#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.Generic; using System.IO; using CodeImp.DoomBuilder.Compilers; using CodeImp.DoomBuilder.Config; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.ZDoom; #endregion namespace CodeImp.DoomBuilder.Data { //mxd public class TextResourceData { private Stream stream; private DataReader source; private DataLocation sourcelocation; private string filename; private int lumpindex; private bool trackable; internal Stream Stream { get { return stream; } } internal DataReader Source { get { return source; } } internal DataLocation SourceLocation { get { return sourcelocation; } } internal string Filename { get { return filename; } } // Lump name/Filename internal int LumpIndex { get { return lumpindex; } } // Lump index in a WAD internal bool Trackable { get { return trackable; } } // When false, wont be added to DataManager.TextResources internal TextResourceData(DataReader source, Stream stream, string filename, bool trackable) { this.source = source; this.sourcelocation = source.Location; this.stream = stream; this.filename = filename; this.trackable = trackable; WADReader reader = source as WADReader; if(reader != null) this.lumpindex = reader.WadFile.FindLumpIndex(filename); else this.lumpindex = -1; } internal TextResourceData(DataReader source, Stream stream, string filename, int lumpindex, bool trackable) { this.source = source; this.sourcelocation = source.Location; this.stream = stream; this.filename = filename; this.lumpindex = lumpindex; this.trackable = trackable; } // Adds an untrackable resource without DataReader internal TextResourceData(Stream stream, DataLocation location, string filename) { this.source = null; this.sourcelocation = location; this.stream = stream; this.filename = filename; this.lumpindex = -1; this.trackable = false; } } internal abstract class DataReader : IDisposable { #region ================== Constants #endregion #region ================== Variables protected DataLocation location; protected bool issuspended; protected bool isdisposed; protected bool isreadonly; //mxd protected bool wasreadonly; // [ZZ] protected ResourceTextureSet textureset; #endregion #region ================== Properties public DataLocation Location { get { return location; } } public bool IsDisposed { get { return isdisposed; } } public bool IsSuspended { get { return issuspended; } } public bool IsReadOnly { get { return (issuspended?wasreadonly:isreadonly); } } //mxd, [ZZ] public ResourceTextureSet TextureSet { get { return textureset; } } #endregion #region ================== Constructor / Disposer // Constructor protected DataReader(DataLocation dl, bool asreadonly) { // Keep information location = dl; isreadonly = asreadonly; textureset = new ResourceTextureSet(GetTitle(), dl); } // Disposer public virtual void Dispose() { // Not already disposed? if(!isdisposed) { // Done textureset = null; isdisposed = true; } } #endregion #region ================== Management // This returns a short name public abstract string GetTitle(); // This suspends use of this resource public virtual void Suspend() { // [ZZ] validate if (issuspended) throw new Exception("Tried to suspend already suspended resource!"); issuspended = true; wasreadonly = isreadonly; isreadonly = true; } // This resumes use of this resource public virtual void Resume() { // [ZZ] validate if (!issuspended) throw new Exception("Tried to resume already resumed resource!"); issuspended = false; isreadonly = wasreadonly; } #endregion #region ================== Palette // When implemented, this should find and load a PLAYPAL palette public virtual Playpal LoadPalette() { return null; } public virtual ColorMap LoadMainColorMap(Playpal palette) { return null; } #endregion #region ================== Colormaps // When implemented, this loads the colormaps public virtual ICollection LoadColormaps() { return null; } // When implemented, this returns the colormap lump public virtual Stream GetColormapData(string pname) { return null; } #endregion #region ================== Textures // When implemented, this should read the patch names public abstract PatchNames LoadPatchNames(); // When implemented, this returns the patch lump public abstract Stream GetPatchData(string pname, bool longname, ref string patchlocation); // When implemented, this returns the texture lump public abstract Stream GetTextureData(string pname, bool longname, ref string texturelocation); // When implemented, this loads the textures public abstract IEnumerable LoadTextures(PatchNames pnames, Dictionary cachedparsers); //mxd. When implemented, this returns the HiRes texture lump public abstract Stream GetHiResTextureData(string pname, ref string hireslocation); //mxd. When implemented, this loads the HiRes textures public abstract IEnumerable LoadHiResTextures(); #endregion #region ================== Flats // When implemented, this loads the flats public abstract IEnumerable LoadFlats(Dictionary cachedparsers); // When implemented, this returns the flat lump public abstract Stream GetFlatData(string pname, bool longname, ref string flatlocation); #endregion #region ================== Sprites // When implemented, this loads the sprites public abstract IEnumerable LoadSprites(Dictionary cachedparsers); // When implemented, this returns the sprite lump public abstract Stream GetSpriteData(string pname, ref string spritelocation); // When implemented, this checks if the given sprite lump exists public abstract bool GetSpriteExists(string pname); //mxd. When implemented, returns all sprites, which name starts with given string public abstract HashSet GetSpriteNames(); #endregion #region ================== Decorate, Modeldef, Mapinfo, Gldefs, etc... // When implemented, this returns DEHACKED lumps public abstract IEnumerable GetDehackedData(); // When implemented, this returns DECORATE lumps public abstract IEnumerable GetDecorateData(string pname); // [ZZ] When implemented, this returns ZSCRIPT lumps public abstract IEnumerable GetZScriptData(string pname); // [ZZ] When implemented, this returns MODELDEF lumps public abstract IEnumerable GetModeldefData(string pname); //mxd. When implemented, this returns MAPINFO lumps public abstract IEnumerable GetMapinfoData(); //mxd. When implemented, this returns GLDEFS lumps public abstract IEnumerable GetGldefsData(string basegame); //mxd. When implemented, this returns generic text lump data public abstract IEnumerable GetTextLumpData(ScriptType scripttype, bool singular, bool partialtitlematch); //mxd. When implemented, this returns the list of voxel model names public abstract HashSet GetVoxelNames(); //mxd. When implemented, this returns the voxel lump public abstract Stream GetVoxelData(string name, ref string voxellocation); // When implemented, this returns the list of IWAD infos public abstract List GetIWadInfos(); #endregion #region ================== Load/Save (mxd) internal abstract MemoryStream LoadFile(string name); internal abstract MemoryStream LoadFile(string name, int lumpindex); internal abstract bool SaveFile(MemoryStream stream, string name); internal abstract bool SaveFile(MemoryStream stream, string name, int lumpindex); internal abstract bool FileExists(string filename); internal abstract bool FileExists(string filename, int lumpindex); #endregion #region ================== Compiling (mxd) internal abstract bool CompileLump(string lumpname, ScriptConfiguration scriptconfig, List errors); internal abstract bool CompileLump(string lumpname, int lumpindex, ScriptConfiguration scriptconfig, List errors); #endregion } }