UltimateZoneBuilder/Source/Config/DefinedTextureSet.cs
2008-10-01 14:17:52 +00:00

110 lines
2.7 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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Data;
using System.IO;
using System.Diagnostics;
using System.Windows.Forms;
using System.Text.RegularExpressions;
using System.Collections.Specialized;
#endregion
namespace CodeImp.DoomBuilder.Config
{
internal sealed class DefinedTextureSet : TextureSet
{
#region ================== Variables
#endregion
#region ================== Constructor / Destructor
// Texture set from configuration
public DefinedTextureSet(Configuration cfg, string path)
{
// Read the name
name = cfg.ReadSetting(path + ".name", "Unnamed Set");
// Read the filters
IDictionary dic = cfg.ReadSetting(path, new Hashtable());
filters = new List<string>(dic.Count);
foreach(DictionaryEntry de in dic)
{
// If not the name of this texture set, add value as filter
if(de.Key.ToString() != "name") filters.Add(de.Value.ToString().ToUpperInvariant());
}
}
// New texture set constructor
public DefinedTextureSet(string name)
{
this.name = name;
this.filters = new List<string>();
}
#endregion
#region ================== Methods
// This writes the texture set to configuration
internal void WriteToConfig(Configuration cfg, string path)
{
IDictionary dic;
// Fill structure
dic = new ListDictionary();
// Add name
dic.Add("name", name);
for(int i = 0; i < filters.Count; i++)
{
// Add filters
dic.Add("filter" + i.ToString(), filters[i].ToUpperInvariant());
}
// Write to config
cfg.WriteSetting(path, dic);
}
// Duplication
internal DefinedTextureSet Copy()
{
// Make a copy
DefinedTextureSet s = new DefinedTextureSet(this.name);
s.filters = new List<string>(this.filters);
return s;
}
// This applies the filters and name of one set to this one
internal void Apply(TextureSet set)
{
this.name = set.Name;
this.filters = new List<string>(set.Filters);
}
#endregion
}
}