#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 CodeImp.DoomBuilder.Editing; #endregion namespace CodeImp.DoomBuilder.Config { internal class ConfigurationInfo : IComparable { #region ================== Variables private string name; private string filename; private string settingskey; private string defaultlumpname; private string nodebuildersave; private string nodebuildertest; private DataLocationList resources; private string testprogram; private string testparameters; private bool customparameters; private int testskill; private List thingsfilters; private List texturesets; #endregion #region ================== Properties public string Name { get { return name; } } public string Filename { get { return filename; } } public string DefaultLumpName { get { return defaultlumpname; } } public string NodebuilderSave { get { return nodebuildersave; } set { nodebuildersave = value; } } public string NodebuilderTest { get { return nodebuildertest; } set { nodebuildertest = value; } } public DataLocationList Resources { get { return resources; } } public string TestProgram { get { return testprogram; } set { testprogram = value; } } public string TestParameters { get { return testparameters; } set { testparameters = value; } } public int TestSkill { get { return testskill; } set { testskill = value; } } public bool CustomParameters { get { return customparameters; } set { customparameters = value; } } internal ICollection ThingsFilters { get { return thingsfilters; } } public List TextureSets { get { return texturesets; } } #endregion #region ================== Constructor / Disposer // Constructor public ConfigurationInfo(Configuration cfg, string filename) { // Initialize this.filename = filename; this.settingskey = Path.GetFileNameWithoutExtension(filename).ToLower(); // Load settings from game configuration this.name = cfg.ReadSetting("game", ""); this.defaultlumpname = cfg.ReadSetting("defaultlumpname", ""); // Load settings from program configuration this.nodebuildersave = General.Settings.ReadSetting("configurations." + settingskey + ".nodebuildersave", ""); this.nodebuildertest = General.Settings.ReadSetting("configurations." + settingskey + ".nodebuildertest", ""); this.testprogram = General.Settings.ReadSetting("configurations." + settingskey + ".testprogram", ""); this.testparameters = General.Settings.ReadSetting("configurations." + settingskey + ".testparameters", ""); this.customparameters = General.Settings.ReadSetting("configurations." + settingskey + ".customparameters", false); this.testskill = General.Settings.ReadSetting("configurations." + settingskey + ".testskill", 3); this.resources = new DataLocationList(General.Settings.Config, "configurations." + settingskey + ".resources"); // Make list of things filters thingsfilters = new List(); IDictionary cfgfilters = General.Settings.ReadSetting("configurations." + settingskey + ".thingsfilters", new Hashtable()); foreach(DictionaryEntry de in cfgfilters) { thingsfilters.Add(new ThingsFilter(General.Settings.Config, "configurations." + settingskey + ".thingsfilters." + de.Key)); } // Make list of texture sets texturesets = new List(); IDictionary sets = General.Settings.ReadSetting("configurations." + settingskey + ".texturesets", new Hashtable()); foreach(DictionaryEntry de in sets) { texturesets.Add(new DefinedTextureSet(General.Settings.Config, "configurations." + settingskey + ".texturesets." + de.Key)); } } // Constructor private ConfigurationInfo() { } #endregion #region ================== Methods // This compares it to other ConfigurationInfo objects public int CompareTo(ConfigurationInfo other) { // Compare return name.CompareTo(other.name); } // This saves the settings to program configuration public void SaveSettings() { // Write to configuration General.Settings.WriteSetting("configurations." + settingskey + ".nodebuildersave", nodebuildersave); General.Settings.WriteSetting("configurations." + settingskey + ".nodebuildertest", nodebuildertest); General.Settings.WriteSetting("configurations." + settingskey + ".testprogram", testprogram); General.Settings.WriteSetting("configurations." + settingskey + ".testparameters", testparameters); General.Settings.WriteSetting("configurations." + settingskey + ".customparameters", customparameters); General.Settings.WriteSetting("configurations." + settingskey + ".testskill", testskill); resources.WriteToConfig(General.Settings.Config, "configurations." + settingskey + ".resources"); // Write filters to configuration for(int i = 0; i < thingsfilters.Count; i++) { thingsfilters[i].WriteSettings(General.Settings.Config, "configurations." + settingskey + ".thingsfilters.filter" + i.ToString(CultureInfo.InvariantCulture)); } // Write texturesets to configuration for(int i = 0; i < texturesets.Count; i++) { texturesets[i].WriteToConfig(General.Settings.Config, "configurations." + settingskey + ".texturesets.set" + i.ToString(CultureInfo.InvariantCulture)); } } // String representation public override string ToString() { return name; } // This clones the object public ConfigurationInfo Clone() { ConfigurationInfo ci = new ConfigurationInfo(); ci.name = this.name; ci.filename = this.filename; ci.settingskey = this.settingskey; ci.nodebuildersave = this.nodebuildersave; ci.nodebuildertest = this.nodebuildertest; ci.resources = new DataLocationList(); ci.resources.AddRange(this.resources); ci.testprogram = this.testprogram; ci.testparameters = this.testparameters; ci.customparameters = this.customparameters; ci.testskill = this.testskill; ci.texturesets = new List(); foreach(DefinedTextureSet s in this.texturesets) ci.texturesets.Add(s.Copy()); return ci; } // This applies settings from an object public void Apply(ConfigurationInfo ci) { this.name = ci.name; this.filename = ci.filename; this.settingskey = ci.settingskey; this.nodebuildersave = ci.nodebuildersave; this.nodebuildertest = ci.nodebuildertest; this.resources = new DataLocationList(); this.resources.AddRange(ci.resources); this.testprogram = ci.testprogram; this.testparameters = ci.testparameters; this.customparameters = ci.customparameters; this.testskill = ci.testskill; this.texturesets = new List(); foreach(DefinedTextureSet s in ci.texturesets) this.texturesets.Add(s.Copy()); } // This applies the defaults public void ApplyDefaults() { // No texture sets? if(texturesets.Count == 0) { // Copy the default texture sets from the game configuration foreach(DefinedTextureSet s in General.Map.Config.TextureSets) { // Add a copy to our list texturesets.Add(s.Copy()); } } } #endregion } }