#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.Collections.Generic; using System.Globalization; using CodeImp.DoomBuilder.Data; #endregion namespace CodeImp.DoomBuilder.ZDoom { public sealed class TextureStructure { #region ================== Constants #endregion #region ================== Variables // Declaration private string typename; 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 patches; #endregion #region ================== Properties public string TypeName { get { return typename; } } 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 Patches { get { return patches; } } #endregion #region ================== Constructor / Disposer // Constructor internal TextureStructure(TexturesParser parser, string typename) { // Initialize this.typename = typename; patches = new List(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.StripTokenQuotes(parser.ReadToken()); if(string.IsNullOrEmpty(name)) { parser.ReportError("Expected texture or sprite name"); return; } // Now we should find a comma parser.SkipWhitespace(true); string 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, NumberStyles.Integer, CultureInfo.InvariantCulture, 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, NumberStyles.Integer, CultureInfo.InvariantCulture, 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 bool done = false; //mxd while(!done && parser.SkipWhitespace(true)) { string token = parser.ReadToken(); token = token.ToLowerInvariant(); switch (token) { case "xscale": if (!ReadTokenFloat(parser, token, out xscale)) return; break; case "yscale": if (!ReadTokenFloat(parser, token, out yscale)) return; break; case "worldpanning": worldpanning = true; break; case "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; break; case "patch": // Read patch structure PatchStructure pt = new PatchStructure(parser); if (parser.HasError) break; // Add the patch patches.Add(pt); break; case "}": // Actor scope ends here, // break out of this parse loop done = true; break; } } } #endregion #region ================== Methods // This reads the next token and sets a floating point value, returns false when failed private static 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, NumberStyles.Float, CultureInfo.InvariantCulture, 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 static 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, NumberStyles.Integer, CultureInfo.InvariantCulture, 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() { 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, worldpanning, typename == "flat"); // Add patches foreach(PatchStructure p in patches) { tex.AddPatch(new TexturePatch(p));//mxd } return tex; } #endregion } }