefColorPreset[source.linedefColorPresets.Length];
for(int i = 0; i < source.linedefColorPresets.Length; i++)
linedefColorPresets[i] = new LinedefColorPreset(source.linedefColorPresets[i]);
startmode = source.startmode;
changed = true;
texturesets = new List<DefinedTextureSet>();
foreach(DefinedTextureSet s in source.texturesets) texturesets.Add(s.Copy());
thingsfilters = new List<ThingsFilter>();
foreach(ThingsFilter f in source.thingsfilters) thingsfilters.Add(new ThingsFilter(f));
editmodes = new Dictionary<string, bool>(source.editmodes);
}
//mxd. This checks if given map name can cause problems
internal bool ValidateMapName(string name)
{
// Get the map lump names
IDictionary maplumpnames = config.ReadSetting("maplumpnames", new Hashtable());
// Check if given map name overlaps with maplumpnames defined for this game configuration
foreach(DictionaryEntry ml in maplumpnames)
{
// Ignore the map header (it will not be found because the name is different)
string lumpname = ml.Key.ToString().ToUpperInvariant();
if(lumpname.Contains(name)) return false;
}
return true;
}
#endregion
}
}