mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
7faf6bc13e
Error Checker mode: added "Check missing flats" check. Error Checker mode: fixed several descriptions. Sprite patches for sprites defined in TEXTURES are now loaded from Sprites namespace. Some of my older texture alignment code didn't work properly when strict texture/flat handling ("mixtextureflats" game configuration flag set to false) was enabled. Fixed some incorrect checks for missing texture ("-").
280 lines
7.2 KiB
C#
280 lines
7.2 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.Collections.Generic;
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using System.Globalization;
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using CodeImp.DoomBuilder.Data;
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#endregion
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namespace CodeImp.DoomBuilder.ZDoom
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{
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public sealed class TextureStructure
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Declaration
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private string typename;
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private string name;
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private int width;
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private int height;
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// Properties
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private float xscale;
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private float yscale;
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private int xoffset;
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private int yoffset;
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private bool worldpanning;
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// Patches
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private List<PatchStructure> patches;
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#endregion
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#region ================== Properties
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public string TypeName { get { return typename; } }
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public string Name { get { return name; } }
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public int Width { get { return width; } }
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public int Height { get { return height; } }
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public float XScale { get { return xscale; } }
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public float YScale { get { return yscale; } }
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public int XOffset { get { return xoffset; } }
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public int YOffset { get { return yoffset; } }
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public bool WorldPanning { get { return worldpanning; } }
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public ICollection<PatchStructure> Patches { get { return patches; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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internal TextureStructure(TexturesParser parser, string typename)
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{
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string tokenstr;
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// Initialize
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this.typename = typename;
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patches = new List<PatchStructure>(4);
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xscale = 0.0f;
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yscale = 0.0f;
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// There should be 3 tokens separated by 2 commas now:
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// Name, Width, Height
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// First token is the class name
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parser.SkipWhitespace(true);
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name = parser.StripTokenQuotes(parser.ReadToken());
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if(string.IsNullOrEmpty(name))
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{
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parser.ReportError("Expected texture or sprite name");
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return;
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}
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// Now we should find a comma
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parser.SkipWhitespace(true);
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tokenstr = parser.ReadToken();
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if(tokenstr != ",")
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{
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parser.ReportError("Expected a comma");
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return;
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}
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// Next is the texture width
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parser.SkipWhitespace(true);
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tokenstr = parser.ReadToken();
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if(string.IsNullOrEmpty(tokenstr) || !int.TryParse(tokenstr, NumberStyles.Integer, CultureInfo.InvariantCulture, out width))
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{
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parser.ReportError("Expected width in pixels");
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return;
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}
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// Now we should find a comma again
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parser.SkipWhitespace(true);
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tokenstr = parser.ReadToken();
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if(tokenstr != ",")
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{
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parser.ReportError("Expected a comma");
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return;
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}
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// Next is the texture height
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parser.SkipWhitespace(true);
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tokenstr = parser.ReadToken();
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if(string.IsNullOrEmpty(tokenstr) || !int.TryParse(tokenstr, NumberStyles.Integer, CultureInfo.InvariantCulture, out height))
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{
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parser.ReportError("Expected height in pixels");
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return;
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}
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// Next token should be the beginning of the texture scope
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parser.SkipWhitespace(true);
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tokenstr = parser.ReadToken();
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if(tokenstr != "{")
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{
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parser.ReportError("Expected begin of structure");
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return;
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}
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// Now parse the contents of texture structure
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bool done = false; //mxd
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while(!done && parser.SkipWhitespace(true))
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{
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string token = parser.ReadToken();
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token = token.ToLowerInvariant();
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switch (token) {
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case "xscale":
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if (!ReadTokenFloat(parser, token, out xscale)) return;
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break;
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case "yscale":
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if (!ReadTokenFloat(parser, token, out yscale)) return;
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break;
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case "worldpanning":
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worldpanning = true;
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break;
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case "offset":
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// Read x offset
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if (!ReadTokenInt(parser, token, out xoffset)) return;
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// Now we should find a comma
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parser.SkipWhitespace(true);
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tokenstr = parser.ReadToken();
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if (tokenstr != ",") {
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parser.ReportError("Expected a comma");
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return;
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}
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// Read y offset
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if (!ReadTokenInt(parser, token, out yoffset)) return;
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break;
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case "patch":
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// Read patch structure
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PatchStructure pt = new PatchStructure(parser);
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if (parser.HasError) break;
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// Add the patch
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patches.Add(pt);
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break;
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case "}":
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// Actor scope ends here,
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// break out of this parse loop
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done = true;
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break;
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}
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}
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}
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#endregion
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#region ================== Methods
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// This reads the next token and sets a floating point value, returns false when failed
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private static bool ReadTokenFloat(TexturesParser parser, string propertyname, out float value)
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{
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// Next token is the property value to set
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parser.SkipWhitespace(true);
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string strvalue = parser.ReadToken();
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if(!string.IsNullOrEmpty(strvalue))
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{
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// Try parsing as value
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if(!float.TryParse(strvalue, NumberStyles.Float, CultureInfo.InvariantCulture, out value))
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{
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parser.ReportError("Expected numeric value for property '" + propertyname + "'");
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return false;
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}
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else
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{
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// Success
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return true;
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}
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}
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else
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{
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// Can't find the property value!
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parser.ReportError("Expected a value for property '" + propertyname + "'");
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value = 0.0f;
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return false;
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}
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}
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// This reads the next token and sets an integral value, returns false when failed
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private static bool ReadTokenInt(TexturesParser parser, string propertyname, out int value)
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{
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// Next token is the property value to set
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parser.SkipWhitespace(true);
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string strvalue = parser.ReadToken();
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if(!string.IsNullOrEmpty(strvalue))
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{
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// Try parsing as value
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if(!int.TryParse(strvalue, NumberStyles.Integer, CultureInfo.InvariantCulture, out value))
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{
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parser.ReportError("Expected integral value for property '" + propertyname + "'");
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return false;
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}
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else
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{
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// Success
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return true;
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}
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}
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else
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{
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// Can't find the property value!
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parser.ReportError("Expected a value for property '" + propertyname + "'");
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value = 0;
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return false;
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}
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}
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// This makes a HighResImage texture for this texture
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internal HighResImage MakeImage()
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{
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float scalex, scaley;
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// Determine default scale
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float defaultscale = General.Map.Config.DefaultTextureScale;
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// Determine scale for texture
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if(xscale == 0.0f) scalex = defaultscale; else scalex = 1f / xscale;
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if(yscale == 0.0f) scaley = defaultscale; else scaley = 1f / yscale;
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// Make texture
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HighResImage tex = new HighResImage(name, typename, width, height, scalex, scaley, worldpanning);
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// Add patches
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foreach(PatchStructure p in patches)
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{
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tex.AddPatch(new TexturePatch(p));//mxd
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}
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return tex;
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}
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#endregion
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}
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}
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