#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 CodeImp.DoomBuilder.Editing; using System.Collections.Specialized; #endregion namespace CodeImp.DoomBuilder.Config { internal class ConfigurationInfo : IComparable { #region ================== Constants private const string MODE_DISABLED_KEY = "disabled"; private const string MODE_ENABLED_KEY = "enabled"; // The { and } are invalid key names in a configuration so this ensures this string is unique private const string MISSING_NODEBUILDER = "{missing nodebuilder}"; #endregion #region ================== Variables private string name; private string filename; private string settingskey; private string defaultlumpname; private string nodebuildersave; private string nodebuildertest; private DataLocationList resources; private string testprogram; private string testparameters; private bool testshortpaths; private bool customparameters; private int testskill; private List thingsfilters; private List texturesets; private Dictionary editmodes; #endregion #region ================== Properties public string Name { get { return name; } } public string Filename { get { return filename; } } public string DefaultLumpName { get { return defaultlumpname; } } public string NodebuilderSave { get { return nodebuildersave; } set { nodebuildersave = value; } } public string NodebuilderTest { get { return nodebuildertest; } set { nodebuildertest = value; } } public DataLocationList Resources { get { return resources; } } public string TestProgram { get { return testprogram; } set { testprogram = value; } } public string TestParameters { get { return testparameters; } set { testparameters = value; } } public bool TestShortPaths { get { return testshortpaths; } set { testshortpaths = value; } } public int TestSkill { get { return testskill; } set { testskill = value; } } public bool CustomParameters { get { return customparameters; } set { customparameters = value; } } internal ICollection ThingsFilters { get { return thingsfilters; } } public List TextureSets { get { return texturesets; } } internal Dictionary EditModes { get { return editmodes; } } #endregion #region ================== Constructor / Disposer // Constructor public ConfigurationInfo(Configuration cfg, string filename) { // Initialize this.filename = filename; this.settingskey = Path.GetFileNameWithoutExtension(filename).ToLower(); // Load settings from game configuration this.name = cfg.ReadSetting("game", ""); this.defaultlumpname = cfg.ReadSetting("defaultlumpname", ""); // Load settings from program configuration this.nodebuildersave = General.Settings.ReadSetting("configurations." + settingskey + ".nodebuildersave", MISSING_NODEBUILDER); this.nodebuildertest = General.Settings.ReadSetting("configurations." + settingskey + ".nodebuildertest", MISSING_NODEBUILDER); this.testprogram = General.Settings.ReadSetting("configurations." + settingskey + ".testprogram", ""); this.testparameters = General.Settings.ReadSetting("configurations." + settingskey + ".testparameters", ""); this.testshortpaths = General.Settings.ReadSetting("configurations." + settingskey + ".testshortpaths", false); this.customparameters = General.Settings.ReadSetting("configurations." + settingskey + ".customparameters", false); this.testskill = General.Settings.ReadSetting("configurations." + settingskey + ".testskill", 3); this.resources = new DataLocationList(General.Settings.Config, "configurations." + settingskey + ".resources"); // Make list of things filters thingsfilters = new List(); IDictionary cfgfilters = General.Settings.ReadSetting("configurations." + settingskey + ".thingsfilters", new Hashtable()); foreach(DictionaryEntry de in cfgfilters) { thingsfilters.Add(new ThingsFilter(General.Settings.Config, "configurations." + settingskey + ".thingsfilters." + de.Key)); } // Make list of texture sets texturesets = new List(); IDictionary sets = General.Settings.ReadSetting("configurations." + settingskey + ".texturesets", new Hashtable()); foreach(DictionaryEntry de in sets) { texturesets.Add(new DefinedTextureSet(General.Settings.Config, "configurations." + settingskey + ".texturesets." + de.Key)); } // Make list of edit modes this.editmodes = new Dictionary(); IDictionary modes = General.Settings.ReadSetting("configurations." + settingskey + ".editmodes", new Hashtable()); foreach(DictionaryEntry de in modes) { if(de.Key.ToString().StartsWith(MODE_ENABLED_KEY)) editmodes.Add(de.Value.ToString(), true); else if(de.Key.ToString().StartsWith(MODE_DISABLED_KEY)) editmodes.Add(de.Value.ToString(), false); } } // Constructor private ConfigurationInfo() { } #endregion #region ================== Methods // This compares it to other ConfigurationInfo objects public int CompareTo(ConfigurationInfo other) { // Compare return name.CompareTo(other.name); } // This saves the settings to program configuration public void SaveSettings() { // Write to configuration General.Settings.WriteSetting("configurations." + settingskey + ".nodebuildersave", nodebuildersave); General.Settings.WriteSetting("configurations." + settingskey + ".nodebuildertest", nodebuildertest); General.Settings.WriteSetting("configurations." + settingskey + ".testprogram", testprogram); General.Settings.WriteSetting("configurations." + settingskey + ".testparameters", testparameters); General.Settings.WriteSetting("configurations." + settingskey + ".testshortpaths", testshortpaths); General.Settings.WriteSetting("configurations." + settingskey + ".customparameters", customparameters); General.Settings.WriteSetting("configurations." + settingskey + ".testskill", testskill); resources.WriteToConfig(General.Settings.Config, "configurations." + settingskey + ".resources"); // Write filters to configuration for(int i = 0; i < thingsfilters.Count; i++) { thingsfilters[i].WriteSettings(General.Settings.Config, "configurations." + settingskey + ".thingsfilters.filter" + i.ToString(CultureInfo.InvariantCulture)); } // Write texturesets to configuration for(int i = 0; i < texturesets.Count; i++) { texturesets[i].WriteToConfig(General.Settings.Config, "configurations." + settingskey + ".texturesets.set" + i.ToString(CultureInfo.InvariantCulture)); } // Write filters to configuration ListDictionary modeslist = new ListDictionary(); int index = 0; foreach(KeyValuePair em in editmodes) { if(em.Value) modeslist.Add(MODE_ENABLED_KEY + index.ToString(CultureInfo.InvariantCulture), em.Key); else modeslist.Add(MODE_DISABLED_KEY + index.ToString(CultureInfo.InvariantCulture), em.Key); index++; } General.Settings.WriteSetting("configurations." + settingskey + ".editmodes", modeslist); } // String representation public override string ToString() { return name; } // This clones the object public ConfigurationInfo Clone() { ConfigurationInfo ci = new ConfigurationInfo(); ci.name = this.name; ci.filename = this.filename; ci.settingskey = this.settingskey; ci.nodebuildersave = this.nodebuildersave; ci.nodebuildertest = this.nodebuildertest; ci.resources = new DataLocationList(); ci.resources.AddRange(this.resources); ci.testprogram = this.testprogram; ci.testparameters = this.testparameters; ci.testshortpaths = this.testshortpaths; ci.customparameters = this.customparameters; ci.testskill = this.testskill; ci.texturesets = new List(); foreach(DefinedTextureSet s in this.texturesets) ci.texturesets.Add(s.Copy()); ci.thingsfilters = new List(); foreach(ThingsFilter f in this.thingsfilters) ci.thingsfilters.Add(new ThingsFilter(f)); ci.editmodes = new Dictionary(this.editmodes); return ci; } // This applies settings from an object public void Apply(ConfigurationInfo ci) { this.name = ci.name; this.filename = ci.filename; this.settingskey = ci.settingskey; this.nodebuildersave = ci.nodebuildersave; this.nodebuildertest = ci.nodebuildertest; this.resources = new DataLocationList(); this.resources.AddRange(ci.resources); this.testprogram = ci.testprogram; this.testparameters = ci.testparameters; this.testshortpaths = ci.testshortpaths; this.customparameters = ci.customparameters; this.testskill = ci.testskill; this.texturesets = new List(); foreach(DefinedTextureSet s in ci.texturesets) this.texturesets.Add(s.Copy()); this.thingsfilters = new List(); foreach(ThingsFilter f in ci.thingsfilters) this.thingsfilters.Add(new ThingsFilter(f)); this.editmodes = new Dictionary(ci.editmodes); } // This applies the defaults public void ApplyDefaults(GameConfiguration gameconfig) { // Some of the defaults can only be applied from game configuration if(gameconfig != null) { // No nodebuildes set? if(nodebuildersave == MISSING_NODEBUILDER) nodebuildersave = gameconfig.DefaultSaveCompiler; if(nodebuildertest == MISSING_NODEBUILDER) nodebuildertest = gameconfig.DefaultTestCompiler; // No texture sets? if(texturesets.Count == 0) { // Copy the default texture sets from the game configuration foreach(DefinedTextureSet s in gameconfig.TextureSets) { // Add a copy to our list texturesets.Add(s.Copy()); } } // No things filters? if(thingsfilters.Count == 0) { // Copy the things filters from game configuration foreach(ThingsFilter f in gameconfig.ThingsFilters) { thingsfilters.Add(new ThingsFilter(f)); } } } // Go for all available editing modes foreach(EditModeInfo info in General.Editing.ModesInfo) { // Is this a mode thats is optional? if(info.IsOptional) { // Add if not listed yet if(!editmodes.ContainsKey(info.Type.FullName)) editmodes.Add(info.Type.FullName, info.Attributes.UseByDefault); } } } #endregion } }