UltimateZoneBuilder/Source/Core/ZDoom/Scripting/DecorateParserSE.cs

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using System.Collections.Generic;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.GZBuilder.Data;
//mxd. Decorate parser used to create ScriptItems for use in script editor's navigator
//Should be able to parse actor definitions even from invalid DECORATE and should never fail parsing
2016-04-27 09:13:07 +00:00
namespace CodeImp.DoomBuilder.ZDoom.Scripting
{
internal sealed class DecorateParserSE : ZDTextParser
{
internal override ScriptType ScriptType { get { return ScriptType.DECORATE; } }
private readonly List<ScriptItem> actors;
public List<ScriptItem> Actors { get { return actors; } }
public DecorateParserSE()
{
actors = new List<ScriptItem>();
}
public override bool Parse(TextResourceData data, bool clearerrors)
{
//mxd. Already parsed?
if(!base.AddTextResource(data))
{
if(clearerrors) ClearError();
return true;
}
// Cannot process?
if(!base.Parse(data, clearerrors)) return false;
// Continue until at the end of the stream
while(SkipWhitespace(true))
{
string token = ReadToken();
if(string.IsNullOrEmpty(token) || token.ToUpperInvariant() != "ACTOR") continue;
SkipWhitespace(true);
int startpos = (int)datastream.Position;
List<string> definition = new List<string>();
do
{
token = ReadToken(false); // Don't skip newline
if(string.IsNullOrEmpty(token) || token == "{" || token == "}") break;
definition.Add(token);
} while(SkipWhitespace(false)); // Don't skip newline
string name = string.Join(" ", definition.ToArray());
if(!string.IsNullOrEmpty(name)) actors.Add(new ScriptItem(name, startpos, false));
}
// Sort nodes
actors.Sort(ScriptItem.SortByName);
return true;
}
}
}