UltimateZoneBuilder/Source/Core/Config/MatchingTextureSet.cs
MaxED bf2f520a8e Fixed a crash when opening Thing Filters form when non-UDMF map was loaded.
Fixed a possible crash when rendering thing arrows in classic modes caused by incorrect vertex buffer size calculation.
Reverted changes to texture\flat access when "mixtexturesflats" option is set to true in game configuration.
2013-12-03 10:50:33 +00:00

188 lines
4.6 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.Collections.Generic;
using System.Text;
using CodeImp.DoomBuilder.Data;
using System.Text.RegularExpressions;
#endregion
namespace CodeImp.DoomBuilder.Config
{
internal sealed class MatchingTextureSet : TextureSet, IFilledTextureSet, IComparable<MatchingTextureSet>
{
#region ================== Variables
// Never stored, only used at run-time
private Regex regex;
// Matching textures and flats
private List<ImageData> textures;
private List<ImageData> flats;
#endregion
#region ================== Properties
public ICollection<ImageData> Textures { get { return textures; } }
public ICollection<ImageData> Flats { get { return flats; } } //mxd
#endregion
#region ================== Constructor / Destructor
// New texture set for quick matching
public MatchingTextureSet(ICollection<string> filters)
{
this.filters = new List<string>(filters);
// Setup
Setup();
}
// Texture set from defined set
public MatchingTextureSet(DefinedTextureSet definedset)
{
// Copy the name
this.name = definedset.Name;
// Copy the filters
this.filters = new List<string>(definedset.Filters);
// Setup
Setup();
}
#endregion
#region ================== Methods
// This sets up the object
private void Setup()
{
// Make the regex string that handles all filters
StringBuilder regexstr = new StringBuilder("");
foreach(string s in this.filters)
{
// Make sure filter is in uppercase
string ss = s.ToUpperInvariant();
// Escape regex characters
ss = ss.Replace("+", "\\+");
ss = ss.Replace("\\", "\\\\");
ss = ss.Replace("|", "\\|");
ss = ss.Replace("{", "\\{");
ss = ss.Replace("[", "\\[");
ss = ss.Replace("(", "\\(");
ss = ss.Replace(")", "\\)");
ss = ss.Replace("^", "\\^");
ss = ss.Replace("$", "\\$");
ss = ss.Replace(".", "\\.");
ss = ss.Replace("#", "\\#");
ss = ss.Replace(" ", "\\ ");
// Replace the ? with the regex code for single character
ss = ss.Replace("?", ".");
// Replace the * with the regex code for optional multiple characters
ss = ss.Replace("*", ".*?");
// When a filter has already added, insert a conditional OR operator
if(regexstr.Length > 0) regexstr.Append("|");
// Open group without backreferencing
regexstr.Append("(?:");
// Must be start of string
regexstr.Append("\\A");
// Add the filter
regexstr.Append(ss);
// Must be end of string
regexstr.Append("\\Z");
// Close group
regexstr.Append(")");
}
// No filters added? Then make a never-matching regex
if(this.filters.Count == 0) regexstr.Append("\\Z\\A");
// Make the regex
regex = new Regex(regexstr.ToString(), RegexOptions.Compiled |
RegexOptions.CultureInvariant);
// Initialize collections
textures = new List<ImageData>();
flats = new List<ImageData>();
}
// This matches a name against the regex and adds a texture to
// the list if it matches. Returns true when matched and added.
internal bool AddTexture(ImageData image)
{
// Check against regex
if(regex.IsMatch(image.Name.ToUpperInvariant()))
{
// Matches! Add it.
textures.Add(image);
return true;
}
else
{
// Doesn't match
return false;
}
}
// This matches a name against the regex and adds a flat to
// the list if it matches. Returns true when matched and added.
internal bool AddFlat(ImageData image)
{
// Check against regex
if(regex.IsMatch(image.Name.ToUpperInvariant()))
{
// Matches! Add it.
flats.Add(image);
return true;
}
else
{
// Doesn't match
return false;
}
}
// This only checks if the given image is a match
internal bool IsMatch(ImageData image)
{
return regex.IsMatch(image.Name.ToUpperInvariant());
}
// This compares it for sorting
public int CompareTo(MatchingTextureSet other)
{
return string.Compare(this.name, other.name);
}
#endregion
}
}