UltimateZoneBuilder/Source/Core/GZBuilder/GZDoom/DecorateParserSE.cs
MaxED c07df8f596 Changed, Thing and Linedef Edit Forms, script selector drop-downs: scripts from include files are now shown using different color and after the map scripts.
Fixed, Visual mode, UDMF: sector geometry cache was not updated after using "Match Brightness" and "Change Brightness" actions on ceilings, so the changes made by them were not visible when using Classic modes in "View Ceiling Textures" mode.
Fixed, Visual mode, UDMF: "Match Brightness" and "Change Brightness" actions set brightness incorrectly in some cases.
Fixed: ACS script names gathering logic was unable to process relative #include and #import paths (like '#import "..\acs\qtilt.acs"').
Updated ZDoom_DECORATE.cfg.
2015-02-24 13:38:35 +00:00

57 lines
1.4 KiB
C#

using System.IO;
using System.Collections.Generic;
using CodeImp.DoomBuilder.ZDoom;
using CodeImp.DoomBuilder.GZBuilder.Data;
//mxd. Decorate parser used to create ScriptItems for use in script editor's navigator
namespace CodeImp.DoomBuilder.GZBuilder.GZDoom
{
internal sealed class DecorateParserSE : ZDTextParser
{
private List<ScriptItem> actors;
public List<ScriptItem> Actors { get { return actors; } }
public DecorateParserSE()
{
actors = new List<ScriptItem>();
}
public override bool Parse(Stream stream, string sourcefilename)
{
base.Parse(stream, sourcefilename);
// Continue until at the end of the stream
while (SkipWhitespace(true))
{
string token = ReadToken();
if (!string.IsNullOrEmpty(token))
{
token = token.ToLowerInvariant();
if (token == "actor")
{
SkipWhitespace(true);
int startPos = (int)stream.Position;
List<string> definition = new List<string>();
while ((token = ReadToken()) != "{")
{
definition.Add(token);
SkipWhitespace(true);
}
string name = "";
foreach (string s in definition) name += s + " ";
actors.Add(new ScriptItem(0, name.TrimEnd(), startPos, false));
}
}
}
//sort nodes
actors.Sort(ScriptItem.SortByName);
return true;
}
}
}