UltimateZoneBuilder/Source/Core/GZBuilder/GZDoom/DecorateParserSE.cs

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using System.IO;
using System.Collections.Generic;
using CodeImp.DoomBuilder.ZDoom;
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
namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
{
internal sealed class DecorateParserSE : ZDTextParser
{
private readonly List<ScriptItem> actors;
public List<ScriptItem> Actors { get { return actors; } }
public DecorateParserSE()
{
actors = new List<ScriptItem>();
}
public override bool Parse(Stream stream, string sourcefilename, bool clearerrors)
{
if(!base.Parse(stream, sourcefilename, 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)stream.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;
}
protected override string GetLanguageType()
{
return "DECORATE";
}
}
}