UltimateZoneBuilder/Source/Core/Data/DataReader.cs
MaxED 0f7aa9f827 Added, Sector Edit window, UDMF: added UI for sector damage-realted properties.
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).
2016-02-22 12:33:19 +00:00

249 lines
7.2 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.Collections.Generic;
using System.IO;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.GZBuilder.Data;
using CodeImp.DoomBuilder.ZDoom;
#endregion
namespace CodeImp.DoomBuilder.Data
{
//mxd
public class TextResourceData
{
private Stream stream;
private DataReader source;
private DataLocation sourcelocation;
private string filename;
private int lumpindex;
private bool trackable;
internal Stream Stream { get { return stream; } }
internal DataReader Source { get { return source; } }
internal DataLocation SourceLocation { get { return sourcelocation; } }
internal string Filename { get { return filename; } } // Lump name/Filename
internal int LumpIndex { get { return lumpindex; } } // Lump index in a WAD
internal bool Trackable { get { return trackable; } set { trackable = value; } } // When false, wont be added to DataManager.TextResources
internal TextResourceData(DataReader Source, Stream Stream, string Filename, bool Trackable)
{
source = Source;
sourcelocation = Source.Location;
stream = Stream;
filename = Filename;
trackable = Trackable;
WADReader reader = source as WADReader;
if(reader != null)
lumpindex = reader.WadFile.FindLumpIndex(filename);
else
lumpindex = -1;
}
internal TextResourceData(DataReader Source, Stream Stream, string Filename, int LumpIndex, bool Trackable)
{
source = Source;
sourcelocation = Source.Location;
stream = Stream;
filename = Filename;
lumpindex = LumpIndex;
trackable = Trackable;
}
internal TextResourceData(Stream Stream, DataLocation Location, string Filename, bool Trackable)
{
source = null;
sourcelocation = Location;
stream = Stream;
filename = Filename;
lumpindex = -1;
trackable = Trackable;
}
}
internal abstract class DataReader
{
#region ================== Constants
protected const string SPRITE_NAME_PATTERN = "(?i)\\A[a-z0-9]{4}([a-z][0-9]{0,2})$"; //mxd
#endregion
#region ================== Variables
protected DataLocation location;
protected bool issuspended;
protected bool isdisposed;
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
protected 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<ImageData> 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 abstract PatchNames LoadPatchNames();
// When implemented, this returns the patch lump
public abstract Stream GetPatchData(string pname, bool longname);
// When implemented, this returns the texture lump
public abstract Stream GetTextureData(string pname, bool longname);
// When implemented, this loads the textures
public abstract IEnumerable<ImageData> LoadTextures(PatchNames pnames, Dictionary<string, TexturesParser> cachedparsers);
#endregion
#region ================== Flats
// When implemented, this loads the flats
public abstract IEnumerable<ImageData> LoadFlats(Dictionary<string, TexturesParser> cachedparsers);
// When implemented, this returns the flat lump
public abstract Stream GetFlatData(string pname, bool longname);
#endregion
#region ================== Sprites
// When implemented, this loads the sprites
public abstract IEnumerable<ImageData> LoadSprites(Dictionary<string, TexturesParser> cachedparsers);
// When implemented, this returns the sprite lump
public abstract Stream GetSpriteData(string pname);
// When implemented, this checks if the given sprite lump exists
public abstract bool GetSpriteExists(string pname);
#endregion
#region ================== Decorate, Modeldef, Mapinfo, Gldefs, etc...
// When implemented, this returns the DECORATE lump
public abstract IEnumerable<TextResourceData> GetDecorateData(string pname);
//mxd. When implemented, this returns the MODELDEF lump
public abstract IEnumerable<TextResourceData> GetModeldefData();
//mxd. When implemented, this returns the MAPINFO lump
public abstract IEnumerable<TextResourceData> GetMapinfoData();
//mxd. When implemented, this returns the GLDEFS lump
public abstract IEnumerable<TextResourceData> GetGldefsData(GameType gametype);
//mxd. When implemented, this returns the REVERBS lump
public abstract IEnumerable<TextResourceData> GetReverbsData();
//mxd. When implemented, this returns the VOXELDEF lump
public abstract IEnumerable<TextResourceData> GetVoxeldefData();
//mxd. When implemented, this returns the SNDSEQ lump
public abstract IEnumerable<TextResourceData> GetSndSeqData();
//mxd. When implemented, this returns the ANIMDEFS lump
public abstract IEnumerable<TextResourceData> GetAnimdefsData();
//mxd. When implemented, this returns the TERRAIN lump
public abstract IEnumerable<TextResourceData> GetTerrainData();
//mxd. When implemented, this returns the list of voxel model names
public abstract IEnumerable<string> GetVoxelNames();
//mxd. When implemented, this returns the voxel lump
public abstract Stream GetVoxelData(string name);
//mxd
internal abstract MemoryStream LoadFile(string name);
internal abstract bool FileExists(string filename);
#endregion
}
}