UltimateZoneBuilder/Source/Core/Config/ResourceTextureSet.cs

109 lines
2.7 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 System.Text;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Data;
using System.IO;
using System.Diagnostics;
using System.Windows.Forms;
using System.Text.RegularExpressions;
using System.Collections.Specialized;
#endregion
namespace CodeImp.DoomBuilder.Config
{
internal sealed class ResourceTextureSet : TextureSet, IFilledTextureSet
{
#region ================== Constants
#endregion
#region ================== Variables
// Matching textures and flats
private Dictionary<long, ImageData> textures;
private Dictionary<long, ImageData> flats;
private int locationtype;
#endregion
#region ================== Properties
public ICollection<ImageData> Textures { get { return textures.Values; } }
public ICollection<ImageData> Flats { get { return flats.Values; } }
public int LocationType { get { return locationtype; } }
#endregion
#region ================== Constructor / Destructor
// New texture set constructor
public ResourceTextureSet(string name, int locationtype)
{
this.name = name;
this.locationtype = locationtype;
this.textures = new Dictionary<long, ImageData>();
this.flats = new Dictionary<long, ImageData>();
}
#endregion
#region ================== Methods
// Add a texture
internal void AddTexture(ImageData image)
{
textures.Add(image.LongName, image);
}
// Add a flat
internal void AddFlat(ImageData image)
{
flats.Add(image.LongName, image);
}
// Mix the textures and flats
internal void MixTexturesAndFlats()
{
// Make a copy of the flats only
Dictionary<long, ImageData> flatsonly = new Dictionary<long, ImageData>(flats);
// Add textures to flats
foreach(KeyValuePair<long, ImageData> t in textures)
{
if(!flats.ContainsKey(t.Key))
flats.Add(t.Key, t.Value);
}
// Add flats to textures
foreach(KeyValuePair<long, ImageData> f in flatsonly)
{
if(!textures.ContainsKey(f.Key))
textures.Add(f.Key, f.Value);
}
}
#endregion
}
}