UltimateZoneBuilder/Source/IO/Lump.cs

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C#
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2007-06-13 19:39:38 +00:00
/*
* 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.
*
*/
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.IO;
namespace CodeImp.DoomBuilder.IO
{
internal class Lump : IDisposable
{
#region ================== Variables
// Owner
private WAD owner;
// Data stream
private ClippedStream stream;
// Data info
private string name;
private byte[] fixedname;
private int offset;
private int length;
// Disposing
private bool isdisposed = false;
#endregion
#region ================== Properties
public WAD Owner { get { return owner; } }
public string Name { get { return name; } }
public byte[] FixedName { get { return fixedname; } }
public int Offset { get { return offset; } }
public int Length { get { return length; } }
public ClippedStream Stream { get { return stream; } }
public bool IsDisposed { get { return isdisposed; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public Lump(Stream data, WAD owner, byte[] fixedname, int offset, int length)
{
// Initialize
this.stream = new ClippedStream(data, offset, length);
this.owner = owner;
this.fixedname = fixedname;
this.offset = offset;
this.length = length;
// Make uppercase name
this.name = MakeNormalName(fixedname, owner.Encoding).ToUpperInvariant();
this.fixedname = MakeFixedName(name, owner.Encoding);
// We have no destructor
GC.SuppressFinalize(this);
}
// Diposer
public void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
stream.Dispose();
owner = null;
// Done
isdisposed = true;
}
}
#endregion
#region ================== Methods
// This makes the normal name from fixed name
private static string MakeNormalName(byte[] fixedname, Encoding encoding)
{
// Return the name as a string
return encoding.GetString(fixedname);
}
// This makes the fixed name from normal name
public static byte[] MakeFixedName(string name, Encoding encoding)
{
// Make 8 bytes, all zeros
byte[] fixedname = new byte[8];
// Write the name in bytes
encoding.GetBytes(name, 0, name.Length, fixedname, 0);
// Return result
return fixedname;
}
// String representation
public override string ToString()
{
return name;
}
#endregion
}
}