mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
0f7aa9f827
Added, DECORATE parser: damage types are now parsed. Added: the editor now reports duplicate textures/flats/patches/sprites/colormaps/voxels in the loaded wads. Added, all text parsers: added #region/#endregion support. Added TERRAIN parser. Added, Script Editor: added special handling for DECORATE special comments. Added, Sector Edit window, UDMF: Soundsequence value was setup incorrectly when showing the window for multiple sectors with mixed Soundsequence value. Fixed, Map Options window: "Strictly load patches between P_START and P_END" was not applied when applying the changes. Fixed, MAPINFO parser: MapInfo should be treated as defined when a map MAPINFO block corresponding to current map is encountered even if it doesn't define any properties recognized by the editor. Fixed, all text parsers: in some cases error line was calculated incorrectly when reporting an error detected by a text parser. Cosmetic: changed ' to " in the rest of Error and Warning messages. Internal: added text resource tracking. Updated ZDoom_DECORATE.cfg. Updated documentation ("Game Configuration - Basic Settings" page).
116 lines
3.4 KiB
C#
116 lines
3.4 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System.Collections.Generic;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.IO;
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#endregion
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namespace CodeImp.DoomBuilder.Config
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{
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internal sealed class ResourceTextureSet : TextureSet, IFilledTextureSet
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Matching textures and flats
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private Dictionary<long, ImageData> textures;
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private Dictionary<long, ImageData> flats;
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private DataLocation location;
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#endregion
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#region ================== Properties
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public ICollection<ImageData> Textures { get { return textures.Values; } }
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public ICollection<ImageData> Flats { get { return flats.Values; } }
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public DataLocation Location { get { return location; } }
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#endregion
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#region ================== Constructor / Destructor
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// New texture set constructor
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public ResourceTextureSet(string name, DataLocation location)
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{
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this.name = name;
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this.location = location;
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this.textures = new Dictionary<long, ImageData>();
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this.flats = new Dictionary<long, ImageData>();
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}
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#endregion
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#region ================== Methods
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// Add a texture
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internal void AddTexture(ImageData image)
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{
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//mxd. Wad duplicates are checked by WadReader
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if(location.type != DataLocation.RESOURCE_WAD && textures.ContainsKey(image.LongName) && !image.HasPatchWithSameName)
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General.ErrorLogger.Add(ErrorType.Warning, "Texture \"" + image.Name + "\" is double defined in resource \"" + this.Location.location + "\".");
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textures[image.LongName] = image;
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}
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// Add a flat
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internal void AddFlat(ImageData image)
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{
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//mxd. Wad duplicates are checked by WadReader
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if(location.type != DataLocation.RESOURCE_WAD && flats.ContainsKey(image.LongName) && (!General.Map.Config.MixTexturesFlats || !image.HasPatchWithSameName))
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General.ErrorLogger.Add(ErrorType.Warning, "Flat \"" + image.Name + "\" is double defined in resource \"" + this.Location.location + "\".");
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flats[image.LongName] = image;
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}
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// Check if this set has a texture
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internal bool TextureExists(ImageData image)
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{
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return textures.ContainsKey(image.LongName);
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}
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// Check if this set has a flat
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internal bool FlatExists(ImageData image)
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{
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return flats.ContainsKey(image.LongName);
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}
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// Mix the textures and flats
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internal void MixTexturesAndFlats()
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{
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// Make a copy of the flats only
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Dictionary<long, ImageData> flatsonly = new Dictionary<long, ImageData>(flats);
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// Add textures to flats
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foreach(KeyValuePair<long, ImageData> t in textures)
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{
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if(!flats.ContainsKey(t.Key)) flats.Add(t.Key, t.Value);
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}
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// Add flats to textures
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foreach(KeyValuePair<long, ImageData> f in flatsonly)
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{
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if(!textures.ContainsKey(f.Key)) textures.Add(f.Key, f.Value);
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}
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}
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#endregion
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}
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}
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