Add ISpriteSequence.Bounds and Animation(WithOffset).ScreenBounds.
The bounds define the smallest Rectangle that covers all frames within a sequence.
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@@ -90,6 +90,7 @@ namespace OpenRA.Mods.Common.Graphics
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public int ShadowStart { get; private set; }
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public int ShadowZOffset { get; private set; }
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public int[] Frames { get; private set; }
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public Rectangle Bounds { get; private set; }
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protected virtual string GetSpriteSrc(ModData modData, TileSet tileSet, string sequence, string animation, string sprite, Dictionary<string, MiniYaml> d)
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{
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@@ -270,6 +271,17 @@ namespace OpenRA.Mods.Common.Graphics
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"{5}: Sequence {0}.{1}'s shadow frames use frames [{2}..{3}], but only [0..{4}] actually exist"
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.F(sequence, animation, ShadowStart, ShadowStart + Facings * Stride - 1, sprites.Length - 1,
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info.Nodes[0].Location));
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var boundSprites = SpriteBounds(sprites, Frames, Start, Facings, Length);
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if (ShadowStart > 0)
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boundSprites = boundSprites.Concat(SpriteBounds(sprites, Frames, ShadowStart, Facings, Length));
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if (boundSprites.Any())
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{
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Bounds = boundSprites.First();
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foreach (var b in boundSprites.Skip(1))
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Bounds = Rectangle.Union(Bounds, b);
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}
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}
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catch (FormatException f)
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{
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@@ -277,6 +289,24 @@ namespace OpenRA.Mods.Common.Graphics
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}
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}
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/// <summary>Returns the bounds of all of the sprites that can appear in this animation</summary>
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static IEnumerable<Rectangle> SpriteBounds(Sprite[] sprites, int[] frames, int start, int facings, int length)
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{
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for (var facing = 0; facing < facings; facing++)
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{
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for (var frame = 0; frame < length; frame++)
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{
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var i = frame * facings + facing;
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var s = frames != null ? sprites[frames[i]] : sprites[start + i];
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if (!s.Bounds.IsEmpty)
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yield return new Rectangle(
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(int)(s.Offset.X - s.Size.X / 2),
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(int)(s.Offset.Y - s.Size.Y / 2),
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s.Bounds.Width, s.Bounds.Height);
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}
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}
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}
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public Sprite GetSprite(int frame)
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{
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return GetSprite(Start, frame, 0);
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