UltimateZoneBuilder/Source/Core/ZDoom/DecorateParser.cs
MaxED 0369c969d1 According to dotnetperls.com, "new Dictionary<string, [anything]>(StringComparer.Ordinal)" works 17% faster than "new Dictionary<string, [anything]>()", so let's stick that everywhere and see what happens :)
Draw Curve Mode: added settings panel.
Sectors mode: added "Make Door" button to the toolbar.
Swapped Side panel and Info panel z-order. 
Interface: split toolbar into 3 separate toolbars. All toolbar buttons are now viewable at 1024x768.
Interface: grouped stuff in "Modes" menu a bit better.
Interface: added "Draw [stuff]" buttons to modes toolbar.
Interface: reorganized main menu. Hope it makes more sense now.
API: added General.Interface.AddModesButton() and General.Interface.AddModesMenu(), which can be used to add buttons to specific group in "Modes" toolbar and menu items to specific group in "Modes" menu, so actions, which behave like an editing mode, but are not part of one can be added there.
2014-02-26 14:11:06 +00:00

246 lines
6.7 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;
#endregion
namespace CodeImp.DoomBuilder.ZDoom
{
public sealed class DecorateParser : ZDTextParser
{
#region ================== Delegates
public delegate void IncludeDelegate(DecorateParser parser, string includefile);
public IncludeDelegate OnInclude;
#endregion
#region ================== Constants
#endregion
#region ================== Variables
// These are actors we want to keep
private Dictionary<string, ActorStructure> actors;
// These are all parsed actors, also those from other games
private Dictionary<string, ActorStructure> archivedactors;
#endregion
#region ================== Properties
/// <summary>
/// All actors that are supported by the current game.
/// </summary>
public ICollection<ActorStructure> Actors { get { return actors.Values; } }
/// <summary>
/// All actors defined in the loaded DECORATE structures. This includes actors not supported in the current game.
/// </summary>
public ICollection<ActorStructure> AllActors { get { return archivedactors.Values; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
public DecorateParser()
{
// Syntax
whitespace = "\n \t\r\u00A0"; //mxd. non-breaking space is also space :)
specialtokens = ":{}+-\n;,";
// Initialize
actors = new Dictionary<string, ActorStructure>(StringComparer.Ordinal);
archivedactors = new Dictionary<string, ActorStructure>(StringComparer.Ordinal);
}
// Disposer
public void Dispose()
{
foreach(KeyValuePair<string, ActorStructure> a in archivedactors)
a.Value.Dispose();
actors = null;
archivedactors = null;
}
#endregion
#region ================== Parsing
// This parses the given decorate stream
// Returns false on errors
public override bool Parse(Stream stream, string sourcefilename)
{
base.Parse(stream, sourcefilename);
// Keep local data
Stream localstream = datastream;
string localsourcename = sourcename;
BinaryReader localreader = datareader;
// 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 == "actor")
{
// Read actor structure
ActorStructure actor = new ActorStructure(this);
if(this.HasError) break;
// Add the actor
archivedactors[actor.ClassName.ToLowerInvariant()] = actor;
if(actor.CheckActorSupported())
actors[actor.ClassName.ToLowerInvariant()] = actor;
// Replace an actor?
if(actor.ReplacesClass != null)
{
if(GetArchivedActorByName(actor.ReplacesClass) != null)
archivedactors[actor.ReplacesClass.ToLowerInvariant()] = actor;
else
General.ErrorLogger.Add(ErrorType.Warning, "Unable to find the DECORATE class '" + actor.ReplacesClass + "' to replace, while parsing '" + actor.ClassName + "'");
if(actor.CheckActorSupported())
{
if(GetActorByName(actor.ReplacesClass) != null)
actors[actor.ReplacesClass.ToLowerInvariant()] = actor;
}
}
}
else if(objdeclaration == "#include")
{
// Include a file
SkipWhitespace(true);
string filename = ReadToken();
if(!string.IsNullOrEmpty(filename))
{
// Strip the quotes
filename = filename.Replace("\"", "");
// Callback to parse this file now
if(OnInclude != null) OnInclude(this, filename);
// Set our buffers back to continue parsing
datastream = localstream;
datareader = localreader;
sourcename = localsourcename;
if(HasError) break;
}
else
{
ReportError("Expected file name to include");
break;
}
}
else if((objdeclaration == "const") || (objdeclaration == "native"))
{
// We don't need this, ignore up to the first next ;
while(SkipWhitespace(true))
{
string t = ReadToken();
if((t == ";") || (t == null)) break;
}
}
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
#region ================== Methods
/// <summary>
/// This returns a supported actor by name. Returns null when no supported actor with the specified name can be found. This operation is of O(1) complexity.
/// </summary>
public ActorStructure GetActorByName(string name)
{
name = name.ToLowerInvariant();
if(actors.ContainsKey(name))
return actors[name];
else
return null;
}
/// <summary>
/// This returns a supported actor by DoomEdNum. Returns null when no supported actor with the specified name can be found. Please note that this operation is of O(n) complexity!
/// </summary>
public ActorStructure GetActorByDoomEdNum(int doomednum)
{
ICollection<ActorStructure> collection = actors.Values;
foreach(ActorStructure a in collection)
{
if(a.DoomEdNum == doomednum)
return a;
}
return null;
}
// This returns an actor by name
// Returns null when actor cannot be found
internal ActorStructure GetArchivedActorByName(string name)
{
name = name.ToLowerInvariant();
if(archivedactors.ContainsKey(name))
return archivedactors[name];
else
return null;
}
#endregion
}
}