ZoneBuilder/Source/Core/Config/MatchingTextureSet.cs

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#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.Text;
using CodeImp.DoomBuilder.Data;
using System.Text.RegularExpressions;
#endregion
namespace CodeImp.DoomBuilder.Config
{
public sealed class MatchingTextureSet : TextureSet, IFilledTextureSet, IComparable<MatchingTextureSet>
{
#region ================== Variables
// Never stored, only used at run-time
private Regex regex;
// Matching textures and flats
private List<ImageData> textures;
private List<ImageData> flats;
#endregion
#region ================== Properties
public ICollection<ImageData> Textures { get { return textures; } }
public ICollection<ImageData> Flats { get { return flats; } } //mxd
#endregion
#region ================== Constructor / Destructor
// New texture set for quick matching
public MatchingTextureSet(ICollection<string> filters)
{
this.filters = new List<string>(filters);
// Setup
Setup();
}
// Texture set from defined set
internal MatchingTextureSet(DefinedTextureSet definedset)
{
// Copy the name
this.name = definedset.Name;
// Copy the filters
this.filters = new List<string>(definedset.Filters);
// Setup
Setup();
}
#endregion
#region ================== Methods
// This sets up the object
private void Setup()
{
// Make the regex string that handles all filters
StringBuilder regexstr = new StringBuilder("");
foreach(string s in this.filters)
{
// Make sure filter is in uppercase
string ss = s.ToUpperInvariant();
// Escape regex characters
ss = ss.Replace("+", "\\+");
ss = ss.Replace("\\", "\\\\");
ss = ss.Replace("|", "\\|");
ss = ss.Replace("{", "\\{");
ss = ss.Replace("[", "\\[");
ss = ss.Replace("(", "\\(");
ss = ss.Replace(")", "\\)");
ss = ss.Replace("^", "\\^");
ss = ss.Replace("$", "\\$");
ss = ss.Replace(".", "\\.");
ss = ss.Replace("#", "\\#");
ss = ss.Replace(" ", "\\ ");
// Replace the ? with the regex code for single character
ss = ss.Replace("?", ".");
// Replace the * with the regex code for optional multiple characters
ss = ss.Replace("*", ".*?");
// When a filter has already added, insert a conditional OR operator
if(regexstr.Length > 0) regexstr.Append("|");
// Open group without backreferencing
regexstr.Append("(?:");
// Must be start of string
regexstr.Append("\\A");
// Add the filter
regexstr.Append(ss);
// Must be end of string
regexstr.Append("\\Z");
// Close group
regexstr.Append(")");
}
// No filters added? Then make a never-matching regex
if(this.filters.Count == 0) regexstr.Append("\\Z\\A");
// Make the regex
regex = new Regex(regexstr.ToString(), RegexOptions.Compiled |
RegexOptions.CultureInvariant);
// Initialize collections
textures = new List<ImageData>();
flats = new List<ImageData>();
}
// This matches a name against the regex and adds a texture to
// the list if it matches. Returns true when matched and added.
internal bool AddTexture(ImageData image)
{
// Check against regex
if(regex.IsMatch(image.Name.ToUpperInvariant()))
{
// Matches! Add it.
textures.Add(image);
return true;
}
else
{
// Doesn't match
return false;
}
}
// This matches a name against the regex and adds a flat to
// the list if it matches. Returns true when matched and added.
internal bool AddFlat(ImageData image)
{
// Check against regex
if(regex.IsMatch(image.Name.ToUpperInvariant()))
{
// Matches! Add it.
flats.Add(image);
return true;
}
else
{
// Doesn't match
return false;
}
}
// This only checks if the given image is a match
internal bool IsMatch(ImageData image)
{
return regex.IsMatch(image.Name.ToUpperInvariant());
}
// This only checks if the given texture name is a match (mxd)
public bool IsMatch(string texturename)
{
return regex.IsMatch(texturename.ToUpperInvariant());
}
// This compares it for sorting
public int CompareTo(MatchingTextureSet other)
{
return string.Compare(this.name, other.name);
}
#endregion
}
}