mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
20bb7fd119
Updated to Doom Builder 2 SVN rev. 1549.
308 lines
12 KiB
C#
308 lines
12 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 System.Text;
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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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#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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#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 string testprogram;
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private string testparameters;
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private bool testshortpaths;
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private bool customparameters;
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private int testskill;
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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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public string TestProgram { get { return testprogram; } internal set { testprogram = value; } }
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public string TestParameters { get { return testparameters; } internal set { testparameters = value; } }
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public bool TestShortPaths { get { return testshortpaths; } internal set { testshortpaths = value; } }
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public int TestSkill { get { return testskill; } internal set { testskill = value; } }
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public bool CustomParameters { get { return customparameters; } internal set { customparameters = 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.settingskey = Path.GetFileNameWithoutExtension(filename).ToLower();
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// Load settings from game configuration
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this.name = cfg.ReadSetting("game", "<unnamed game>");
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this.defaultlumpname = cfg.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.testprogram = General.Settings.ReadSetting("configurations." + settingskey + ".testprogram", "");
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this.testparameters = General.Settings.ReadSetting("configurations." + settingskey + ".testparameters", "");
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this.testshortpaths = General.Settings.ReadSetting("configurations." + settingskey + ".testshortpaths", false);
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this.customparameters = General.Settings.ReadSetting("configurations." + settingskey + ".customparameters", false);
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this.testskill = General.Settings.ReadSetting("configurations." + settingskey + ".testskill", 3);
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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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// 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>();
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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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// 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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General.Settings.WriteSetting("configurations." + settingskey + ".testprogram", testprogram);
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General.Settings.WriteSetting("configurations." + settingskey + ".testparameters", testparameters);
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General.Settings.WriteSetting("configurations." + settingskey + ".testshortpaths", testshortpaths);
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General.Settings.WriteSetting("configurations." + settingskey + ".customparameters", customparameters);
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General.Settings.WriteSetting("configurations." + settingskey + ".testskill", testskill);
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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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ci.testprogram = this.testprogram;
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ci.testparameters = this.testparameters;
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ci.testshortpaths = this.testshortpaths;
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ci.customparameters = this.customparameters;
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ci.testskill = this.testskill;
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ci.startmode = this.startmode;
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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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this.testprogram = ci.testprogram;
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this.testparameters = ci.testparameters;
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this.testshortpaths = ci.testshortpaths;
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this.customparameters = ci.customparameters;
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this.testskill = ci.testskill;
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this.startmode = ci.startmode;
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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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}
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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 thats 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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