UltimateZoneBuilder/Source/Config/ThingCategory.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 System.Diagnostics;
using System.Windows.Forms;
using CodeImp.DoomBuilder.Rendering;
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#endregion
namespace CodeImp.DoomBuilder.Config
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{
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public class ThingCategory
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{
#region ================== Constants
#endregion
#region ================== Variables
// Things
private List<ThingTypeInfo> things;
// Category properties
private string name;
private string title;
private bool sorted;
// Thing properties for inheritance
private string sprite;
private int color;
private int arrow;
private float width;
private float height;
private int hangs;
private int blocking;
private int errorcheck;
// Disposing
private bool isdisposed = false;
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#endregion
#region ================== Properties
public string Name { get { return name; } }
public string Title { get { return title; } }
public string Sprite { get { return sprite; } }
public bool Sorted { get { return sorted; } }
public int Color { get { return color; } }
public int Arrow { get { return arrow; } }
public float Width { get { return width; } }
public float Height { get { return height; } }
public int Hangs { get { return hangs; } }
public int Blocking { get { return blocking; } }
public int ErrorCheck { get { return errorcheck; } }
public bool IsDisposed { get { return isdisposed; } }
public List<ThingTypeInfo> Things { get { return things; } }
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#endregion
#region ================== Constructor / Disposer
// Constructor
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internal ThingCategory(Configuration cfg, string name)
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{
IDictionary dic;
int index;
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// Initialize
this.name = name;
this.things = new List<ThingTypeInfo>();
// Read properties
this.title = cfg.ReadSetting("thingtypes." + name + ".title", "<category>");
this.sprite = cfg.ReadSetting("thingtypes." + name + ".sprite", "");
this.sorted = (cfg.ReadSetting("thingtypes." + name + ".sort", 0) != 0);
this.color = cfg.ReadSetting("thingtypes." + name + ".color", 0);
this.arrow = cfg.ReadSetting("thingtypes." + name + ".arrow", 0);
this.width = cfg.ReadSetting("thingtypes." + name + ".width", 16);
this.height = cfg.ReadSetting("thingtypes." + name + ".height", 16);
this.hangs = cfg.ReadSetting("thingtypes." + name + ".hangs", 0);
this.blocking = cfg.ReadSetting("thingtypes." + name + ".blocking", 0);
this.errorcheck = cfg.ReadSetting("thingtypes." + name + ".errorcheck", 0);
// Safety
if(this.width < 2f) this.width = 2f;
if(this.height < 2f) this.height = 2f;
// Go for all items in category
dic = cfg.ReadSetting("thingtypes." + name, new Hashtable());
foreach(DictionaryEntry de in dic)
{
// Check if the item key is numeric
if(int.TryParse(de.Key.ToString(), NumberStyles.AllowLeadingWhite | NumberStyles.AllowTrailingWhite, CultureInfo.InvariantCulture, out index))
{
// Check if the item value is a structure
if(de.Value is IDictionary)
{
// Create this thing
things.Add(new ThingTypeInfo(this, index, cfg));
}
// Check if the item value is a string
else if(de.Value is string)
{
// Interpret this as the title
things.Add(new ThingTypeInfo(this, index, de.Value.ToString()));
}
}
}
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// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
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internal void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
things = null;
// Done
isdisposed = true;
}
}
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#endregion
#region ================== Methods
// This adds a thing to the category
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internal void AddThing(ThingTypeInfo t)
{
// Add
things.Add(t);
}
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#endregion
}
}