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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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280 lines
8.9 KiB
C#
Executable file
280 lines
8.9 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.Collections.Generic;
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using System.IO;
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using CodeImp.DoomBuilder.Compilers;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.ZDoom;
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#endregion
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namespace CodeImp.DoomBuilder.Data
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{
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//mxd
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public class TextResourceData
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{
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private Stream stream;
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private DataReader source;
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private DataLocation sourcelocation;
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private string filename;
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private int lumpindex;
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private bool trackable;
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internal Stream Stream { get { return stream; } }
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internal DataReader Source { get { return source; } }
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internal DataLocation SourceLocation { get { return sourcelocation; } }
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internal string Filename { get { return filename; } } // Lump name/Filename
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internal int LumpIndex { get { return lumpindex; } } // Lump index in a WAD
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internal bool Trackable { get { return trackable; } } // When false, wont be added to DataManager.TextResources
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internal TextResourceData(DataReader source, Stream stream, string filename, bool trackable)
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{
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this.source = source;
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this.sourcelocation = source.Location;
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this.stream = stream;
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this.filename = filename;
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this.trackable = trackable;
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WADReader reader = source as WADReader;
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if(reader != null)
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this.lumpindex = reader.WadFile.FindLumpIndex(filename);
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else
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this.lumpindex = -1;
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}
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internal TextResourceData(DataReader source, Stream stream, string filename, int lumpindex, bool trackable)
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{
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this.source = source;
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this.sourcelocation = source.Location;
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this.stream = stream;
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this.filename = filename;
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this.lumpindex = lumpindex;
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this.trackable = trackable;
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}
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// Adds an untrackable resource without DataReader
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internal TextResourceData(Stream stream, DataLocation location, string filename)
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{
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this.source = null;
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this.sourcelocation = location;
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this.stream = stream;
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this.filename = filename;
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this.lumpindex = -1;
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this.trackable = false;
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}
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}
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internal abstract class DataReader : IDisposable
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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protected DataLocation location;
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protected bool issuspended;
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protected bool isdisposed;
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protected bool isreadonly; //mxd
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protected bool wasreadonly; // [ZZ]
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protected ResourceTextureSet textureset;
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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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public bool IsReadOnly { get { return (issuspended?wasreadonly:isreadonly); } } //mxd, [ZZ]
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public ResourceTextureSet TextureSet { get { return textureset; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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protected DataReader(DataLocation dl, bool asreadonly)
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{
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// Keep information
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location = dl;
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isreadonly = asreadonly;
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textureset = new ResourceTextureSet(GetTitle(), 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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textureset = null;
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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 returns a short name
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public abstract string GetTitle();
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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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// [ZZ] validate
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if (issuspended) throw new Exception("Tried to suspend already suspended resource!");
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issuspended = true;
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wasreadonly = isreadonly;
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isreadonly = 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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// [ZZ] validate
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if (!issuspended) throw new Exception("Tried to resume already resumed resource!");
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issuspended = false;
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isreadonly = wasreadonly;
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}
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// This reloads the resource (possibly as readonly).
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public virtual void Reload(bool newreadonly)
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{
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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 ================== Colormaps
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// When implemented, this loads the colormaps
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public virtual ICollection<ImageData> LoadColormaps() { return null; }
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// When implemented, this returns the colormap lump
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public virtual Stream GetColormapData(string pname) { 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 abstract PatchNames LoadPatchNames();
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// When implemented, this returns the patch lump
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public abstract Stream GetPatchData(string pname, bool longname, ref string patchlocation);
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// When implemented, this returns the texture lump
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public abstract Stream GetTextureData(string pname, bool longname, ref string texturelocation);
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// When implemented, this loads the textures
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public abstract IEnumerable<ImageData> LoadTextures(PatchNames pnames, Dictionary<string, TexturesParser> cachedparsers);
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//mxd. When implemented, this returns the HiRes texture lump
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public abstract Stream GetHiResTextureData(string pname, ref string hireslocation);
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//mxd. When implemented, this loads the HiRes textures
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public abstract IEnumerable<HiResImage> LoadHiResTextures();
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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 abstract IEnumerable<ImageData> LoadFlats(Dictionary<string, TexturesParser> cachedparsers);
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// When implemented, this returns the flat lump
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public abstract Stream GetFlatData(string pname, bool longname, ref string flatlocation);
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#endregion
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#region ================== Sprites
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// When implemented, this loads the sprites
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public abstract IEnumerable<ImageData> LoadSprites(Dictionary<string, TexturesParser> cachedparsers);
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// When implemented, this returns the sprite lump
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public abstract Stream GetSpriteData(string pname, ref string spritelocation);
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// When implemented, this checks if the given sprite lump exists
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public abstract bool GetSpriteExists(string pname);
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//mxd. When implemented, returns all sprites, which name starts with given string
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public abstract HashSet<string> GetSpriteNames();
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#endregion
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#region ================== Decorate, Modeldef, Mapinfo, Gldefs, etc...
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// When implemented, this returns DECORATE lumps
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public abstract IEnumerable<TextResourceData> GetDecorateData(string pname);
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// [ZZ] When implemented, this returns ZSCRIPT lumps
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public abstract IEnumerable<TextResourceData> GetZScriptData(string pname);
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// [ZZ] When implemented, this returns MODELDEF lumps
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public abstract IEnumerable<TextResourceData> GetModeldefData(string pname);
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//mxd. When implemented, this returns MAPINFO lumps
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public abstract IEnumerable<TextResourceData> GetMapinfoData();
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//mxd. When implemented, this returns GLDEFS lumps
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public abstract IEnumerable<TextResourceData> GetGldefsData(string basegame);
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//mxd. When implemented, this returns generic text lump data
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public abstract IEnumerable<TextResourceData> GetTextLumpData(ScriptType scripttype, bool singular, bool partialtitlematch);
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//mxd. When implemented, this returns the list of voxel model names
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public abstract HashSet<string> GetVoxelNames();
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//mxd. When implemented, this returns the voxel lump
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public abstract Stream GetVoxelData(string name, ref string voxellocation);
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#endregion
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#region ================== Load/Save (mxd)
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internal abstract MemoryStream LoadFile(string name);
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internal abstract MemoryStream LoadFile(string name, int lumpindex);
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internal abstract bool SaveFile(MemoryStream stream, string name);
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internal abstract bool SaveFile(MemoryStream stream, string name, int lumpindex);
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internal abstract bool FileExists(string filename);
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internal abstract bool FileExists(string filename, int lumpindex);
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#endregion
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#region ================== Compiling (mxd)
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internal abstract bool CompileLump(string lumpname, ScriptConfiguration scriptconfig, List<CompilerError> errors);
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internal abstract bool CompileLump(string lumpname, int lumpindex, ScriptConfiguration scriptconfig, List<CompilerError> errors);
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#endregion
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}
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}
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