UltimateZoneBuilder/Source/Editing/ThingsFilter.cs

259 lines
6.5 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 System.Windows.Forms;
using System.IO;
using System.Reflection;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Config;
#endregion
namespace CodeImp.DoomBuilder.Editing
{
public class ThingsFilter
{
#region ================== Constants
#endregion
#region ================== Variables
// Display name of this filter
protected string name;
// Filter by category
protected string categoryname;
// Filter by exact thing
protected int thingtype;
// Filter by fields
protected List<string> requiredfields;
protected List<string> forbiddenfields;
// List of things
protected List<Thing> visiblethings;
protected List<Thing> hiddenthings;
// Disposing
protected bool isdisposed = false;
#endregion
#region ================== Properties
internal string Name { get { return name; } set { name = value; } }
internal string CategoryName { get { return categoryname; } set { categoryname = value; } }
internal int ThingType { get { return thingtype; } set { thingtype = value; } }
internal ICollection<string> RequiredFields { get { return requiredfields; } }
internal ICollection<string> ForbiddenFields { get { return forbiddenfields; } }
public ICollection<Thing> VisibleThings { get { return visiblethings; } }
public ICollection<Thing> HiddenThings { get { return hiddenthings; } }
internal bool IsDisposed { get { return isdisposed; } }
#endregion
#region ================== Constructor / Disposer
// Copy constructor
internal ThingsFilter(ThingsFilter f)
{
// Copy
name = f.name;
categoryname = f.categoryname;
thingtype = f.thingtype;
requiredfields = new List<string>(f.requiredfields);
forbiddenfields = new List<string>(f.forbiddenfields);
}
// Constructor for filter from configuration
internal ThingsFilter(Configuration cfg, string path)
{
IDictionary fields;
// Initialize
requiredfields = new List<string>();
forbiddenfields = new List<string>();
// Read settings from config
name = cfg.ReadSetting(path + ".name", "Unnamed filter");
categoryname = cfg.ReadSetting(path + ".category", "");
thingtype = cfg.ReadSetting(path + ".type", -1);
// Read flags
// key is string, value must be boolean which indicates if
// its a required field (true) or forbidden field (false).
fields = cfg.ReadSetting(path + ".fields", new Hashtable());
foreach(DictionaryEntry de in fields)
{
// Add to the corresponding list
if((bool)de.Value == true)
requiredfields.Add(de.Key.ToString());
else
forbiddenfields.Add(de.Key.ToString());
}
// We have no destructor
GC.SuppressFinalize(this);
}
// Constructor for a new filter
internal ThingsFilter()
{
// Initialize
requiredfields = new List<string>();
forbiddenfields = new List<string>();
categoryname = "";
thingtype = -1;
name = "Unnamed filter";
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
internal virtual void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
visiblethings = null;
hiddenthings = null;
// Done
isdisposed = true;
}
}
#endregion
#region ================== Methods
// This writes the filter to configuration
internal void WriteSettings(Configuration cfg, string path)
{
// Write settings to config
cfg.WriteSetting(path + ".name", name);
cfg.WriteSetting(path + ".category", categoryname);
cfg.WriteSetting(path + ".type", thingtype);
// Write required fields to config
foreach(string s in requiredfields)
cfg.WriteSetting(path + ".fields." + s, true);
// Write forbidden fields to config
foreach(string s in forbiddenfields)
cfg.WriteSetting(path + ".fields." + s, false);
}
// This is called when the filter is activated
internal virtual void Activate()
{
// Update the list of things
Update();
}
// This is called when the filter is deactivates
internal virtual void Deactivate()
{
// Clear lists
visiblethings = null;
hiddenthings = null;
}
// This updates the list of things
public virtual void Update()
{
// Make new list
visiblethings = new List<Thing>(General.Map.Map.Things.Count);
hiddenthings = new List<Thing>(General.Map.Map.Things.Count);
foreach(Thing t in General.Map.Map.Things)
{
bool qualifies;
// Get thing info
ThingTypeInfo ti = General.Map.Config.GetThingInfo(t.Type);
// Check if thing is in unknown category
if(ti.Category == null)
{
// Check if the thing matches id
qualifies = ((t.Type == thingtype) || (thingtype == -1)) && (categoryname.Length == 0);
}
else
{
// Check if the thing matches category and id
qualifies = ((t.Type == thingtype) || (thingtype == -1)) &&
((ti.Category.Name == categoryname) || (categoryname.Length == 0));
}
// Still qualifies?
if(qualifies)
{
// Go for all required fields
foreach(string s in requiredfields)
{
if(t.Flags.ContainsKey(s))
{
qualifies = (t.Flags[s] == true);
break;
}
else
{
qualifies = false;
break;
}
}
}
// Still qualifies?
if(qualifies)
{
// Go for all forbidden fields
foreach(string s in forbiddenfields)
{
if(t.Flags.ContainsKey(s))
{
qualifies = (t.Flags[s] == false);
break;
}
}
}
// Put the thing in the correct list
if(qualifies) visiblethings.Add(t); else hiddenthings.Add(t);
}
}
// String representation
public override string ToString()
{
return name;
}
#endregion
}
}