UltimateZoneBuilder/Source/Core/Config/ArgumentInfo.cs
MaxED e381ba9295 Added: thing and linedef action arguments can now have tooltips defined in both Game Configuration (using "tooltip" action argument definition property) and DECORATE (using "$argNtooltip" special comment).
Removed "Sectors Brightness Mode" action, because the mode itself was removed long ago...
Documentation: updated "DECORATE keys", "Things Settings" and "Linedefs Settings" pages.
2015-05-23 21:01:44 +00:00

132 lines
3.8 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.Collections;
using System.Collections.Generic;
using System.Globalization;
using CodeImp.DoomBuilder.IO;
#endregion
namespace CodeImp.DoomBuilder.Config
{
public class ArgumentInfo
{
#region ================== Constants
#endregion
#region ================== Variables
private readonly string title;
private readonly string tooltip; //mxd
private readonly bool used;
private readonly int type;
private EnumList enumlist;
private readonly object defaultvalue; //mxd
#endregion
#region ================== Properties
public string Title { get { return title; } }
public string ToolTip { get { return tooltip; } } //mxd
public bool Used { get { return used; } }
public int Type { get { return type; } }
public EnumList Enum { get { return enumlist; } internal set { enumlist = value; } }
public object DefaultValue { get { return defaultvalue; } } //mxd
#endregion
#region ================== Constructor / Disposer
// Constructor for argument info from configuration
internal ArgumentInfo(Configuration cfg, string argspath, int argindex, IDictionary<string, EnumList> enums)
{
// Read
string istr = argindex.ToString(CultureInfo.InvariantCulture);
this.used = cfg.SettingExists(argspath + ".arg" + istr);
this.title = cfg.ReadSetting(argspath + ".arg" + istr + ".title", "Argument " + (argindex + 1));
this.tooltip = cfg.ReadSetting(argspath + ".arg" + istr + ".tooltip", string.Empty); //mxd
this.type = cfg.ReadSetting(argspath + ".arg" + istr + ".type", 0);
this.defaultvalue = cfg.ReadSetting(argspath + ".arg" + istr + ".default", 0); //mxd
// Determine enum type
IDictionary argdic = cfg.ReadSetting(argspath + ".arg" + istr, new Hashtable());
if (argdic.Contains("enum"))
{
// Enum fully specified?
if (argdic["enum"] is IDictionary)
{
// Create anonymous enum
this.enumlist = new EnumList(argdic["enum"] as IDictionary);
}
else
{
// Check if referenced enum exists
if ((argdic["enum"].ToString().Length > 0) && enums.ContainsKey(argdic["enum"].ToString()))
{
// Get the enum list
this.enumlist = enums[argdic["enum"].ToString()];
}
else
{
General.ErrorLogger.Add(ErrorType.Warning, "'" + argspath + ".arg" + istr + "' references unknown enumeration '" + argdic["enum"] + "'.");
}
}
}
if (this.enumlist == null) this.enumlist = new EnumList(); //mxd
}
//mxd. Constructor for an argument info defined in DECORATE
internal ArgumentInfo(string title, string tooltip)
{
this.used = true;
this.title = title;
this.tooltip = tooltip;
this.type = 0;
this.enumlist = new EnumList();
this.defaultvalue = 0;
}
// Constructor for unknown argument info
internal ArgumentInfo(int argindex)
{
this.used = false;
this.title = "Argument " + (argindex + 1);
this.type = 0;
this.enumlist = new EnumList();
this.defaultvalue = 0; //mxd
}
#endregion
#region ================== Methods
// This gets the description for an argument value
public string GetValueDescription(int value)
{
// TODO: Use the registered type editor to get the description!
return value.ToString();
}
#endregion
}
}