#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.IO; using CodeImp.DoomBuilder.Config; using CodeImp.DoomBuilder.GZBuilder.Data; 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; } set { trackable = value; } } // When false, wont be added to DataManager.TextResources internal TextResourceData(DataReader Source, Stream Stream, string Filename, bool Trackable) { source = Source; sourcelocation = Source.Location; stream = Stream; filename = Filename; trackable = Trackable; WADReader reader = source as WADReader; if(reader != null) lumpindex = reader.WadFile.FindLumpIndex(filename); else lumpindex = -1; } internal TextResourceData(DataReader Source, Stream Stream, string Filename, int LumpIndex, bool Trackable) { source = Source; sourcelocation = Source.Location; stream = Stream; filename = Filename; lumpindex = LumpIndex; trackable = Trackable; } internal TextResourceData(Stream Stream, DataLocation Location, string Filename, bool Trackable) { source = null; sourcelocation = Location; stream = Stream; filename = Filename; lumpindex = -1; trackable = Trackable; } } internal abstract class DataReader { #region ================== Constants protected const string SPRITE_NAME_PATTERN = "(?i)\\A[a-z0-9]{4}([a-z][0-9]{0,2})$"; //mxd #endregion #region ================== Variables protected DataLocation location; protected bool issuspended; protected bool isdisposed; 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 ResourceTextureSet TextureSet { get { return textureset; } } #endregion #region ================== Constructor / Disposer // Constructor protected DataReader(DataLocation dl) { // Keep information location = dl; 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() { issuspended = true; } // This resumes use of this resource public virtual void Resume() { issuspended = false; } #endregion #region ================== Palette // When implemented, this should find and load a PLAYPAL palette public virtual Playpal LoadPalette() { 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); // When implemented, this returns the texture lump public abstract Stream GetTextureData(string pname, bool longname); // When implemented, this loads the textures public abstract IEnumerable LoadTextures(PatchNames pnames, Dictionary cachedparsers); #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); #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); // When implemented, this checks if the given sprite lump exists public abstract bool GetSpriteExists(string pname); #endregion #region ================== Decorate, Modeldef, Mapinfo, Gldefs, etc... // When implemented, this returns the DECORATE lump public abstract IEnumerable GetDecorateData(string pname); //mxd. When implemented, this returns the MODELDEF lump public abstract IEnumerable GetModeldefData(); //mxd. When implemented, this returns the MAPINFO lump public abstract IEnumerable GetMapinfoData(); //mxd. When implemented, this returns the GLDEFS lump public abstract IEnumerable GetGldefsData(GameType gametype); //mxd. When implemented, this returns the REVERBS lump public abstract IEnumerable GetReverbsData(); //mxd. When implemented, this returns the VOXELDEF lump public abstract IEnumerable GetVoxeldefData(); //mxd. When implemented, this returns the SNDSEQ lump public abstract IEnumerable GetSndSeqData(); //mxd. When implemented, this returns the ANIMDEFS lump public abstract IEnumerable GetAnimdefsData(); //mxd. When implemented, this returns the TERRAIN lump public abstract IEnumerable GetTerrainData(); //mxd. When implemented, this returns the list of voxel model names public abstract IEnumerable GetVoxelNames(); //mxd. When implemented, this returns the voxel lump public abstract Stream GetVoxelData(string name); //mxd internal abstract MemoryStream LoadFile(string name); internal abstract bool FileExists(string filename); #endregion } }