UltimateZoneBuilder/Source/Core/ZDoom/TexturesParser.cs
MaxED cf3d416967 Renderer now works much faster in 2D modes.
Textures now load up to 2x faster when "mix textures and flats" flag is set in game configuration.
TEXTUREx/TEXTURES: texture will now be created if at least one of it's patches is loaded.
Visual mode: fixed a crash when "Slope floor to here" (9500) or "Slope ceiling to here" (9501) things were not inside sector.
Fixed: flats were not loaded form wads inside Directory and PK3/PK7 resources.
Sector Info Panel, Linedef Info Panel: texture size was shown for unknown textures.
2013-07-29 08:50:50 +00:00

189 lines
6.1 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.Generic;
using System.IO;
#endregion
namespace CodeImp.DoomBuilder.ZDoom
{
public sealed class TexturesParser : ZDTextParser
{
#region ================== Delegates
#endregion
#region ================== Constants
#endregion
#region ================== Variables
private Dictionary<string, TextureStructure> textures;
private Dictionary<string, TextureStructure> flats;
private Dictionary<string, TextureStructure> sprites;
#endregion
#region ================== Properties
public ICollection<TextureStructure> Textures { get { return textures.Values; } }
public ICollection<TextureStructure> Flats { get { return flats.Values; } }
public ICollection<TextureStructure> Sprites { get { return sprites.Values; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public TexturesParser()
{
// Syntax
whitespace = "\n \t\r\u00A0"; //mxd. non-breaking space is also space :)
specialtokens = ",{}\n";
// Initialize
textures = new Dictionary<string, TextureStructure>();
flats = new Dictionary<string, TextureStructure>();
sprites = new Dictionary<string, TextureStructure>();
}
#endregion
#region ================== Parsing
// This parses the given stream
// Returns false on errors
public override bool Parse(Stream stream, string sourcefilename)
{
base.Parse(stream, sourcefilename);
// Continue until at the end of the stream
while(SkipWhitespace(true))
{
// Read a token
string objdeclaration = ReadToken();
if(objdeclaration != null)
{
objdeclaration = objdeclaration.ToLowerInvariant();
if(objdeclaration == "texture")
{
// Read texture structure
TextureStructure tx = new TextureStructure(this, "texture");
if(this.HasError) break;
// if a limit for the texture name length is set make sure that it's not exceeded
if ((General.Map.Config.MaxTextureNamelength > 0) && (tx.Name.Length > General.Map.Config.MaxTextureNamelength))
{
General.ErrorLogger.Add(ErrorType.Error, "Texture name \"" + tx.Name + "\" too long. Texture names must have a length of " + General.Map.Config.MaxTextureNamelength.ToString() + " characters or less");
}
else
{
// Add the texture
textures[tx.Name] = tx;
if(!General.Map.Config.MixTexturesFlats) flats[tx.Name] = tx; //mxd. If MixTexturesFlats is set, textures and flats will be mixed in DataManager anyway
}
}
else if(objdeclaration == "sprite")
{
// Read sprite structure
TextureStructure tx = new TextureStructure(this, "sprite");
if(this.HasError) break;
// if a limit for the sprite name length is set make sure that it's not exceeded
if ((General.Map.Config.MaxTextureNamelength > 0) && (tx.Name.Length > General.Map.Config.MaxTextureNamelength))
{
General.ErrorLogger.Add(ErrorType.Error, "Sprite name \"" + tx.Name + "\" too long. Sprite names must have a length of " + General.Map.Config.MaxTextureNamelength.ToString() + " characters or less");
}
else
{
// Add the sprite
sprites[tx.Name] = tx;
}
}
else if(objdeclaration == "walltexture")
{
// Read walltexture structure
TextureStructure tx = new TextureStructure(this, "walltexture");
if(this.HasError) break;
// if a limit for the walltexture name length is set make sure that it's not exceeded
if((General.Map.Config.MaxTextureNamelength > 0) && (tx.Name.Length > General.Map.Config.MaxTextureNamelength))
{
General.ErrorLogger.Add(ErrorType.Error, "WallTexture name \"" + tx.Name + "\" too long. WallTexture names must have a length of " + General.Map.Config.MaxTextureNamelength.ToString() + " characters or less");
}
else
{
// Add the walltexture
if(!textures.ContainsKey(tx.Name) || (textures[tx.Name].TypeName != "texture"))
textures[tx.Name] = tx;
}
}
else if(objdeclaration == "flat")
{
// Read flat structure
TextureStructure tx = new TextureStructure(this, "flat");
if(this.HasError) break;
// if a limit for the flat name length is set make sure that it's not exceeded
if((General.Map.Config.MaxTextureNamelength > 0) && (tx.Name.Length > General.Map.Config.MaxTextureNamelength))
{
General.ErrorLogger.Add(ErrorType.Error, "Flat name \"" + tx.Name + "\" too long. Flat names must have a length of " + General.Map.Config.MaxTextureNamelength.ToString() + " characters or less");
}
else
{
// Add the flat
if(!flats.ContainsKey(tx.Name) || (flats[tx.Name].TypeName != "texture"))
flats[tx.Name] = tx;
}
}
else
{
// Unknown structure!
// Best we can do now is just find the first { and then
// follow the scopes until the matching } is found
string token2;
do
{
if(!SkipWhitespace(true)) break;
token2 = ReadToken();
if(token2 == null) break;
}
while(token2 != "{");
int scopelevel = 1;
do
{
if(!SkipWhitespace(true)) break;
token2 = ReadToken();
if(token2 == null) break;
if(token2 == "{") scopelevel++;
if(token2 == "}") scopelevel--;
}
while(scopelevel > 0);
}
}
}
// Return true when no errors occurred
return (ErrorDescription == null);
}
#endregion
}
}