mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
deb43343bb
Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
122 lines
3.5 KiB
C#
122 lines
3.5 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.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.IO;
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using CodeImp.DoomBuilder.IO;
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using System.Collections.Specialized;
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#endregion
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namespace CodeImp.DoomBuilder.Data
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{
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public sealed class DataLocationList : List<DataLocation>
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{
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#region ================== Constructors
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// This creates a new list
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public DataLocationList()
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{
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}
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// This makes a copy of a list
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public DataLocationList(IEnumerable<DataLocation> list) : base(list)
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{
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}
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// This creates a list from a configuration structure
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internal DataLocationList(Configuration cfg, string path)
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{
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IDictionary resinfo, rlinfo;
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DataLocation res;
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// Go for all items in the map info
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resinfo = cfg.ReadSetting(path, new ListDictionary());
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foreach(DictionaryEntry rl in resinfo)
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{
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// Item is a structure?
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if(rl.Value is IDictionary)
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{
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// Create resource location
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rlinfo = (IDictionary)rl.Value;
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res = new DataLocation();
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// Copy information from Configuration to ResourceLocation
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if(rlinfo.Contains("type") && (rlinfo["type"] is int)) res.type = (int)rlinfo["type"];
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if(rlinfo.Contains("location") && (rlinfo["location"] is string)) res.location = (string)rlinfo["location"];
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if(rlinfo.Contains("option1") && (rlinfo["option1"] is int)) res.option1 = General.Int2Bool((int)rlinfo["option1"]);
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if(rlinfo.Contains("option2") && (rlinfo["option2"] is int)) res.option2 = General.Int2Bool((int)rlinfo["option2"]);
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if(rlinfo.Contains("notfortesting") && (rlinfo["notfortesting"] is int)) res.notfortesting = General.Int2Bool((int)rlinfo["notfortesting"]);
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// Add resource
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Add(res);
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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 merges two lists together
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public static DataLocationList Combined(DataLocationList a, DataLocationList b)
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{
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DataLocationList result = new DataLocationList();
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result.AddRange(a);
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result.AddRange(b);
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return result;
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}
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// This writes the list to configuration
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internal void WriteToConfig(Configuration cfg, string path)
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{
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IDictionary resinfo, rlinfo;
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// Fill structure
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resinfo = new ListDictionary();
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for(int i = 0; i < this.Count; i++)
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{
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// Create structure for resource
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rlinfo = new ListDictionary();
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rlinfo.Add("type", this[i].type);
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rlinfo.Add("location", this[i].location);
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rlinfo.Add("option1", General.Bool2Int(this[i].option1));
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rlinfo.Add("option2", General.Bool2Int(this[i].option2));
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rlinfo.Add("notfortesting", General.Bool2Int(this[i].notfortesting));
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// Add structure
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resinfo.Add("resource" + i.ToString(CultureInfo.InvariantCulture), rlinfo);
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}
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// Write to config
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cfg.WriteSetting(path, resinfo);
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}
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//mxd
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public bool IsValid()
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{
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foreach (DataLocation location in this) if (!location.IsValid()) return false;
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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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