mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
284 lines
7.4 KiB
C#
284 lines
7.4 KiB
C#
|
|
||
|
#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 CodeImp.DoomBuilder.Compilers;
|
||
|
using CodeImp.DoomBuilder.Rendering;
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
namespace CodeImp.DoomBuilder.ZDoom
|
||
|
{
|
||
|
public sealed class TextureStructure
|
||
|
{
|
||
|
#region ================== Constants
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
#region ================== Variables
|
||
|
|
||
|
// Declaration
|
||
|
private string name;
|
||
|
private int width;
|
||
|
private int height;
|
||
|
|
||
|
// Properties
|
||
|
private float xscale;
|
||
|
private float yscale;
|
||
|
private int xoffset;
|
||
|
private int yoffset;
|
||
|
private bool worldpanning;
|
||
|
|
||
|
// Patches
|
||
|
private List<PatchStructure> patches;
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
#region ================== Properties
|
||
|
|
||
|
public string Name { get { return name; } }
|
||
|
public int Width { get { return width; } }
|
||
|
public int Height { get { return height; } }
|
||
|
public float XScale { get { return xscale; } }
|
||
|
public float YScale { get { return yscale; } }
|
||
|
public int XOffset { get { return xoffset; } }
|
||
|
public int YOffset { get { return yoffset; } }
|
||
|
public bool WorldPanning { get { return worldpanning; } }
|
||
|
public ICollection<PatchStructure> Patches { get { return patches; } }
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
#region ================== Constructor / Disposer
|
||
|
|
||
|
// Constructor
|
||
|
internal TextureStructure(TexturesParser parser)
|
||
|
{
|
||
|
string tokenstr;
|
||
|
|
||
|
// Initialize
|
||
|
patches = new List<PatchStructure>(4);
|
||
|
xscale = 0.0f;
|
||
|
yscale = 0.0f;
|
||
|
|
||
|
// There should be 3 tokens separated by 2 commas now:
|
||
|
// Name, Width, Height
|
||
|
|
||
|
// First token is the class name
|
||
|
parser.SkipWhitespace(true);
|
||
|
name = parser.StripTokenQuotes(parser.ReadToken());
|
||
|
if(string.IsNullOrEmpty(name))
|
||
|
{
|
||
|
parser.ReportError("Expected texture or sprite name");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Now we should find a comma
|
||
|
parser.SkipWhitespace(true);
|
||
|
tokenstr = parser.ReadToken();
|
||
|
if(tokenstr != ",")
|
||
|
{
|
||
|
parser.ReportError("Expected a comma");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Next is the texture width
|
||
|
parser.SkipWhitespace(true);
|
||
|
tokenstr = parser.ReadToken();
|
||
|
if(string.IsNullOrEmpty(tokenstr) || !int.TryParse(tokenstr, NumberStyles.Integer, CultureInfo.InvariantCulture, out width))
|
||
|
{
|
||
|
parser.ReportError("Expected width in pixels");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Now we should find a comma again
|
||
|
parser.SkipWhitespace(true);
|
||
|
tokenstr = parser.ReadToken();
|
||
|
if(tokenstr != ",")
|
||
|
{
|
||
|
parser.ReportError("Expected a comma");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Next is the texture height
|
||
|
parser.SkipWhitespace(true);
|
||
|
tokenstr = parser.ReadToken();
|
||
|
if(string.IsNullOrEmpty(tokenstr) || !int.TryParse(tokenstr, NumberStyles.Integer, CultureInfo.InvariantCulture, out height))
|
||
|
{
|
||
|
parser.ReportError("Expected height in pixels");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Next token should be the beginning of the texture scope
|
||
|
parser.SkipWhitespace(true);
|
||
|
tokenstr = parser.ReadToken();
|
||
|
if(tokenstr != "{")
|
||
|
{
|
||
|
parser.ReportError("Expected begin of structure");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Now parse the contents of texture structure
|
||
|
while(parser.SkipWhitespace(true))
|
||
|
{
|
||
|
string token = parser.ReadToken();
|
||
|
token = token.ToLowerInvariant();
|
||
|
if(token == "xscale")
|
||
|
{
|
||
|
if(!ReadTokenFloat(parser, token, out xscale)) return;
|
||
|
}
|
||
|
else if(token == "yscale")
|
||
|
{
|
||
|
if(!ReadTokenFloat(parser, token, out yscale)) return;
|
||
|
}
|
||
|
else if(token == "worldpanning")
|
||
|
{
|
||
|
worldpanning = true;
|
||
|
}
|
||
|
else if(token == "offset")
|
||
|
{
|
||
|
// Read x offset
|
||
|
if(!ReadTokenInt(parser, token, out xoffset)) return;
|
||
|
|
||
|
// Now we should find a comma
|
||
|
parser.SkipWhitespace(true);
|
||
|
tokenstr = parser.ReadToken();
|
||
|
if(tokenstr != ",")
|
||
|
{
|
||
|
parser.ReportError("Expected a comma");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Read y offset
|
||
|
if(!ReadTokenInt(parser, token, out yoffset)) return;
|
||
|
}
|
||
|
else if(token == "patch")
|
||
|
{
|
||
|
// Read patch structure
|
||
|
PatchStructure pt = new PatchStructure(parser);
|
||
|
if(parser.HasError) break;
|
||
|
|
||
|
// Add the patch
|
||
|
patches.Add(pt);
|
||
|
}
|
||
|
else if(token == "}")
|
||
|
{
|
||
|
// Actor scope ends here,
|
||
|
// break out of this parse loop
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
#region ================== Methods
|
||
|
|
||
|
// This reads the next token and sets a floating point value, returns false when failed
|
||
|
private bool ReadTokenFloat(TexturesParser parser, string propertyname, out float value)
|
||
|
{
|
||
|
// Next token is the property value to set
|
||
|
parser.SkipWhitespace(true);
|
||
|
string strvalue = parser.ReadToken();
|
||
|
if(!string.IsNullOrEmpty(strvalue))
|
||
|
{
|
||
|
// Try parsing as value
|
||
|
if(!float.TryParse(strvalue, NumberStyles.Float, CultureInfo.InvariantCulture, out value))
|
||
|
{
|
||
|
parser.ReportError("Expected numeric value for property '" + propertyname + "'");
|
||
|
return false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Success
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Can't find the property value!
|
||
|
parser.ReportError("Expected a value for property '" + propertyname + "'");
|
||
|
value = 0.0f;
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// This reads the next token and sets an integral value, returns false when failed
|
||
|
private bool ReadTokenInt(TexturesParser parser, string propertyname, out int value)
|
||
|
{
|
||
|
// Next token is the property value to set
|
||
|
parser.SkipWhitespace(true);
|
||
|
string strvalue = parser.ReadToken();
|
||
|
if(!string.IsNullOrEmpty(strvalue))
|
||
|
{
|
||
|
// Try parsing as value
|
||
|
if(!int.TryParse(strvalue, NumberStyles.Integer, CultureInfo.InvariantCulture, out value))
|
||
|
{
|
||
|
parser.ReportError("Expected integral value for property '" + propertyname + "'");
|
||
|
return false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Success
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Can't find the property value!
|
||
|
parser.ReportError("Expected a value for property '" + propertyname + "'");
|
||
|
value = 0;
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// This makes a HighResImage texture for this texture
|
||
|
internal HighResImage MakeImage(Dictionary<long, ImageData> textures, Dictionary<long, ImageData> flats)
|
||
|
{
|
||
|
float scalex, scaley;
|
||
|
|
||
|
// Determine default scale
|
||
|
float defaultscale = General.Map.Config.DefaultTextureScale;
|
||
|
|
||
|
// Determine scale for texture
|
||
|
if(xscale == 0.0f) scalex = defaultscale; else scalex = 1f / xscale;
|
||
|
if(yscale == 0.0f) scaley = defaultscale; else scaley = 1f / yscale;
|
||
|
|
||
|
// Make texture
|
||
|
HighResImage tex = new HighResImage(name, width, height, scalex, scaley);
|
||
|
|
||
|
// Add patches
|
||
|
foreach(PatchStructure p in patches)
|
||
|
{
|
||
|
tex.AddPatch(new TexturePatch(p.Name.ToUpperInvariant(), p.OffsetX, p.OffsetY, p.FlipX, p.FlipY, 0, new PixelColor(0, 0, 0, 0), p.Alpha, 0));
|
||
|
}
|
||
|
|
||
|
return tex;
|
||
|
}
|
||
|
|
||
|
#endregion
|
||
|
}
|
||
|
}
|