UltimateZoneBuilder/Source/ZDoom/TextureStructure.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 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.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, 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, 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, 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, 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
}
}