ZoneBuilder/Source/Core/ZDoom/TextureStructure.cs

262 lines
7.1 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.Globalization;
using CodeImp.DoomBuilder.Data;
#endregion
namespace CodeImp.DoomBuilder.ZDoom
{
public sealed class TextureStructure
{
#region ================== Constants
#endregion
#region ================== Variables
// Declaration
private readonly string typename;
private readonly string name;
private readonly string virtualpath; //mxd
private readonly int width;
private readonly int height;
// Properties
private readonly float xscale;
private readonly float yscale;
private readonly int xoffset;
private readonly int yoffset;
private readonly bool worldpanning;
private readonly bool optional; //mxd
private readonly bool nulltexture; //mxd
// Patches
private readonly List<PatchStructure> patches;
#endregion
#region ================== Properties
public string TypeName { get { return typename; } }
public string Name { get { return name; } }
public int Width { get { return width; } }
public int Height { get { return height; } }
public float XScale { get { return xscale; } }
public float YScale { get { return yscale; } }
public int XOffset { get { return xoffset; } }
public int YOffset { get { return yoffset; } }
public bool Optional { get { return optional; } }
public bool NullTexture { get { return nulltexture; } }
public ICollection<PatchStructure> Patches { get { return patches; } }
#endregion
#region ================== Constructor / Disposer
// Constructor
internal TextureStructure(TexturesParser parser, string typename, string virtualpath)
{
// Initialize
this.typename = typename;
this.virtualpath = virtualpath;
patches = new List<PatchStructure>(4);
xscale = 0.0f;
yscale = 0.0f;
// There should be 3 tokens separated by 2 commas now:
// Name, Width, Height
// First token is the texture name
parser.SkipWhitespace(true);
name = parser.StripTokenQuotes(parser.ReadToken(false)); //mxd. Don't skip newline
//mxd. It can also be "optional" keyword.
if(name.ToLowerInvariant() == "optional")
{
optional = true;
parser.SkipWhitespace(true);
name = parser.StripTokenQuotes(parser.ReadToken(false)); //mxd. Don't skip newline
}
if(string.IsNullOrEmpty(name))
{
parser.ReportError("Expected " + typename + " name");
return;
}
// Now we should find a comma
if(!parser.NextTokenIs(",")) return; //mxd
// Next is the texture width
parser.SkipWhitespace(true);
string tokenstr = parser.ReadToken();
if(string.IsNullOrEmpty(tokenstr) || !int.TryParse(tokenstr, NumberStyles.Integer, CultureInfo.InvariantCulture, out width))
{
parser.ReportError("Expected width in pixels");
return;
}
// Now we should find a comma again
if(!parser.NextTokenIs(",")) return; //mxd
// Next is the texture height
parser.SkipWhitespace(true);
tokenstr = parser.ReadToken();
if(string.IsNullOrEmpty(tokenstr) || !int.TryParse(tokenstr, NumberStyles.Integer, CultureInfo.InvariantCulture, out height))
{
parser.ReportError("Expected height in pixels");
return;
}
// Next token should be the beginning of the texture scope
if(!parser.NextTokenIs("{", false)) //mxd
{
parser.ReportError("Expected begin of structure");
return;
}
// Now parse the contents of texture structure
bool done = false; //mxd
while(!done && parser.SkipWhitespace(true))
{
string token = parser.ReadToken();
token = token.ToLowerInvariant();
switch(token)
{
case "xscale":
if(!ReadTokenFloat(parser, token, out xscale)) return;
break;
case "yscale":
if(!ReadTokenFloat(parser, token, out yscale)) return;
break;
case "worldpanning":
worldpanning = true;
break;
case "nulltexture": //mxd
nulltexture = true;
break;
case "offset":
// Read x offset
if(!ReadTokenInt(parser, token, out xoffset)) return;
// Now we should find a comma
if(!parser.NextTokenIs(",")) return; //mxd
// Read y offset
if(!ReadTokenInt(parser, token, out yoffset)) return;
break;
case "patch":
// Read patch structure
PatchStructure pt = new PatchStructure(parser);
if(parser.HasError) break;
// Add the patch
patches.Add(pt);
break;
case "}":
// Actor scope ends here,
// break out of this parse loop
done = true;
break;
}
}
}
#endregion
#region ================== Methods
// This reads the next token and sets a floating point value, returns false when failed
private static bool ReadTokenFloat(TexturesParser parser, string propertyname, out float value)
{
// Next token is the property value to set
parser.SkipWhitespace(true);
string strvalue = parser.ReadToken();
if(!string.IsNullOrEmpty(strvalue))
{
// Try parsing as value
if(!float.TryParse(strvalue, NumberStyles.Float, CultureInfo.InvariantCulture, out value))
{
parser.ReportError("Expected numeric value for property \"" + propertyname + "\"");
return false;
}
// Success
return true;
}
// Can't find the property value!
parser.ReportError("Expected a value for property \"" + propertyname + "\"");
value = 0.0f;
return false;
}
// This reads the next token and sets an integral value, returns false when failed
private static bool ReadTokenInt(TexturesParser parser, string propertyname, out int value)
{
// Next token is the property value to set
parser.SkipWhitespace(true);
string strvalue = parser.ReadToken();
if(!string.IsNullOrEmpty(strvalue))
{
// Try parsing as value
if(!int.TryParse(strvalue, NumberStyles.Integer, CultureInfo.InvariantCulture, out value))
{
parser.ReportError("Expected integral value for property \"" + propertyname + "\"");
return false;
}
// Success
return true;
}
// Can't find the property value!
parser.ReportError("Expected a value for property \"" + propertyname + "\"");
value = 0;
return false;
}
// This makes a HighResImage texture for this texture
internal HighResImage MakeImage()
{
// Determine scale for texture
float scalex = ((xscale == 0.0f) ? General.Map.Config.DefaultTextureScale : 1f / xscale);
float scaley = ((yscale == 0.0f) ? General.Map.Config.DefaultTextureScale : 1f / yscale);
// Make texture
HighResImage tex = new HighResImage(name, virtualpath, width, height, scalex, scaley, worldpanning, typename == "flat");
// Add patches
foreach(PatchStructure p in patches) tex.AddPatch(new TexturePatch(p));//mxd
return tex;
}
#endregion
}
}