mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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140 lines
3.4 KiB
C#
140 lines
3.4 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 System.Drawing;
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using System.Drawing.Imaging;
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using System.IO;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Rendering;
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#endregion
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namespace CodeImp.DoomBuilder.Data
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{
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internal abstract class DataReader
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{
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#region ================== Variables
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protected DataLocation location;
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protected bool issuspended = false;
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protected bool isdisposed = false;
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#endregion
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#region ================== Properties
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public DataLocation Location { get { return location; } }
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public bool IsDisposed { get { return isdisposed; } }
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public bool IsSuspended { get { return issuspended; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public DataReader(DataLocation dl)
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{
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// Keep information
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location = dl;
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}
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// Disposer
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public virtual 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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// 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 ================== Management
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// This suspends use of this resource
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public virtual void Suspend()
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{
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issuspended = true;
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}
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// This resumes use of this resource
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public virtual void Resume()
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{
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issuspended = false;
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}
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#endregion
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#region ================== Palette
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// When implemented, this should find and load a PLAYPAL palette
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public virtual Playpal LoadPalette() { return null; }
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#endregion
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#region ================== Textures
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// When implemented, this should read the patch names
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public virtual PatchNames LoadPatchNames() { return null; }
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// When implemented, this returns the patch lump
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public virtual Stream GetPatchData(string pname) { return null; }
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// When implemented, this returns the texture lump
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public virtual Stream GetTextureData(string pname) { return null; }
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// When implemented, this loads the textures
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public virtual ICollection<ImageData> LoadTextures(PatchNames pnames) { return null; }
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#endregion
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#region ================== Flats
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// When implemented, this loads the flats
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public virtual ICollection<ImageData> LoadFlats() { return null; }
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// When implemented, this returns the flat lump
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public virtual Stream GetFlatData(string pname) { return null; }
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#endregion
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#region ================== Sprites
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// When implemented, this returns the sprite lump
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public virtual Stream GetSpriteData(string pname) { return null; }
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// When implemented, this checks if the given sprite lump exists
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public virtual bool GetSpriteExists(string pname) { return false; }
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#endregion
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#region ================== Decorate
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// When implemented, this returns the decorate lump
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public virtual Stream GetDecorateData(string pname) { return null; }
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#endregion
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}
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}
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