UltimateZoneBuilder/Source/Core/ZDoom/PatchStructure.cs
2014-02-21 14:42:12 +00:00

301 lines
9 KiB
C#

#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.Globalization;
using CodeImp.DoomBuilder.Data;
using System.IO;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.ZDoom
{
public sealed class PatchStructure
{
#region ================== Constants
#endregion
#region ================== Variables
// Declaration
private string name;
private int offsetx;
private int offsety;
private bool flipx;
private bool flipy;
private float alpha;
private int rotation; //mxd
private TexturePathRenderStyle renderStyle; //mxd
private PixelColor blendColor; //mxd
private TexturePathBlendStyle blendStyle; //mxd
private float tintAmmount; //mxd
private static string[] renderStyles = { "copy", "translucent", "add", "subtract", "reversesubtract", "modulate", "copyalpha", "copynewalpha", "overlay" }; //mxd
#endregion
#region ================== Properties
public string Name { get { return name; } }
public int OffsetX { get { return offsetx; } }
public int OffsetY { get { return offsety; } }
public bool FlipX { get { return flipx; } }
public bool FlipY { get { return flipy; } }
public float Alpha { get { return alpha; } }
public int Rotation { get { return rotation; } } //mxd
public TexturePathRenderStyle RenderStyle { get { return renderStyle; } } //mxd
public TexturePathBlendStyle BlendStyle { get { return blendStyle; } }
public float TintAmmount { get { return tintAmmount; } }
public PixelColor BlendColor { get { return blendColor; } }//mxd
#endregion
#region ================== Constructor / Disposer
// Constructor
internal PatchStructure(TexturesParser parser)
{
string tokenstr;
// Initialize
alpha = 1.0f;
renderStyle = TexturePathRenderStyle.Copy;//mxd
blendStyle = TexturePathBlendStyle.None; //mxd
// 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 patch name");
return;
}
// Now we should find a comma
parser.SkipWhitespace(true);
tokenstr = parser.ReadToken();
if(tokenstr != ",")
{
parser.ReportError("Expected a comma");
return;
}
// Next is the patch width
parser.SkipWhitespace(true);
tokenstr = parser.ReadToken();
if(string.IsNullOrEmpty(tokenstr) || !int.TryParse(tokenstr, NumberStyles.Integer, CultureInfo.InvariantCulture, out offsetx))
{
parser.ReportError("Expected offset 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 patch height
parser.SkipWhitespace(true);
tokenstr = parser.ReadToken();
if(string.IsNullOrEmpty(tokenstr) || !int.TryParse(tokenstr, NumberStyles.Integer, CultureInfo.InvariantCulture, out offsety))
{
parser.ReportError("Expected offset in pixels");
return;
}
// Next token is the beginning of the texture scope.
// If not, then the patch info ends here.
parser.SkipWhitespace(true);
tokenstr = parser.ReadToken();
if(tokenstr != "{")
{
// Rewind so this structure can be read again
parser.DataStream.Seek(-tokenstr.Length - 1, SeekOrigin.Current);
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 "flipx":
flipx = true;
break;
case "flipy":
flipy = true;
break;
case "alpha":
if (!ReadTokenFloat(parser, token, out alpha)) return;
alpha = General.Clamp(alpha, 0.0f, 1.0f);
break;
case "rotate":
if (!ReadTokenInt(parser, token, out rotation)) return;
rotation = rotation % 360; //Coalesce multiples
if (rotation < 0) rotation += 360; //Force positive
if (rotation != 0 && rotation != 90 && rotation != 180 && rotation != 270) {
General.ErrorLogger.Add(ErrorType.Warning, "Got unsupported rotation (" + rotation + ") in patch " + name);
rotation = 0;
}
break;
case "style": //mxd
string s;
if (!ReadTokenString(parser, token, out s)) return;
int index = Array.IndexOf(renderStyles, s.ToLowerInvariant());
renderStyle = index == -1 ? TexturePathRenderStyle.Copy : (TexturePathRenderStyle) index;
break;
case "blend": //mxd
int val;
if (!ReadTokenColor(parser, token, out val)) return;
blendColor = PixelColor.FromInt(val);
parser.SkipWhitespace(false);
token = parser.ReadToken();
if (token == ",") { //read tint ammount
parser.SkipWhitespace(false);
if (!ReadTokenFloat(parser, token, out tintAmmount)) return;
tintAmmount = General.Clamp(tintAmmount, 0.0f, 1.0f);
blendStyle = TexturePathBlendStyle.Tint;
} else {
blendStyle = TexturePathBlendStyle.Blend;
// Rewind so this structure can be read again
parser.DataStream.Seek(-token.Length - 1, SeekOrigin.Current);
}
break;
case "}":
// Patch 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 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;
}
// Success
return true;
}
// 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 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;
}
// Success
return true;
}
// Can't find the property value!
parser.ReportError("Expected a value for property '" + propertyname + "'");
value = 0;
return false;
}
//mxd. This reads the next token and sets a string value, returns false when failed
private bool ReadTokenString(TexturesParser parser, string propertyname, out string value) {
parser.SkipWhitespace(true);
value = parser.StripTokenQuotes(parser.ReadToken());
if(string.IsNullOrEmpty(value)) {
// Can't find the property value!
parser.ReportError("Expected a value for property '" + propertyname + "'");
return false;
}
return true;
}
//mxd. This reads the next token and sets a PixelColor value, returns false when failed
private bool ReadTokenColor(TexturesParser parser, string propertyname, out int value) {
parser.SkipWhitespace(true);
string strvalue = parser.StripTokenQuotes(parser.ReadToken());
value = 0;
if(string.IsNullOrEmpty(strvalue)) {
// Can't find the property value!
parser.ReportError("Expected a value for property '" + propertyname + "'");
return false;
}
if(strvalue[0] != '#') {
parser.ReportError("Expected color value for property '" + propertyname + "'");
return false;
}
// Try parsing as value
if(!int.TryParse(strvalue.Remove(0, 1), NumberStyles.HexNumber, CultureInfo.InvariantCulture, out value)) {
parser.ReportError("Expected color value for property '" + propertyname + "'");
return false;
}
return true;
}
#endregion
}
}