#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 System.Windows.Forms; using System.Text.RegularExpressions; using System.Collections.Specialized; #endregion namespace CodeImp.DoomBuilder.Config { internal sealed class DefinedTextureSet : TextureSet { #region ================== Variables #endregion #region ================== Constructor / Destructor // Texture set from configuration public DefinedTextureSet(Configuration cfg, string path) { // Read the name name = cfg.ReadSetting(path + ".name", "Unnamed Set"); // Read the filters IDictionary dic = cfg.ReadSetting(path, new Hashtable()); filters = new List(dic.Count); foreach(DictionaryEntry de in dic) { // If not the name of this texture set, add value as filter if(de.Key.ToString() != "name") filters.Add(de.Value.ToString().ToUpperInvariant()); } } // New texture set constructor public DefinedTextureSet(string name) { this.name = name; this.filters = new List(); } #endregion #region ================== Methods // This writes the texture set to configuration internal void WriteToConfig(Configuration cfg, string path) { IDictionary dic; // Fill structure dic = new ListDictionary(); // Add name dic.Add("name", name); for(int i = 0; i < filters.Count; i++) { // Add filters dic.Add("filter" + i.ToString(), filters[i].ToUpperInvariant()); } // Write to config cfg.WriteSetting(path, dic); } // Duplication internal DefinedTextureSet Copy() { // Make a copy DefinedTextureSet s = new DefinedTextureSet(this.name); s.filters = new List(this.filters); return s; } // This applies the filters and name of one set to this one internal void Apply(TextureSet set) { this.name = set.Name; this.filters = new List(set.Filters); } #endregion } }