#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; #endregion namespace CodeImp.DoomBuilder.Data { internal abstract class DataReader { #region ================== Variables protected DataLocation location; protected bool issuspended = false; protected bool isdisposed = false; 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 public 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 virtual PatchNames LoadPatchNames() { return null; } // When implemented, this returns the patch lump public virtual Stream GetPatchData(string pname) { return null; } //mxd. When implemented, this returns a path to... path (like /patches/walls/WALL001.png) public virtual string GetPatchLocation(string pname) { return pname; } // When implemented, this returns the texture lump public virtual Stream GetTextureData(string pname) { return null; } // When implemented, this loads the textures public virtual ICollection LoadTextures(PatchNames pnames) { return null; } #endregion #region ================== Flats // When implemented, this loads the flats public virtual ICollection LoadFlats() { return null; } // When implemented, this returns the flat lump public virtual Stream GetFlatData(string pname) { return null; } #endregion #region ================== Sprites // When implemented, this loads the sprites public virtual ICollection LoadSprites() { return null; } // When implemented, this returns the sprite lump public virtual Stream GetSpriteData(string pname) { return null; } // When implemented, this checks if the given sprite lump exists public virtual bool GetSpriteExists(string pname) { return false; } #endregion #region ================== Decorate, Modeldef, Mapinfo, Gldefs, etc... // When implemented, this returns the decorate lump public virtual List GetDecorateData(string pname) { return new List(); } //mxd. When implemented, this returns the Modeldef lump public virtual Dictionary GetModeldefData() { return new Dictionary(); } //mxd. When implemented, this returns the Mapinfo lump public virtual Dictionary GetMapinfoData() { return new Dictionary(); } //mxd. When implemented, this returns the Gldefs lump public virtual Dictionary GetGldefsData(GameType gameType) { return new Dictionary(); } public virtual Dictionary GetGldefsData(string location) { return new Dictionary(); } //mxd internal virtual MemoryStream LoadFile(string name) { return null; } //mxd internal virtual bool FileExists(string filename) { return false; } #endregion } }