mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
bf2f520a8e
Fixed a possible crash when rendering thing arrows in classic modes caused by incorrect vertex buffer size calculation. Reverted changes to texture\flat access when "mixtexturesflats" option is set to true in game configuration.
188 lines
4.6 KiB
C#
188 lines
4.6 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.Generic;
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using System.Text;
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using CodeImp.DoomBuilder.Data;
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using System.Text.RegularExpressions;
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#endregion
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namespace CodeImp.DoomBuilder.Config
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{
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internal sealed class MatchingTextureSet : TextureSet, IFilledTextureSet, IComparable<MatchingTextureSet>
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{
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#region ================== Variables
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// Never stored, only used at run-time
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private Regex regex;
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// Matching textures and flats
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private List<ImageData> textures;
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private List<ImageData> flats;
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#endregion
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#region ================== Properties
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public ICollection<ImageData> Textures { get { return textures; } }
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public ICollection<ImageData> Flats { get { return flats; } } //mxd
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#endregion
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#region ================== Constructor / Destructor
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// New texture set for quick matching
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public MatchingTextureSet(ICollection<string> filters)
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{
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this.filters = new List<string>(filters);
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// Setup
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Setup();
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}
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// Texture set from defined set
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public MatchingTextureSet(DefinedTextureSet definedset)
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{
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// Copy the name
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this.name = definedset.Name;
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// Copy the filters
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this.filters = new List<string>(definedset.Filters);
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// Setup
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Setup();
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}
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#endregion
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#region ================== Methods
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// This sets up the object
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private void Setup()
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{
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// Make the regex string that handles all filters
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StringBuilder regexstr = new StringBuilder("");
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foreach(string s in this.filters)
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{
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// Make sure filter is in uppercase
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string ss = s.ToUpperInvariant();
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// Escape regex characters
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ss = ss.Replace("+", "\\+");
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ss = ss.Replace("\\", "\\\\");
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ss = ss.Replace("|", "\\|");
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ss = ss.Replace("{", "\\{");
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ss = ss.Replace("[", "\\[");
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ss = ss.Replace("(", "\\(");
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ss = ss.Replace(")", "\\)");
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ss = ss.Replace("^", "\\^");
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ss = ss.Replace("$", "\\$");
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ss = ss.Replace(".", "\\.");
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ss = ss.Replace("#", "\\#");
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ss = ss.Replace(" ", "\\ ");
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// Replace the ? with the regex code for single character
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ss = ss.Replace("?", ".");
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// Replace the * with the regex code for optional multiple characters
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ss = ss.Replace("*", ".*?");
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// When a filter has already added, insert a conditional OR operator
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if(regexstr.Length > 0) regexstr.Append("|");
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// Open group without backreferencing
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regexstr.Append("(?:");
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// Must be start of string
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regexstr.Append("\\A");
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// Add the filter
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regexstr.Append(ss);
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// Must be end of string
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regexstr.Append("\\Z");
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// Close group
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regexstr.Append(")");
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}
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// No filters added? Then make a never-matching regex
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if(this.filters.Count == 0) regexstr.Append("\\Z\\A");
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// Make the regex
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regex = new Regex(regexstr.ToString(), RegexOptions.Compiled |
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RegexOptions.CultureInvariant);
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// Initialize collections
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textures = new List<ImageData>();
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flats = new List<ImageData>();
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}
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// This matches a name against the regex and adds a texture to
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// the list if it matches. Returns true when matched and added.
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internal bool AddTexture(ImageData image)
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{
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// Check against regex
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if(regex.IsMatch(image.Name.ToUpperInvariant()))
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{
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// Matches! Add it.
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textures.Add(image);
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return true;
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}
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else
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{
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// Doesn't match
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return false;
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}
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}
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// This matches a name against the regex and adds a flat to
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// the list if it matches. Returns true when matched and added.
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internal bool AddFlat(ImageData image)
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{
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// Check against regex
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if(regex.IsMatch(image.Name.ToUpperInvariant()))
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{
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// Matches! Add it.
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flats.Add(image);
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return true;
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}
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else
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{
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// Doesn't match
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return false;
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}
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}
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// This only checks if the given image is a match
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internal bool IsMatch(ImageData image)
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{
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return regex.IsMatch(image.Name.ToUpperInvariant());
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}
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// This compares it for sorting
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public int CompareTo(MatchingTextureSet other)
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{
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return string.Compare(this.name, other.name);
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}
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#endregion
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}
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}
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