UltimateZoneBuilder/Source/Core/Config/ConfigurationInfo.cs
MaxED 6b765f5a27 Added long texture names support (enabled when "longtexturenames" game configuration property is set to true and "Use long texture names" check box is checked in Map Options).
Open Map in Current WAD: resources are now reloaded when current and target map's resources don't match.
Added some boilerplate to UniversalParser and PK3FileImage.
Internal: ImageSelectorControl now has "UsePreviews" property.
Internal: added ConfigurablePictureBox.
Updated ZDoom_DECORATE.cfg.
2014-11-25 11:52:01 +00:00

531 lines
22 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Data;
using System.IO;
using CodeImp.DoomBuilder.Editing;
using System.Collections.Specialized;
using CodeImp.DoomBuilder.GZBuilder.Data;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.Config
{
public class ConfigurationInfo : IComparable<ConfigurationInfo>
{
#region ================== Constants
private const string MODE_DISABLED_KEY = "disabled";
private const string MODE_ENABLED_KEY = "enabled";
// The { and } are invalid key names in a configuration so this ensures this string is unique
private const string MISSING_NODEBUILDER = "{missing nodebuilder}";
private readonly string[] LINEDEF_COLOR_PRESET_FLAGS_SEPARATOR = new[] { "^" }; //mxd
#endregion
#region ================== Variables
private string name;
private string filename;
private string settingskey;
private string defaultlumpname;
private string nodebuildersave;
private string nodebuildertest;
private string formatinterface; //mxd
private readonly string defaultscriptcompiler; //mxd
private DataLocationList resources;
private Configuration config; //mxd
private bool enabled; //mxd
private bool changed; //mxd
private bool longtexturenames; //mxd
private List<EngineInfo> testEngines; //mxd
private int currentEngineIndex; //mxd
private LinedefColorPreset[] linedefColorPresets; //mxd
private List<ThingsFilter> thingsfilters;
private List<DefinedTextureSet> texturesets;
private Dictionary<string, bool> editmodes;
private string startmode;
#endregion
#region ================== Properties
public string Name { get { return name; } }
public string Filename { get { return filename; } }
public string DefaultLumpName { get { return defaultlumpname; } }
public string NodebuilderSave { get { return nodebuildersave; } internal set { nodebuildersave = value; } }
public string NodebuilderTest { get { return nodebuildertest; } internal set { nodebuildertest = value; } }
public string FormatInterface { get { return formatinterface; } } //mxd
public string DefaultScriptCompiler { get { return defaultscriptcompiler; } } //mxd
internal DataLocationList Resources { get { return resources; } }
internal Configuration Configuration { get { return config; } } //mxd
public bool Enabled { get { return enabled; } internal set { enabled = value; } } //mxd
public bool Changed { get { return changed; } internal set { changed = value; } } //mxd
public bool SupportsLongTextureNames { get { return longtexturenames; } internal set { longtexturenames = value; } } //mxd
//mxd
public string TestProgramName { get { return testEngines[currentEngineIndex].TestProgramName; } internal set { testEngines[currentEngineIndex].TestProgramName = value; } }
public string TestProgram { get { return testEngines[currentEngineIndex].TestProgram; } internal set { testEngines[currentEngineIndex].TestProgram = value; } }
public string TestParameters { get { return testEngines[currentEngineIndex].TestParameters; } internal set { testEngines[currentEngineIndex].TestParameters = value; } }
public bool TestShortPaths { get { return testEngines[currentEngineIndex].TestShortPaths; } internal set { testEngines[currentEngineIndex].TestShortPaths = value; } }
public int TestSkill { get { return testEngines[currentEngineIndex].TestSkill; } internal set { testEngines[currentEngineIndex].TestSkill = value; } }
public bool CustomParameters { get { return testEngines[currentEngineIndex].CustomParameters; } internal set { testEngines[currentEngineIndex].CustomParameters = value; } }
public List<EngineInfo> TestEngines { get { return testEngines; } internal set { testEngines = value; } }
public int CurrentEngineIndex { get { return currentEngineIndex; } internal set { currentEngineIndex = value; } }
public LinedefColorPreset[] LinedefColorPresets { get { return linedefColorPresets; } internal set { linedefColorPresets = value; } }
internal ICollection<ThingsFilter> ThingsFilters { get { return thingsfilters; } }
internal List<DefinedTextureSet> TextureSets { get { return texturesets; } }
internal Dictionary<string, bool> EditModes { get { return editmodes; } }
public string StartMode { get { return startmode; } internal set { startmode = value; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal ConfigurationInfo(Configuration cfg, string filename)
{
// Initialize
this.filename = filename;
this.config = cfg; //mxd
this.settingskey = Path.GetFileNameWithoutExtension(filename).ToLower();
// Load settings from game configuration
this.name = config.ReadSetting("game", "<unnamed game>");
this.defaultlumpname = config.ReadSetting("defaultlumpname", "");
this.longtexturenames = config.ReadSetting("longtexturenames", false); //mxd
// Load settings from program configuration
this.nodebuildersave = General.Settings.ReadSetting("configurations." + settingskey + ".nodebuildersave", MISSING_NODEBUILDER);
this.nodebuildertest = General.Settings.ReadSetting("configurations." + settingskey + ".nodebuildertest", MISSING_NODEBUILDER);
this.formatinterface = config.ReadSetting("formatinterface", "").ToLowerInvariant(); //mxd
this.defaultscriptcompiler = cfg.ReadSetting("defaultscriptcompiler", ""); //mxd
this.resources = new DataLocationList(General.Settings.Config, "configurations." + settingskey + ".resources");
this.startmode = General.Settings.ReadSetting("configurations." + settingskey + ".startmode", "VerticesMode");
this.enabled = General.Settings.ReadSetting("configurations." + settingskey + ".enabled", config.ReadSetting("enabledbydefault", false)); //mxd
//mxd. read test engines
testEngines = new List<EngineInfo>();
IDictionary list = General.Settings.ReadSetting("configurations." + settingskey + ".engines", new ListDictionary());
currentEngineIndex = General.Settings.ReadSetting("configurations." + settingskey + ".currentengineindex", 0);
//no engine list found? use old engine properties
if (list.Count == 0)
{
EngineInfo info = new EngineInfo();
info.TestProgram = General.Settings.ReadSetting("configurations." + settingskey + ".testprogram", "");
info.TestProgramName = General.Settings.ReadSetting("configurations." + settingskey + ".testprogramname", EngineInfo.DEFAULT_ENGINE_NAME);
info.CheckProgramName(false);
info.TestParameters = General.Settings.ReadSetting("configurations." + settingskey + ".testparameters", "");
info.TestShortPaths = General.Settings.ReadSetting("configurations." + settingskey + ".testshortpaths", false);
info.CustomParameters = General.Settings.ReadSetting("configurations." + settingskey + ".customparameters", false);
info.TestSkill = General.Settings.ReadSetting("configurations." + settingskey + ".testskill", 3);
testEngines.Add(info);
currentEngineIndex = 0;
}
else
{
//read engines settings from config
foreach (DictionaryEntry de in list)
{
string path = "configurations." + settingskey + ".engines." + de.Key;
EngineInfo info = new EngineInfo();
info.TestProgram = General.Settings.ReadSetting(path + ".testprogram", "");
info.TestProgramName = General.Settings.ReadSetting(path + ".testprogramname", EngineInfo.DEFAULT_ENGINE_NAME);
info.CheckProgramName(false);
info.TestParameters = General.Settings.ReadSetting(path + ".testparameters", "");
info.TestShortPaths = General.Settings.ReadSetting(path + ".testshortpaths", false);
info.CustomParameters = General.Settings.ReadSetting(path + ".customparameters", false);
info.TestSkill = General.Settings.ReadSetting(path + ".testskill", 3);
testEngines.Add(info);
}
if(currentEngineIndex >= testEngines.Count) currentEngineIndex = 0;
}
//mxd. read custom linedef colors
List<LinedefColorPreset> colorPresets = new List<LinedefColorPreset>();
list = General.Settings.ReadSetting("configurations." + settingskey + ".linedefcolorpresets", new ListDictionary());
//no presets? add "classic" ones then.
if(list.Count == 0)
{
LinedefColorPreset anyActionPreset = new LinedefColorPreset("Any action", PixelColor.FromColor(System.Drawing.Color.PaleGreen), -1, 0, new List<string>(), new List<string>());
anyActionPreset.SetValid();
colorPresets.Add(anyActionPreset);
}
else
{
//read custom linedef colors from config
foreach(DictionaryEntry de in list)
{
string path = "configurations." + settingskey + ".linedefcolorpresets." + de.Key;
string presetname = General.Settings.ReadSetting(path + ".name", "Unnamed");
PixelColor color = PixelColor.FromInt(General.Settings.ReadSetting(path + ".color", -1));
int action = General.Settings.ReadSetting(path + ".action", 0);
int activation = General.Settings.ReadSetting(path + ".activation", 0);
List<string> flags = new List<string>();
flags.AddRange(General.Settings.ReadSetting(path + ".flags", "").Split(LINEDEF_COLOR_PRESET_FLAGS_SEPARATOR, StringSplitOptions.RemoveEmptyEntries));
List<string> restrictedFlags = new List<string>();
restrictedFlags.AddRange(General.Settings.ReadSetting(path + ".restrictedflags", "").Split(LINEDEF_COLOR_PRESET_FLAGS_SEPARATOR, StringSplitOptions.RemoveEmptyEntries));
LinedefColorPreset preset = new LinedefColorPreset(presetname, color, action, activation, flags, restrictedFlags);
colorPresets.Add(preset);
}
}
linedefColorPresets = colorPresets.ToArray();
// Make list of things filters
thingsfilters = new List<ThingsFilter>();
IDictionary cfgfilters = General.Settings.ReadSetting("configurations." + settingskey + ".thingsfilters", new Hashtable());
foreach(DictionaryEntry de in cfgfilters)
{
thingsfilters.Add(new ThingsFilter(General.Settings.Config, "configurations." + settingskey + ".thingsfilters." + de.Key));
}
// Make list of texture sets
texturesets = new List<DefinedTextureSet>();
IDictionary sets = General.Settings.ReadSetting("configurations." + settingskey + ".texturesets", new Hashtable());
foreach(DictionaryEntry de in sets)
{
texturesets.Add(new DefinedTextureSet(General.Settings.Config, "configurations." + settingskey + ".texturesets." + de.Key));
}
// Make list of edit modes
this.editmodes = new Dictionary<string, bool>(StringComparer.Ordinal);
IDictionary modes = General.Settings.ReadSetting("configurations." + settingskey + ".editmodes", new Hashtable());
foreach(DictionaryEntry de in modes)
{
if(de.Key.ToString().StartsWith(MODE_ENABLED_KEY))
editmodes.Add(de.Value.ToString(), true);
else if(de.Key.ToString().StartsWith(MODE_DISABLED_KEY))
editmodes.Add(de.Value.ToString(), false);
}
}
// Constructor
private ConfigurationInfo()
{
}
#endregion
#region ================== Methods
/// <summary>
/// This returns the resource locations as configured.
/// </summary>
public DataLocationList GetResources()
{
return new DataLocationList(resources);
}
// This compares it to other ConfigurationInfo objects
public int CompareTo(ConfigurationInfo other)
{
// Compare
return name.CompareTo(other.name);
}
// This saves the settings to program configuration
internal void SaveSettings()
{
//mxd
General.Settings.WriteSetting("configurations." + settingskey + ".enabled", enabled);
if(!changed) return;
// Write to configuration
General.Settings.WriteSetting("configurations." + settingskey + ".nodebuildersave", nodebuildersave);
General.Settings.WriteSetting("configurations." + settingskey + ".nodebuildertest", nodebuildertest);
//mxd. Test Engines
General.Settings.WriteSetting("configurations." + settingskey + ".currentengineindex", currentEngineIndex);
SaveTestEngines();
//mxd. Custom linedef colors
SaveLinedefColorPresets();
General.Settings.WriteSetting("configurations." + settingskey + ".startmode", startmode);
resources.WriteToConfig(General.Settings.Config, "configurations." + settingskey + ".resources");
// Write filters to configuration
General.Settings.DeleteSetting("configurations." + settingskey + ".thingsfilters");
for(int i = 0; i < thingsfilters.Count; i++)
{
thingsfilters[i].WriteSettings(General.Settings.Config,
"configurations." + settingskey + ".thingsfilters.filter" + i.ToString(CultureInfo.InvariantCulture));
}
// Write texturesets to configuration
General.Settings.DeleteSetting("configurations." + settingskey + ".texturesets"); //mxd
for(int i = 0; i < texturesets.Count; i++)
{
texturesets[i].WriteToConfig(General.Settings.Config,
"configurations." + settingskey + ".texturesets.set" + i.ToString(CultureInfo.InvariantCulture));
}
// Write edit modes to configuration
ListDictionary modeslist = new ListDictionary();
int index = 0;
foreach(KeyValuePair<string, bool> em in editmodes)
{
if(em.Value)
modeslist.Add(MODE_ENABLED_KEY + index.ToString(CultureInfo.InvariantCulture), em.Key);
else
modeslist.Add(MODE_DISABLED_KEY + index.ToString(CultureInfo.InvariantCulture), em.Key);
index++;
}
General.Settings.WriteSetting("configurations." + settingskey + ".editmodes", modeslist);
}
//mxd
private void SaveTestEngines()
{
IDictionary resinfo, rlinfo;
// Fill structure
resinfo = new ListDictionary();
for(int i = 0; i < testEngines.Count; i++) {
rlinfo = new ListDictionary();
rlinfo.Add("testprogramname", testEngines[i].TestProgramName);
rlinfo.Add("testprogram", testEngines[i].TestProgram);
rlinfo.Add("testparameters", testEngines[i].TestParameters);
rlinfo.Add("testshortpaths", testEngines[i].TestShortPaths);
rlinfo.Add("customparameters", testEngines[i].CustomParameters);
rlinfo.Add("testskill", testEngines[i].TestSkill);
// Add structure
resinfo.Add("engine" + i.ToString(CultureInfo.InvariantCulture), rlinfo);
}
// Write to config
General.Settings.Config.WriteSetting("configurations." + settingskey + ".engines", resinfo);
}
//mxd
private void SaveLinedefColorPresets()
{
IDictionary resinfo, rlinfo;
// Fill structure
resinfo = new ListDictionary();
for(int i = 0; i < linedefColorPresets.Length; i++) {
rlinfo = new ListDictionary();
rlinfo.Add("name", linedefColorPresets[i].Name);
rlinfo.Add("color", linedefColorPresets[i].Color.ToInt());
rlinfo.Add("action", linedefColorPresets[i].Action);
rlinfo.Add("activation", linedefColorPresets[i].Activation);
rlinfo.Add("flags", string.Join(LINEDEF_COLOR_PRESET_FLAGS_SEPARATOR[0], linedefColorPresets[i].Flags.ToArray()));
rlinfo.Add("restrictedflags", string.Join(LINEDEF_COLOR_PRESET_FLAGS_SEPARATOR[0], linedefColorPresets[i].RestrictedFlags.ToArray()));
// Add structure
resinfo.Add("preset" + i.ToString(CultureInfo.InvariantCulture), rlinfo);
}
// Write to config
General.Settings.Config.WriteSetting("configurations." + settingskey + ".linedefcolorpresets", resinfo);
}
// String representation
public override string ToString()
{
return name;
}
// This clones the object
internal ConfigurationInfo Clone()
{
ConfigurationInfo ci = new ConfigurationInfo();
ci.name = this.name;
ci.filename = this.filename;
ci.settingskey = this.settingskey;
ci.nodebuildersave = this.nodebuildersave;
ci.nodebuildertest = this.nodebuildertest;
ci.formatinterface = this.formatinterface; //mxd
ci.resources = new DataLocationList();
ci.resources.AddRange(this.resources);
//mxd
ci.testEngines = new List<EngineInfo>();
foreach (EngineInfo info in testEngines) ci.testEngines.Add(new EngineInfo(info));
ci.currentEngineIndex = this.currentEngineIndex;
ci.linedefColorPresets = new LinedefColorPreset[linedefColorPresets.Length];
for(int i = 0; i < linedefColorPresets.Length; i++)
ci.linedefColorPresets[i] = new LinedefColorPreset(linedefColorPresets[i]);
ci.startmode = this.startmode;
ci.config = this.config; //mxd
ci.enabled = this.enabled; //mxd
ci.changed = this.changed; //mxd
ci.texturesets = new List<DefinedTextureSet>();
foreach(DefinedTextureSet s in this.texturesets) ci.texturesets.Add(s.Copy());
ci.thingsfilters = new List<ThingsFilter>();
foreach(ThingsFilter f in this.thingsfilters) ci.thingsfilters.Add(new ThingsFilter(f));
ci.editmodes = new Dictionary<string, bool>(this.editmodes);
return ci;
}
// This applies settings from an object
internal void Apply(ConfigurationInfo ci)
{
this.name = ci.name;
this.filename = ci.filename;
this.settingskey = ci.settingskey;
this.nodebuildersave = ci.nodebuildersave;
this.nodebuildertest = ci.nodebuildertest;
this.formatinterface = ci.formatinterface; //mxd
this.currentEngineIndex = ci.currentEngineIndex; //mxd
this.resources = new DataLocationList();
this.resources.AddRange(ci.resources);
//mxd
this.testEngines = new List<EngineInfo>();
foreach (EngineInfo info in ci.testEngines) testEngines.Add(new EngineInfo(info));
if (this.currentEngineIndex >= testEngines.Count) this.currentEngineIndex = testEngines.Count - 1;
this.linedefColorPresets = new LinedefColorPreset[ci.linedefColorPresets.Length];
for(int i = 0; i < ci.linedefColorPresets.Length; i++)
this.linedefColorPresets[i] = new LinedefColorPreset(ci.linedefColorPresets[i]);
this.startmode = ci.startmode;
this.config = ci.config; //mxd
this.enabled = ci.enabled; //mxd
this.changed = ci.changed;
this.texturesets = new List<DefinedTextureSet>();
foreach(DefinedTextureSet s in ci.texturesets) this.texturesets.Add(s.Copy());
this.thingsfilters = new List<ThingsFilter>();
foreach(ThingsFilter f in ci.thingsfilters) this.thingsfilters.Add(new ThingsFilter(f));
this.editmodes = new Dictionary<string, bool>(ci.editmodes);
}
// This applies the defaults
internal void ApplyDefaults(GameConfiguration gameconfig)
{
// Some of the defaults can only be applied from game configuration
if(gameconfig != null)
{
// No nodebuildes set?
if(nodebuildersave == MISSING_NODEBUILDER) nodebuildersave = gameconfig.DefaultSaveCompiler;
if(nodebuildertest == MISSING_NODEBUILDER) nodebuildertest = gameconfig.DefaultTestCompiler;
// No texture sets?
if(texturesets.Count == 0)
{
// Copy the default texture sets from the game configuration
foreach(DefinedTextureSet s in gameconfig.TextureSets)
{
// Add a copy to our list
texturesets.Add(s.Copy());
}
}
// No things filters?
if(thingsfilters.Count == 0)
{
// Copy the things filters from game configuration
foreach(ThingsFilter f in gameconfig.ThingsFilters)
{
thingsfilters.Add(new ThingsFilter(f));
}
}
//mxd. Validate filters
foreach(ThingsFilter f in thingsfilters) f.Validate();
}
// Go for all available editing modes
foreach(EditModeInfo info in General.Editing.ModesInfo)
{
// Is this a mode that is optional?
if(info.IsOptional)
{
// Add if not listed yet
if(!editmodes.ContainsKey(info.Type.FullName))
editmodes.Add(info.Type.FullName, info.Attributes.UseByDefault);
}
}
}
//mxd
internal void PasteResourcesFrom(ConfigurationInfo source)
{
resources = new DataLocationList();
resources.AddRange(source.resources);
changed = true;
}
//mxd
internal void PasteTestEnginesFrom(ConfigurationInfo source)
{
currentEngineIndex = source.currentEngineIndex;
testEngines = new List<EngineInfo>();
foreach(EngineInfo info in source.testEngines) testEngines.Add(new EngineInfo(info));
if(currentEngineIndex >= testEngines.Count) currentEngineIndex = testEngines.Count - 1;
changed = true;
}
//mxd
internal void PasteColorPresetsFrom(ConfigurationInfo source)
{
linedefColorPresets = new LinedefColorPreset[source.linedefColorPresets.Length];
for(int i = 0; i < source.linedefColorPresets.Length; i++)
linedefColorPresets[i] = new LinedefColorPreset(source.linedefColorPresets[i]);
changed = true;
}
//mxd. Not all properties should be pasted
internal void PasteFrom(ConfigurationInfo source)
{
nodebuildersave = source.nodebuildersave;
nodebuildertest = source.nodebuildertest;
currentEngineIndex = source.currentEngineIndex;
resources = new DataLocationList();
resources.AddRange(source.resources);
testEngines = new List<EngineInfo>();
foreach(EngineInfo info in source.testEngines)
testEngines.Add(new EngineInfo(info));
if(currentEngineIndex >= testEngines.Count) currentEngineIndex = testEngines.Count - 1;
linedefColorPresets = new LinedefColorPreset[source.linedefColorPresets.Length];
for(int i = 0; i < source.linedefColorPresets.Length; i++)
linedefColorPresets[i] = new LinedefColorPreset(source.linedefColorPresets[i]);
startmode = source.startmode;
changed = true;
texturesets = new List<DefinedTextureSet>();
foreach(DefinedTextureSet s in source.texturesets) texturesets.Add(s.Copy());
thingsfilters = new List<ThingsFilter>();
foreach(ThingsFilter f in source.thingsfilters) thingsfilters.Add(new ThingsFilter(f));
editmodes = new Dictionary<string, bool>(source.editmodes);
}
#endregion
}
}