UltimateZoneBuilder/Source/Core/Data/DataReader.cs
MaxED ec9c3a71f9 Added: preview sprites are now generated from voxels. Those are used as previews and when model rendering is disabled.
Fixed: voxel support logic was outdated, which in some cases resulted in voxels not being loaded and in some weird behaviour when trying to change pitch/roll of associated things.
Updated sprites lookup logic. Now it correctly handles sprites named like NNNNA0B0.
Fixed: in some cases DECORATE parser was unable to correctly detect sprite name & frame(s) block.
Updated ZDoom_ACS.cfg.
Updated ZDoom_DECORATE.cfg.
2016-07-11 22:13:43 +00:00

284 lines
8.8 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;
using System.Collections.Generic;
using System.IO;
using CodeImp.DoomBuilder.Compilers;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.GZBuilder.Data;
using CodeImp.DoomBuilder.ZDoom;
#endregion
namespace CodeImp.DoomBuilder.Data
{
//mxd
public class TextResourceData
{
private Stream stream;
private DataReader source;
private DataLocation sourcelocation;
private string filename;
private int lumpindex;
private bool trackable;
internal Stream Stream { get { return stream; } }
internal DataReader Source { get { return source; } }
internal DataLocation SourceLocation { get { return sourcelocation; } }
internal string Filename { get { return filename; } } // Lump name/Filename
internal int LumpIndex { get { return lumpindex; } } // Lump index in a WAD
internal bool Trackable { get { return trackable; } set { trackable = value; } } // When false, wont be added to DataManager.TextResources
internal TextResourceData(DataReader Source, Stream Stream, string Filename, bool Trackable)
{
source = Source;
sourcelocation = Source.Location;
stream = Stream;
filename = Filename;
trackable = Trackable;
WADReader reader = source as WADReader;
if(reader != null)
lumpindex = reader.WadFile.FindLumpIndex(filename);
else
lumpindex = -1;
}
internal TextResourceData(DataReader Source, Stream Stream, string Filename, int LumpIndex, bool Trackable)
{
source = Source;
sourcelocation = Source.Location;
stream = Stream;
filename = Filename;
lumpindex = LumpIndex;
trackable = Trackable;
}
internal TextResourceData(Stream Stream, DataLocation Location, string Filename, bool Trackable)
{
source = null;
sourcelocation = Location;
stream = Stream;
filename = Filename;
lumpindex = -1;
trackable = Trackable;
}
}
internal abstract class DataReader : IDisposable
{
#region ================== Constants
#endregion
#region ================== Variables
protected DataLocation location;
protected bool issuspended;
protected bool isdisposed;
protected bool isreadonly; //mxd
protected ResourceTextureSet textureset;
#endregion
#region ================== Properties
public DataLocation Location { get { return location; } }
public bool IsDisposed { get { return isdisposed; } }
public bool IsSuspended { get { return issuspended; } }
public bool IsReadOnly { get { return isreadonly; } } //mxd
public ResourceTextureSet TextureSet { get { return textureset; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
protected DataReader(DataLocation dl, bool asreadonly)
{
// Keep information
location = dl;
isreadonly = asreadonly;
textureset = new ResourceTextureSet(GetTitle(), dl);
}
// Disposer
public virtual void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Done
textureset = null;
isdisposed = true;
}
}
#endregion
#region ================== Management
// This returns a short name
public abstract string GetTitle();
// This suspends use of this resource
public virtual void Suspend()
{
issuspended = true;
}
// This resumes use of this resource
public virtual void Resume()
{
issuspended = false;
}
#endregion
#region ================== Palette
// When implemented, this should find and load a PLAYPAL palette
public virtual Playpal LoadPalette() { return null; }
#endregion
#region ================== Colormaps
// When implemented, this loads the colormaps
public virtual ICollection<ImageData> LoadColormaps() { return null; }
// When implemented, this returns the colormap lump
public virtual Stream GetColormapData(string pname) { return null; }
#endregion
#region ================== Textures
// When implemented, this should read the patch names
public abstract PatchNames LoadPatchNames();
// When implemented, this returns the patch lump
public abstract Stream GetPatchData(string pname, bool longname, ref string patchlocation);
// When implemented, this returns the texture lump
public abstract Stream GetTextureData(string pname, bool longname, ref string texturelocation);
// When implemented, this loads the textures
public abstract IEnumerable<ImageData> LoadTextures(PatchNames pnames, Dictionary<string, TexturesParser> cachedparsers);
//mxd. When implemented, this returns the HiRes texture lump
public abstract Stream GetHiResTextureData(string pname, ref string hireslocation);
//mxd. When implemented, this loads the HiRes textures
public abstract IEnumerable<HiResImage> LoadHiResTextures();
#endregion
#region ================== Flats
// When implemented, this loads the flats
public abstract IEnumerable<ImageData> LoadFlats(Dictionary<string, TexturesParser> cachedparsers);
// When implemented, this returns the flat lump
public abstract Stream GetFlatData(string pname, bool longname, ref string flatlocation);
#endregion
#region ================== Sprites
// When implemented, this loads the sprites
public abstract IEnumerable<ImageData> LoadSprites(Dictionary<string, TexturesParser> cachedparsers);
// When implemented, this returns the sprite lump
public abstract Stream GetSpriteData(string pname, ref string spritelocation);
// When implemented, this checks if the given sprite lump exists
public abstract bool GetSpriteExists(string pname);
//mxd. When implemented, returns all sprites, which name starts with given string
public abstract HashSet<string> GetSpriteNames();
#endregion
#region ================== Decorate, Modeldef, Mapinfo, Gldefs, etc...
// When implemented, this returns DECORATE lumps
public abstract IEnumerable<TextResourceData> GetDecorateData(string pname);
//mxd. When implemented, this returns MODELDEF lumps
public abstract IEnumerable<TextResourceData> GetModeldefData();
//mxd. When implemented, this returns MAPINFO lumps
public abstract IEnumerable<TextResourceData> GetMapinfoData();
//mxd. When implemented, this returns GLDEFS lumps
public abstract IEnumerable<TextResourceData> GetGldefsData(GameType gametype);
//mxd. When implemented, this returns REVERBS lumps
public abstract IEnumerable<TextResourceData> GetReverbsData();
//mxd. When implemented, this returns VOXELDEF lumps
public abstract IEnumerable<TextResourceData> GetVoxeldefData();
//mxd. When implemented, this returns SNDINFO lumps
public abstract IEnumerable<TextResourceData> GetSndInfoData();
//mxd. When implemented, this returns SNDSEQ lumps
public abstract IEnumerable<TextResourceData> GetSndSeqData();
//mxd. When implemented, this returns ANIMDEFS lumps
public abstract IEnumerable<TextResourceData> GetAnimdefsData();
//mxd. When implemented, this returns TERRAIN lumps
public abstract IEnumerable<TextResourceData> GetTerrainData();
//mxd. When implemented, this returns X11R6RGB lumps
public abstract IEnumerable<TextResourceData> GetX11R6RGBData();
//mxd. When implemented, this returns CVARINFO lumps
public abstract IEnumerable<TextResourceData> GetCvarInfoData();
//mxd. When implemented, this returns the list of voxel model names
public abstract HashSet<string> GetVoxelNames();
//mxd. When implemented, this returns the voxel lump
public abstract Stream GetVoxelData(string name, ref string voxellocation);
#endregion
#region ================== Load/Save (mxd)
internal abstract MemoryStream LoadFile(string name);
internal abstract MemoryStream LoadFile(string name, int lumpindex);
internal abstract bool SaveFile(MemoryStream stream, string name);
internal abstract bool SaveFile(MemoryStream stream, string name, int lumpindex);
internal abstract bool FileExists(string filename);
internal abstract bool FileExists(string filename, int lumpindex);
#endregion
#region ================== Compiling (mxd)
internal abstract bool CompileLump(string lumpname, ScriptConfiguration scriptconfig, List<CompilerError> errors);
internal abstract bool CompileLump(string lumpname, int lumpindex, ScriptConfiguration scriptconfig, List<CompilerError> errors);
#endregion
}
}