mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 14:12:16 +00:00
0366f13c9a
UDMF map parser should work ~35% faster now. Texture browser form: keyboard focus was not updated when switching between textures using Tab key. "Graphics" folder is now checked when searching for texture patches. Various cosmetic changes here and there.
186 lines
4.5 KiB
C#
186 lines
4.5 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.Text;
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using System.IO;
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#endregion
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namespace CodeImp.DoomBuilder.IO
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{
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public class Lump
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{
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#region ================== Methods
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// Allowed characters in a map lump name
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internal const string MAP_LUMP_NAME_CHARS = "ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890_";
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#endregion
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#region ================== Variables
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// Owner
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private WAD owner;
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// Data stream
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private ClippedStream stream;
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// Data info
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private string name;
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private long longname;
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private byte[] fixedname;
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private int offset;
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private int length;
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// Disposing
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private bool isdisposed = false;
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#endregion
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#region ================== Properties
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internal WAD Owner { get { return owner; } }
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internal string Name { get { return name; } }
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internal long LongName { get { return longname; } }
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internal byte[] FixedName { get { return fixedname; } }
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internal int Offset { get { return offset; } }
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internal int Length { get { return length; } }
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internal ClippedStream Stream { get { return stream; } }
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internal bool IsDisposed { get { return isdisposed; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal Lump(Stream data, WAD owner, byte[] fixedname, int offset, int length)
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{
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// Initialize
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this.stream = new ClippedStream(data, offset, length);
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this.owner = owner;
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this.fixedname = fixedname;
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this.offset = offset;
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this.length = length;
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// Make name
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this.name = MakeNormalName(fixedname, WAD.ENCODING).ToUpperInvariant();
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this.fixedname = MakeFixedName(name, WAD.ENCODING);
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this.longname = MakeLongName(name);
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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internal void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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stream.Dispose();
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owner = null;
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Methods
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// This returns the long value for a 8 byte texture name
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public static unsafe long MakeLongName(string name)
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{
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long value = 0;
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byte[] namebytes = Encoding.ASCII.GetBytes(name.Trim().ToUpper());
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uint bytes = (uint)namebytes.Length;
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if(bytes > 8) bytes = 8;
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fixed(void* bp = namebytes)
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{
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General.CopyMemory(&value, bp, bytes);
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}
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return value;
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}
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// This makes the normal name from fixed name
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public static string MakeNormalName(byte[] fixedname, Encoding encoding)
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{
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int length = 0;
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// Figure out the length of the lump name
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while((length < fixedname.Length) && (fixedname[length] != 0)) length++;
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// Make normal name
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return encoding.GetString(fixedname, 0, length).Trim().ToUpper();
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}
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// This makes the fixed name from normal name
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public static byte[] MakeFixedName(string name, Encoding encoding)
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{
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// Make uppercase name and count bytes
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string uppername = name.Trim().ToUpper();
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int bytes = encoding.GetByteCount(uppername);
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if(bytes < 8) bytes = 8;
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// Make 8 bytes, all zeros
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byte[] fixedname = new byte[bytes];
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// Write the name in bytes
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encoding.GetBytes(uppername, 0, uppername.Length, fixedname, 0);
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// Return result
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return fixedname;
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}
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// This copies lump data to another lump
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internal void CopyTo(Lump lump)
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{
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// Create a reader
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BinaryReader reader = new BinaryReader(stream);
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// Copy bytes over
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stream.Seek(0, SeekOrigin.Begin);
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lump.Stream.Write(reader.ReadBytes((int)stream.Length), 0, (int)stream.Length);
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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 renames the lump
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internal void Rename(string newname)
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{
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// Make name
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this.fixedname = MakeFixedName(newname, WAD.ENCODING);
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this.name = MakeNormalName(this.fixedname, WAD.ENCODING).ToUpperInvariant();
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this.longname = MakeLongName(newname);
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// Write changes
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owner.WriteHeaders();
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}
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#endregion
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}
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}
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