mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 22:22:32 +00:00
15bcea9417
Snippets: changed token syntax from $XX to [XX] [LB] (Line Break) marker can now be used in snippets. Game Configurations: added "enabledbydefault" parameter. When set to true, a game configuration will be available by default (e.g. when an user starts the editor for the first time). GZDB will no longer throw an exception when trying to update default value in a TypeHandler, which doesn't implement default value handling.
421 lines
19 KiB
C#
421 lines
19 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;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Data;
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using System.IO;
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using CodeImp.DoomBuilder.Editing;
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using System.Collections.Specialized;
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using CodeImp.DoomBuilder.GZBuilder.Data;
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using CodeImp.DoomBuilder.Rendering;
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#endregion
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namespace CodeImp.DoomBuilder.Config
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{
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public class ConfigurationInfo : IComparable<ConfigurationInfo>
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{
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#region ================== Constants
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private const string MODE_DISABLED_KEY = "disabled";
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private const string MODE_ENABLED_KEY = "enabled";
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// The { and } are invalid key names in a configuration so this ensures this string is unique
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private const string MISSING_NODEBUILDER = "{missing nodebuilder}";
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private readonly string[] LINEDEF_COLOR_PRESET_FLAGS_SEPARATOR = new[] { "^" }; //mxd
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#endregion
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#region ================== Variables
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private string name;
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private string filename;
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private string settingskey;
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private string defaultlumpname;
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private string nodebuildersave;
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private string nodebuildertest;
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private DataLocationList resources;
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private Configuration config; //mxd
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private bool enabled; //mxd
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private bool changed; //mxd
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private List<EngineInfo> testEngines; //mxd
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private int currentEngineIndex; //mxd
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private LinedefColorPreset[] linedefColorPresets; //mxd
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private List<ThingsFilter> thingsfilters;
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private List<DefinedTextureSet> texturesets;
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private Dictionary<string, bool> editmodes;
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private string startmode;
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#endregion
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#region ================== Properties
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public string Name { get { return name; } }
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public string Filename { get { return filename; } }
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public string DefaultLumpName { get { return defaultlumpname; } }
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public string NodebuilderSave { get { return nodebuildersave; } internal set { nodebuildersave = value; } }
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public string NodebuilderTest { get { return nodebuildertest; } internal set { nodebuildertest = value; } }
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internal DataLocationList Resources { get { return resources; } }
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internal Configuration Configuration { get { return config; } } //mxd
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public bool Enabled { get { return enabled; } internal set { enabled = value; } } //mxd
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public bool Changed { get { return changed; } internal set { changed = value; } } //mxd
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//mxd
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public string TestProgramName { get { return testEngines[currentEngineIndex].TestProgramName; } internal set { testEngines[currentEngineIndex].TestProgramName = value; } }
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public string TestProgram { get { return testEngines[currentEngineIndex].TestProgram; } internal set { testEngines[currentEngineIndex].TestProgram = value; } }
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public string TestParameters { get { return testEngines[currentEngineIndex].TestParameters; } internal set { testEngines[currentEngineIndex].TestParameters = value; } }
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public bool TestShortPaths { get { return testEngines[currentEngineIndex].TestShortPaths; } internal set { testEngines[currentEngineIndex].TestShortPaths = value; } }
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public int TestSkill { get { return testEngines[currentEngineIndex].TestSkill; } internal set { testEngines[currentEngineIndex].TestSkill = value; } }
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public bool CustomParameters { get { return testEngines[currentEngineIndex].CustomParameters; } internal set { testEngines[currentEngineIndex].CustomParameters = value; } }
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public List<EngineInfo> TestEngines { get { return testEngines; } internal set { testEngines = value; } }
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public int CurrentEngineIndex { get { return currentEngineIndex; } internal set { currentEngineIndex = value; } }
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public LinedefColorPreset[] LinedefColorPresets { get { return linedefColorPresets; } internal set { linedefColorPresets = value; } }
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internal ICollection<ThingsFilter> ThingsFilters { get { return thingsfilters; } }
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internal List<DefinedTextureSet> TextureSets { get { return texturesets; } }
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internal Dictionary<string, bool> EditModes { get { return editmodes; } }
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public string StartMode { get { return startmode; } internal set { startmode = value; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal ConfigurationInfo(Configuration cfg, string filename)
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{
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// Initialize
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this.filename = filename;
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this.config = cfg; //mxd
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this.settingskey = Path.GetFileNameWithoutExtension(filename).ToLower();
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// Load settings from game configuration
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this.name = config.ReadSetting("game", "<unnamed game>");
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this.defaultlumpname = config.ReadSetting("defaultlumpname", "");
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// Load settings from program configuration
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this.nodebuildersave = General.Settings.ReadSetting("configurations." + settingskey + ".nodebuildersave", MISSING_NODEBUILDER);
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this.nodebuildertest = General.Settings.ReadSetting("configurations." + settingskey + ".nodebuildertest", MISSING_NODEBUILDER);
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this.resources = new DataLocationList(General.Settings.Config, "configurations." + settingskey + ".resources");
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this.startmode = General.Settings.ReadSetting("configurations." + settingskey + ".startmode", "VerticesMode");
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this.enabled = General.Settings.ReadSetting("configurations." + settingskey + ".enabled", config.ReadSetting("enabledbydefault", false)); //mxd
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//mxd. read test engines
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testEngines = new List<EngineInfo>();
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IDictionary list = General.Settings.ReadSetting("configurations." + settingskey + ".engines", new ListDictionary());
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currentEngineIndex = General.Settings.ReadSetting("configurations." + settingskey + ".currentengineindex", 0);
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//no engine list found? use old engine properties
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if (list.Count == 0) {
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EngineInfo info = new EngineInfo();
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info.TestProgram = General.Settings.ReadSetting("configurations." + settingskey + ".testprogram", "");
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info.TestProgramName = General.Settings.ReadSetting("configurations." + settingskey + ".testprogramname", EngineInfo.DEFAULT_ENGINE_NAME);
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info.CheckProgramName(false);
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info.TestParameters = General.Settings.ReadSetting("configurations." + settingskey + ".testparameters", "");
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info.TestShortPaths = General.Settings.ReadSetting("configurations." + settingskey + ".testshortpaths", false);
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info.CustomParameters = General.Settings.ReadSetting("configurations." + settingskey + ".customparameters", false);
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info.TestSkill = General.Settings.ReadSetting("configurations." + settingskey + ".testskill", 3);
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testEngines.Add(info);
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currentEngineIndex = 0;
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} else {
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//read engines settings from config
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foreach (DictionaryEntry de in list) {
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string path = "configurations." + settingskey + ".engines." + de.Key;
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EngineInfo info = new EngineInfo();
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info.TestProgram = General.Settings.ReadSetting(path + ".testprogram", "");
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info.TestProgramName = General.Settings.ReadSetting(path + ".testprogramname", EngineInfo.DEFAULT_ENGINE_NAME);
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info.CheckProgramName(false);
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info.TestParameters = General.Settings.ReadSetting(path + ".testparameters", "");
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info.TestShortPaths = General.Settings.ReadSetting(path + ".testshortpaths", false);
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info.CustomParameters = General.Settings.ReadSetting(path + ".customparameters", false);
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info.TestSkill = General.Settings.ReadSetting(path + ".testskill", 3);
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testEngines.Add(info);
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}
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if(currentEngineIndex >= testEngines.Count) currentEngineIndex = 0;
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}
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//mxd. read custom linedef colors
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List<LinedefColorPreset> colorPresets = new List<LinedefColorPreset>();
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list = General.Settings.ReadSetting("configurations." + settingskey + ".linedefcolorpresets", new ListDictionary());
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//no presets? add "classic" ones then.
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if(list.Count == 0) {
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LinedefColorPreset anyActionPreset = new LinedefColorPreset("Any action", PixelColor.FromColor(System.Drawing.Color.PaleGreen), -1, 0, new List<string>(), new List<string>());
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anyActionPreset.SetValid();
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colorPresets.Add(anyActionPreset);
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} else {
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//read custom linedef colors from config
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foreach(DictionaryEntry de in list) {
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string path = "configurations." + settingskey + ".linedefcolorpresets." + de.Key;
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string presetname = General.Settings.ReadSetting(path + ".name", "Unnamed");
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PixelColor color = PixelColor.FromInt(General.Settings.ReadSetting(path + ".color", -1));
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int action = General.Settings.ReadSetting(path + ".action", 0);
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int activation = General.Settings.ReadSetting(path + ".activation", 0);
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List<string> flags = new List<string>();
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flags.AddRange(General.Settings.ReadSetting(path + ".flags", "").Split(LINEDEF_COLOR_PRESET_FLAGS_SEPARATOR, StringSplitOptions.RemoveEmptyEntries));
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List<string> restrictedFlags = new List<string>();
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restrictedFlags.AddRange(General.Settings.ReadSetting(path + ".restrictedflags", "").Split(LINEDEF_COLOR_PRESET_FLAGS_SEPARATOR, StringSplitOptions.RemoveEmptyEntries));
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LinedefColorPreset preset = new LinedefColorPreset(presetname, color, action, activation, flags, restrictedFlags);
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colorPresets.Add(preset);
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}
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}
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linedefColorPresets = colorPresets.ToArray();
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// Make list of things filters
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thingsfilters = new List<ThingsFilter>();
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IDictionary cfgfilters = General.Settings.ReadSetting("configurations." + settingskey + ".thingsfilters", new Hashtable());
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foreach(DictionaryEntry de in cfgfilters)
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{
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thingsfilters.Add(new ThingsFilter(General.Settings.Config, "configurations." + settingskey + ".thingsfilters." + de.Key));
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}
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// Make list of texture sets
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texturesets = new List<DefinedTextureSet>();
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IDictionary sets = General.Settings.ReadSetting("configurations." + settingskey + ".texturesets", new Hashtable());
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foreach(DictionaryEntry de in sets)
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{
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texturesets.Add(new DefinedTextureSet(General.Settings.Config, "configurations." + settingskey + ".texturesets." + de.Key));
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}
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// Make list of edit modes
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this.editmodes = new Dictionary<string, bool>(StringComparer.Ordinal);
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IDictionary modes = General.Settings.ReadSetting("configurations." + settingskey + ".editmodes", new Hashtable());
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foreach(DictionaryEntry de in modes)
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{
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if(de.Key.ToString().StartsWith(MODE_ENABLED_KEY))
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editmodes.Add(de.Value.ToString(), true);
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else if(de.Key.ToString().StartsWith(MODE_DISABLED_KEY))
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editmodes.Add(de.Value.ToString(), false);
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}
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}
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// Constructor
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private ConfigurationInfo()
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{
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}
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#endregion
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#region ================== Methods
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/// <summary>
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/// This returns the resource locations as configured.
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/// </summary>
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public DataLocationList GetResources()
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{
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return new DataLocationList(resources);
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}
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// This compares it to other ConfigurationInfo objects
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public int CompareTo(ConfigurationInfo other)
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{
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// Compare
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return name.CompareTo(other.name);
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}
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// This saves the settings to program configuration
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internal void SaveSettings()
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{
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//mxd
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General.Settings.WriteSetting("configurations." + settingskey + ".enabled", enabled);
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if(!changed) return;
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// Write to configuration
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General.Settings.WriteSetting("configurations." + settingskey + ".nodebuildersave", nodebuildersave);
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General.Settings.WriteSetting("configurations." + settingskey + ".nodebuildertest", nodebuildertest);
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//mxd. Test Engines
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General.Settings.WriteSetting("configurations." + settingskey + ".currentengineindex", currentEngineIndex);
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for (int i = 0; i < testEngines.Count; i++ ) {
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string path = "configurations." + settingskey + ".engines.engine" + i.ToString(CultureInfo.InvariantCulture);
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General.Settings.WriteSetting(path + ".testprogramname", testEngines[i].TestProgramName);
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General.Settings.WriteSetting(path + ".testprogram", testEngines[i].TestProgram);
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General.Settings.WriteSetting(path + ".testparameters", testEngines[i].TestParameters);
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General.Settings.WriteSetting(path + ".testshortpaths", testEngines[i].TestShortPaths);
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General.Settings.WriteSetting(path + ".customparameters", testEngines[i].CustomParameters);
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General.Settings.WriteSetting(path + ".testskill", testEngines[i].TestSkill);
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}
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//mxd. Custom linedef colors
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for(int i = 0; i < linedefColorPresets.Length; i++) {
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string path = "configurations." + settingskey + ".linedefcolorpresets.preset" + i.ToString(CultureInfo.InvariantCulture);
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General.Settings.WriteSetting(path + ".name", linedefColorPresets[i].Name);
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General.Settings.WriteSetting(path + ".color", linedefColorPresets[i].Color.ToInt());
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General.Settings.WriteSetting(path + ".action", linedefColorPresets[i].Action);
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General.Settings.WriteSetting(path + ".activation", linedefColorPresets[i].Activation);
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General.Settings.WriteSetting(path + ".flags", string.Join(LINEDEF_COLOR_PRESET_FLAGS_SEPARATOR[0], linedefColorPresets[i].Flags.ToArray()));
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General.Settings.WriteSetting(path + ".restrictedflags", string.Join(LINEDEF_COLOR_PRESET_FLAGS_SEPARATOR[0], linedefColorPresets[i].RestrictedFlags.ToArray()));
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}
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General.Settings.WriteSetting("configurations." + settingskey + ".startmode", startmode);
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resources.WriteToConfig(General.Settings.Config, "configurations." + settingskey + ".resources");
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// Write filters to configuration
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General.Settings.DeleteSetting("configurations." + settingskey + ".thingsfilters");
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for(int i = 0; i < thingsfilters.Count; i++)
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{
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thingsfilters[i].WriteSettings(General.Settings.Config,
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"configurations." + settingskey + ".thingsfilters.filter" + i.ToString(CultureInfo.InvariantCulture));
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}
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// Write texturesets to configuration
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for(int i = 0; i < texturesets.Count; i++)
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{
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texturesets[i].WriteToConfig(General.Settings.Config,
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"configurations." + settingskey + ".texturesets.set" + i.ToString(CultureInfo.InvariantCulture));
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}
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// Write filters to configuration
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ListDictionary modeslist = new ListDictionary();
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int index = 0;
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foreach(KeyValuePair<string, bool> em in editmodes)
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{
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if(em.Value)
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modeslist.Add(MODE_ENABLED_KEY + index.ToString(CultureInfo.InvariantCulture), em.Key);
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else
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modeslist.Add(MODE_DISABLED_KEY + index.ToString(CultureInfo.InvariantCulture), em.Key);
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index++;
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}
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General.Settings.WriteSetting("configurations." + settingskey + ".editmodes", modeslist);
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}
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// String representation
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public override string ToString()
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{
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return name;
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}
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// This clones the object
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internal ConfigurationInfo Clone()
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{
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ConfigurationInfo ci = new ConfigurationInfo();
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ci.name = this.name;
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ci.filename = this.filename;
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ci.settingskey = this.settingskey;
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ci.nodebuildersave = this.nodebuildersave;
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ci.nodebuildertest = this.nodebuildertest;
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ci.resources = new DataLocationList();
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ci.resources.AddRange(this.resources);
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//mxd
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ci.TestEngines = new List<EngineInfo>();
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foreach (EngineInfo info in testEngines) ci.TestEngines.Add(new EngineInfo(info));
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ci.LinedefColorPresets = new LinedefColorPreset[linedefColorPresets.Length];
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for(int i = 0; i < linedefColorPresets.Length; i++)
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ci.LinedefColorPresets[i] = new LinedefColorPreset(linedefColorPresets[i]);
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ci.startmode = this.startmode;
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ci.config = this.config; //mxd
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ci.enabled = this.enabled; //mxd
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ci.changed = this.changed; //mxd
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ci.texturesets = new List<DefinedTextureSet>();
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foreach(DefinedTextureSet s in this.texturesets) ci.texturesets.Add(s.Copy());
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ci.thingsfilters = new List<ThingsFilter>();
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foreach(ThingsFilter f in this.thingsfilters) ci.thingsfilters.Add(new ThingsFilter(f));
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ci.editmodes = new Dictionary<string, bool>(this.editmodes);
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return ci;
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}
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// This applies settings from an object
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internal void Apply(ConfigurationInfo ci)
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{
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this.name = ci.name;
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this.filename = ci.filename;
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this.settingskey = ci.settingskey;
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this.nodebuildersave = ci.nodebuildersave;
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this.nodebuildertest = ci.nodebuildertest;
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this.resources = new DataLocationList();
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this.resources.AddRange(ci.resources);
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//mxd
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this.testEngines = new List<EngineInfo>();
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foreach (EngineInfo info in ci.TestEngines) testEngines.Add(new EngineInfo(info));
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if (this.CurrentEngineIndex >= testEngines.Count) this.CurrentEngineIndex = testEngines.Count - 1;
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this.linedefColorPresets = new LinedefColorPreset[ci.linedefColorPresets.Length];
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for(int i = 0; i < ci.linedefColorPresets.Length; i++)
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this.linedefColorPresets[i] = new LinedefColorPreset(ci.linedefColorPresets[i]);
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this.startmode = ci.startmode;
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this.config = ci.config; //mxd
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this.enabled = ci.enabled; //mxd
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this.changed = ci.changed;
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this.texturesets = new List<DefinedTextureSet>();
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foreach(DefinedTextureSet s in ci.texturesets) this.texturesets.Add(s.Copy());
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this.thingsfilters = new List<ThingsFilter>();
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foreach(ThingsFilter f in ci.thingsfilters) this.thingsfilters.Add(new ThingsFilter(f));
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this.editmodes = new Dictionary<string, bool>(ci.editmodes);
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}
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// This applies the defaults
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internal void ApplyDefaults(GameConfiguration gameconfig)
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{
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// Some of the defaults can only be applied from game configuration
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if(gameconfig != null)
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{
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// No nodebuildes set?
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if(nodebuildersave == MISSING_NODEBUILDER) nodebuildersave = gameconfig.DefaultSaveCompiler;
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if(nodebuildertest == MISSING_NODEBUILDER) nodebuildertest = gameconfig.DefaultTestCompiler;
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// No texture sets?
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if(texturesets.Count == 0)
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{
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// Copy the default texture sets from the game configuration
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foreach(DefinedTextureSet s in gameconfig.TextureSets)
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{
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// Add a copy to our list
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texturesets.Add(s.Copy());
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}
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}
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// No things filters?
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if(thingsfilters.Count == 0)
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{
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// Copy the things filters from game configuration
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foreach(ThingsFilter f in gameconfig.ThingsFilters)
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{
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thingsfilters.Add(new ThingsFilter(f));
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}
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}
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//mxd. Validate filters
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foreach(ThingsFilter f in thingsfilters) f.Validate();
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}
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// Go for all available editing modes
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foreach(EditModeInfo info in General.Editing.ModesInfo)
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{
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// Is this a mode that is optional?
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if(info.IsOptional)
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{
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// Add if not listed yet
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if(!editmodes.ContainsKey(info.Type.FullName))
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editmodes.Add(info.Type.FullName, info.Attributes.UseByDefault);
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}
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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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