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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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310 lines
9.2 KiB
C#
Executable file
310 lines
9.2 KiB
C#
Executable file
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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.Globalization;
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using System.IO;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Rendering;
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#endregion
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namespace CodeImp.DoomBuilder.ZDoom
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{
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public sealed class PatchStructure
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{
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#region ================== Constants
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// Some odd things in ZDoom
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private const string IGNORE_SPRITE = "TNT1A0";
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#endregion
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#region ================== Variables
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// Declaration
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private readonly string name;
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private readonly int offsetx;
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private readonly int offsety;
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private readonly bool flipx;
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private readonly bool flipy;
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private readonly float alpha;
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private readonly int rotation; //mxd
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private readonly TexturePathRenderStyle renderstyle; //mxd
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private readonly PixelColor blendcolor; //mxd
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private readonly TexturePathBlendStyle blendstyle; //mxd
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private static readonly string[] renderStyles = { "copy", "translucent", "add", "subtract", "reversesubtract", "modulate", "copyalpha", "copynewalpha", "overlay" }; //mxd
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private readonly bool skip; //mxd
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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 int OffsetX { get { return offsetx; } }
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public int OffsetY { get { return offsety; } }
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public bool FlipX { get { return flipx; } }
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public bool FlipY { get { return flipy; } }
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public float Alpha { get { return alpha; } }
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public int Rotation { get { return rotation; } } //mxd
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public TexturePathRenderStyle RenderStyle { get { return renderstyle; } } //mxd
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public TexturePathBlendStyle BlendStyle { get { return blendstyle; } }
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public PixelColor BlendColor { get { return blendcolor; } }//mxd
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public bool Skip { get { return skip; } } //mxd
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal PatchStructure(TexturesParser parser)
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{
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// Initialize
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alpha = 1.0f;
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renderstyle = TexturePathRenderStyle.COPY;//mxd
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blendstyle = TexturePathBlendStyle.NONE; //mxd
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// There should be 3 tokens separated by 2 commas now:
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// Name, Width, Height
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// First token is the class name
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parser.SkipWhitespace(true);
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if(!parser.ReadTextureName(out name, "patch")) return; //mxd
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if(string.IsNullOrEmpty(name))
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{
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parser.ReportError("Expected patch name");
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return;
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}
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//mxd. Skip what must be skipped
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skip = (name.ToUpperInvariant() == IGNORE_SPRITE);
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//mxd
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name = name.Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar);
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// Now we should find a comma
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if(!parser.NextTokenIs(",")) return; //mxd
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// Next is the patch width
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parser.SkipWhitespace(true);
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string tokenstr = parser.ReadToken();
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if(string.IsNullOrEmpty(tokenstr) || !int.TryParse(tokenstr, NumberStyles.Integer, CultureInfo.InvariantCulture, out offsetx))
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{
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parser.ReportError("Expected offset in pixels");
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return;
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}
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// Now we should find a comma again
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if(!parser.NextTokenIs(",")) return; //mxd
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// Next is the patch height
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parser.SkipWhitespace(true);
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tokenstr = parser.ReadToken();
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if(string.IsNullOrEmpty(tokenstr) || !int.TryParse(tokenstr, NumberStyles.Integer, CultureInfo.InvariantCulture, out offsety))
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{
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parser.ReportError("Expected offset in pixels");
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return;
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}
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// Next token is the beginning of the texture scope. If not, then the patch info ends here.
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if(!parser.NextTokenIs("{", false)) return; //mxd
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// Now parse the contents of texture structure
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bool done = false; //mxd
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while(!done && parser.SkipWhitespace(true))
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{
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string token = parser.ReadToken();
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token = token.ToLowerInvariant();
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switch(token)
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{
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case "flipx":
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flipx = true;
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break;
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case "flipy":
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flipy = true;
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break;
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case "alpha":
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if(!ReadTokenFloat(parser, token, out alpha)) return;
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alpha = General.Clamp(alpha, 0.0f, 1.0f);
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break;
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case "rotate":
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if(!ReadTokenInt(parser, token, out rotation)) return;
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rotation = rotation % 360; //Coalesce multiples
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if(rotation < 0) rotation += 360; //Force positive
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if(rotation != 0 && rotation != 90 && rotation != 180 && rotation != 270)
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{
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parser.LogWarning("Unsupported rotation (" + rotation + ") in patch \"" + name + "\"");
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rotation = 0;
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}
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break;
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case "style": //mxd
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string s;
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if(!ReadTokenString(parser, token, out s)) return;
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int index = Array.IndexOf(renderStyles, s.ToLowerInvariant());
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renderstyle = index == -1 ? TexturePathRenderStyle.COPY : (TexturePathRenderStyle) index;
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break;
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case "blend": //mxd
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parser.SkipWhitespace(false);
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PixelColor color = new PixelColor();
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// Blend <string color>[,<float alpha>] block?
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token = parser.ReadToken(false);
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if(!parser.ReadByte(token, ref color.r))
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{
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if(!ZDTextParser.GetColorFromString(token, out color))
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{
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parser.ReportError("Unsupported patch blend definition");
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return;
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}
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}
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// That's Blend <int r>,<int g>,<int b>[,<float alpha>] block
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else
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{
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if(!parser.SkipWhitespace(false) ||
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!parser.NextTokenIs(",", false) || !parser.SkipWhitespace(false) || !parser.ReadByte(ref color.g) ||
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!parser.NextTokenIs(",", false) || !parser.SkipWhitespace(false) || !parser.ReadByte(ref color.b))
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{
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parser.ReportError("Unsupported patch blend definition");
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return;
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}
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}
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// Alpha block?
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float blendalpha = -1f;
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parser.SkipWhitespace(false);
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if(parser.NextTokenIs(",", false))
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{
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parser.SkipWhitespace(false);
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if(!ReadTokenFloat(parser, token, out blendalpha))
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{
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parser.ReportError("Unsupported patch blend alpha value");
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return;
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}
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}
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// Blend may never be 0 when using the Tint effect
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if(blendalpha > 0.0f)
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{
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color.a = (byte)General.Clamp((int)(blendalpha * 255), 1, 254);
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blendstyle = TexturePathBlendStyle.TINT;
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}
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else if(blendalpha < 0.0f)
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{
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color.a = 255;
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blendstyle = TexturePathBlendStyle.BLEND;
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}
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else
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{
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// Ignore Blend when alpha == 0
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parser.LogWarning("Blend with zero alpha will be ignored by ZDoom");
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break;
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}
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// Store the color
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blendcolor = color;
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break;
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case "}":
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// Patch scope ends here,
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// break out of this parse loop
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done = true;
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break;
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}
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}
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}
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#endregion
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#region ================== Methods
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// This reads the next token and sets a floating point value, returns false when failed
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private static bool ReadTokenFloat(TexturesParser parser, string propertyname, out float value)
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{
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// Next token is the property value to set
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parser.SkipWhitespace(true);
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string strvalue = parser.ReadToken();
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if(!string.IsNullOrEmpty(strvalue))
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{
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// Try parsing as value
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if(!float.TryParse(strvalue, NumberStyles.Float, CultureInfo.InvariantCulture, out value))
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{
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parser.ReportError("Expected numeric value for property \"" + propertyname + "\"");
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return false;
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}
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// Success
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return true;
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}
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// Can't find the property value!
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parser.ReportError("Expected a value for property \"" + propertyname + "\"");
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value = 0.0f;
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return false;
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}
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// This reads the next token and sets an integral value, returns false when failed
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private static bool ReadTokenInt(TexturesParser parser, string propertyname, out int value)
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{
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// Next token is the property value to set
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parser.SkipWhitespace(true);
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string strvalue = parser.ReadToken();
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if(!string.IsNullOrEmpty(strvalue))
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{
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// Try parsing as value
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if(!int.TryParse(strvalue, NumberStyles.Integer, CultureInfo.InvariantCulture, out value))
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{
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parser.ReportError("Expected integral value for property \"" + propertyname + "\"");
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return false;
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}
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// Success
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return true;
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}
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// Can't find the property value!
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parser.ReportError("Expected a value for property \"" + propertyname + "\"");
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value = 0;
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return false;
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}
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//mxd. This reads the next token and sets a string value, returns false when failed
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private static bool ReadTokenString(TexturesParser parser, string propertyname, out string value)
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{
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parser.SkipWhitespace(true);
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value = parser.StripTokenQuotes(parser.ReadToken());
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if(string.IsNullOrEmpty(value))
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{
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// Can't find the property value!
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parser.ReportError("Expected a value for property \"" + propertyname + "\"");
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return false;
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}
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return true;
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}
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#endregion
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}
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}
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