mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-24 04:41:10 +00:00
592887a086
Configurations: all 64 game configuration are now available by default. Game Configurations window: game configurations can now be disabled. This setting is mostly cosmetic. When a game configuration is disabled, it won't be shown in "game configuration" dropdowns in New\Open Map Options and Map Options windows. If a map's .dbs file specifies a disabled configuration, it will be picked as a map configuration anyway. Linedefs mode: vertex insert preview logic used Highlight range instead of Stitch range (which is used when draw mode engages). Visual mode: double-sided middle textures were not selected when using "Select" action with "with same texture" modifier. Textures: some optimizations in patch blending code. ZDoom ACS script configuration: added definitions for StrLeft, StrMid and StrRight functions.
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", 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>();
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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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