ZoneBuilder/Source/Core/Data/DataReader.cs

203 lines
6.4 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;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.GZBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.Data
{
internal abstract class DataReader
{
#region ================== Constants
protected const string SPRITE_NAME_PATTERN = "(?i)\\A[a-z0-9]{4}([a-z][0-9]{0,2})$"; //mxd
#endregion
#region ================== Variables
protected DataLocation location;
protected bool issuspended;
protected bool isdisposed;
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 ResourceTextureSet TextureSet { get { return textureset; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
protected DataReader(DataLocation dl)
{
// Keep information
location = dl;
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 virtual PatchNames LoadPatchNames() { return null; }
// When implemented, this returns the patch lump
public virtual Stream GetPatchData(string pname, bool longname) { return null; }
// When implemented, this returns the texture lump
public virtual Stream GetTextureData(string pname, bool longname) { return null; }
// When implemented, this loads the textures
public virtual ICollection<ImageData> LoadTextures(PatchNames pnames) { return null; }
#endregion
#region ================== Flats
// When implemented, this loads the flats
public virtual ICollection<ImageData> LoadFlats() { return null; }
// When implemented, this returns the flat lump
public virtual Stream GetFlatData(string pname, bool longname) { return null; }
#endregion
#region ================== Sprites
// When implemented, this loads the sprites
public virtual ICollection<ImageData> LoadSprites() { return null; }
// When implemented, this returns the sprite lump
public virtual Stream GetSpriteData(string pname) { return null; }
// When implemented, this checks if the given sprite lump exists
public virtual bool GetSpriteExists(string pname) { return false; }
#endregion
#region ================== Decorate, Modeldef, Mapinfo, Gldefs, etc...
// When implemented, this returns the DECORATE lump
public abstract Dictionary<string, Stream> GetDecorateData(string pname); // { return new Dictionary<string, Stream>(); }
//mxd. When implemented, this returns the MODELDEF lump
public abstract Dictionary<string, Stream> GetModeldefData(); // { return new Dictionary<string, Stream>(); }
//mxd. When implemented, this returns the MAPINFO lump
public abstract Dictionary<string, Stream> GetMapinfoData(); // { return new Dictionary<string, Stream>(); }
//mxd. When implemented, this returns the MAINCFG lump
public virtual Dictionary<string, Stream> GetMaincfgData() { return new Dictionary<string, Stream>(); }
//mxd. When implemented, this returns the OBJCTCFG lump
public virtual Dictionary<string, Stream> GetObjctcfgData() { return new Dictionary<string, Stream>(); }
//mxd. When implemented, this returns the SOC_ lumps
public virtual Dictionary<string, Stream> GetSOCData() { return new Dictionary<string, Stream>(); }
//mxd. When implemented, this returns the LUA_ lumps
public virtual Dictionary<string, Stream> GetLuaData() { return new Dictionary<string, Stream>(); }
//mxd. When implemented, this returns the GLDEFS lump
public abstract Dictionary<string, Stream> GetGldefsData(GameType gametype); // { return new Dictionary<string, Stream>(); }
//mxd. When implemented, this returns the REVERBS lump
public abstract Dictionary<string, Stream> GetReverbsData(); // { return new Dictionary<string, Stream>(); }
//mxd. When implemented, this returns the VOXELDEF lump
public abstract KeyValuePair<string, Stream> GetVoxeldefData(); // { return new KeyValuePair<string, Stream>(); }
//mxd. When implemented, this returns the SNDSEQ lump
public abstract Dictionary<string, Stream> GetSndSeqData(); // { return new Dictionary<string, Stream>(); }
//mxd. When implemented, this returns the ANIMDEFS lump
public abstract Dictionary<string, Stream> GetAnimdefsData();
//mxd. When implemented, this returns the list of voxel model names
public abstract IEnumerable<string> GetVoxelNames(); // { return null; }
//mxd. When implemented, this returns the voxel lump
public abstract Stream GetVoxelData(string name); // { return null; }
//mxd
internal abstract MemoryStream LoadFile(string name);// { return null; }
internal abstract bool FileExists(string filename);// { return false; }
#endregion
}
}