mirror of
https://git.do.srb2.org/STJr/ZoneBuilder.git
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203 lines
6.4 KiB
C#
203 lines
6.4 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.IO;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.GZBuilder.Data;
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#endregion
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namespace CodeImp.DoomBuilder.Data
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{
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internal abstract class DataReader
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{
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#region ================== Constants
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protected const string SPRITE_NAME_PATTERN = "(?i)\\A[a-z0-9]{4}([a-z][0-9]{0,2})$"; //mxd
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#endregion
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#region ================== Variables
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protected DataLocation location;
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protected bool issuspended;
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protected bool isdisposed;
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protected ResourceTextureSet textureset;
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#endregion
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#region ================== Properties
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public DataLocation Location { get { return location; } }
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public bool IsDisposed { get { return isdisposed; } }
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public bool IsSuspended { get { return issuspended; } }
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public ResourceTextureSet TextureSet { get { return textureset; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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protected DataReader(DataLocation dl)
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{
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// Keep information
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location = dl;
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textureset = new ResourceTextureSet(GetTitle(), dl);
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}
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// Disposer
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public virtual void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Done
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textureset = null;
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Management
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// This returns a short name
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public abstract string GetTitle();
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// This suspends use of this resource
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public virtual void Suspend()
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{
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issuspended = true;
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}
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// This resumes use of this resource
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public virtual void Resume()
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{
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issuspended = false;
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}
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#endregion
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#region ================== Palette
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// When implemented, this should find and load a PLAYPAL palette
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public virtual Playpal LoadPalette() { return null; }
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#endregion
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#region ================== Colormaps
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// When implemented, this loads the colormaps
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public virtual ICollection<ImageData> LoadColormaps() { return null; }
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// When implemented, this returns the colormap lump
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public virtual Stream GetColormapData(string pname) { return null; }
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#endregion
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#region ================== Textures
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// When implemented, this should read the patch names
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public virtual PatchNames LoadPatchNames() { return null; }
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// When implemented, this returns the patch lump
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public virtual Stream GetPatchData(string pname, bool longname) { return null; }
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// When implemented, this returns the texture lump
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public virtual Stream GetTextureData(string pname, bool longname) { return null; }
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// When implemented, this loads the textures
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public virtual ICollection<ImageData> LoadTextures(PatchNames pnames) { return null; }
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#endregion
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#region ================== Flats
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// When implemented, this loads the flats
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public virtual ICollection<ImageData> LoadFlats() { return null; }
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// When implemented, this returns the flat lump
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public virtual Stream GetFlatData(string pname, bool longname) { return null; }
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#endregion
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#region ================== Sprites
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// When implemented, this loads the sprites
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public virtual ICollection<ImageData> LoadSprites() { return null; }
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// When implemented, this returns the sprite lump
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public virtual Stream GetSpriteData(string pname) { return null; }
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// When implemented, this checks if the given sprite lump exists
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public virtual bool GetSpriteExists(string pname) { return false; }
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#endregion
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#region ================== Decorate, Modeldef, Mapinfo, Gldefs, etc...
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// When implemented, this returns the DECORATE lump
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public abstract Dictionary<string, Stream> GetDecorateData(string pname); // { return new Dictionary<string, Stream>(); }
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//mxd. When implemented, this returns the MODELDEF lump
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public abstract Dictionary<string, Stream> GetModeldefData(); // { return new Dictionary<string, Stream>(); }
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//mxd. When implemented, this returns the MAPINFO lump
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public abstract Dictionary<string, Stream> GetMapinfoData(); // { return new Dictionary<string, Stream>(); }
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//mxd. When implemented, this returns the MAINCFG lump
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public virtual Dictionary<string, Stream> GetMaincfgData() { return new Dictionary<string, Stream>(); }
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//mxd. When implemented, this returns the OBJCTCFG lump
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public virtual Dictionary<string, Stream> GetObjctcfgData() { return new Dictionary<string, Stream>(); }
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//mxd. When implemented, this returns the SOC_ lumps
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public virtual Dictionary<string, Stream> GetSOCData() { return new Dictionary<string, Stream>(); }
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//mxd. When implemented, this returns the LUA_ lumps
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public virtual Dictionary<string, Stream> GetLuaData() { return new Dictionary<string, Stream>(); }
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//mxd. When implemented, this returns the GLDEFS lump
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public abstract Dictionary<string, Stream> GetGldefsData(GameType gametype); // { return new Dictionary<string, Stream>(); }
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//mxd. When implemented, this returns the REVERBS lump
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public abstract Dictionary<string, Stream> GetReverbsData(); // { return new Dictionary<string, Stream>(); }
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//mxd. When implemented, this returns the VOXELDEF lump
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public abstract KeyValuePair<string, Stream> GetVoxeldefData(); // { return new KeyValuePair<string, Stream>(); }
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//mxd. When implemented, this returns the SNDSEQ lump
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public abstract Dictionary<string, Stream> GetSndSeqData(); // { return new Dictionary<string, Stream>(); }
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//mxd. When implemented, this returns the ANIMDEFS lump
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public abstract Dictionary<string, Stream> GetAnimdefsData();
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//mxd. When implemented, this returns the list of voxel model names
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public abstract IEnumerable<string> GetVoxelNames(); // { return null; }
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//mxd. When implemented, this returns the voxel lump
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public abstract Stream GetVoxelData(string name); // { return null; }
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//mxd
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internal abstract MemoryStream LoadFile(string name);// { return null; }
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internal abstract bool FileExists(string filename);// { return false; }
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#endregion
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}
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}
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