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 namespace CodeImp.DoomBuilder.ZDoom.Scripting { internal sealed class DecorateParserSE : ZDTextParser { internal override ScriptType ScriptType { get { return ScriptType.DECORATE; } } private readonly List actors; public List Actors { get { return actors; } } public DecorateParserSE() { actors = new List(); } 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 definition = new List(); 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; } } }