UltimateZoneBuilder/Source/Data/DataReader.cs

111 lines
2.5 KiB
C#
Raw Normal View History

2007-10-07 22:21:47 +00:00
#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 System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.Data
{
internal abstract class DataReader : IDisposable
{
#region ================== Variables
protected DataLocation location;
protected bool issuspended = false;
protected bool isdisposed = false;
#endregion
#region ================== Properties
public DataLocation Location { get { return location; } }
public bool IsDisposed { get { return isdisposed; } }
public bool IsSuspended { get { return issuspended; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public DataReader(DataLocation dl)
{
// Keep information
location = dl;
}
// Disposer
public virtual void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Done
isdisposed = true;
}
}
#endregion
#region ================== Management
// This suspends use of this resource
public virtual void Suspend()
{
issuspended = true;
}
// This resumes use of this resource
public virtual void Resume()
{
issuspended = false;
}
#endregion
#region ================== Palette
// When implemented, this should find and load a PLAYPAL palette
public virtual Playpal LoadPalette() { return null; }
#endregion
#region ================== Textures
// When implemented, this should read the patch names
public virtual PatchNames LoadPatchNames() { return null; }
// When implemented, this returns the patch lump
public virtual Stream GetPatchData(string pname) { return null; }
// When implemented, this loads the textures
public virtual ICollection<ImageData> LoadTextures(PatchNames pnames) { return null; }
#endregion
}
}