Use the existing SpriteLoader cache for tilesets.
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@@ -22,33 +22,6 @@ namespace OpenRA.Graphics
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Dictionary<ushort, Sprite[]> templates;
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Sprite missingTile;
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Sprite[] LoadTemplate(string filename, string[] exts, Dictionary<string, ISpriteSource> sourceCache, int[] frames)
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{
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ISpriteSource source;
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if (!sourceCache.ContainsKey(filename))
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{
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using (var s = GlobalFileSystem.OpenWithExts(filename, exts))
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source = SpriteSource.LoadSpriteSource(s, filename);
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if (source.CacheWhenLoadingTileset)
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sourceCache.Add(filename, source);
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}
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else
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source = sourceCache[filename];
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if (frames != null)
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{
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var ret = new List<Sprite>();
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var srcFrames = source.Frames.ToArray();
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foreach (var i in frames)
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ret.Add(sheetBuilder.Add(srcFrames[i]));
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return ret.ToArray();
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}
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return source.Frames.Select(f => sheetBuilder.Add(f)).ToArray();
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}
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public Theater(TileSet tileset)
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{
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var allocated = false;
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@@ -61,11 +34,17 @@ namespace OpenRA.Graphics
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return new Sheet(new Size(tileset.SheetSize, tileset.SheetSize), true);
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};
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var sourceCache = new Dictionary<string, ISpriteSource>();
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templates = new Dictionary<ushort, Sprite[]>();
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sheetBuilder = new SheetBuilder(SheetType.Indexed, allocate);
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templates = new Dictionary<ushort, Sprite[]>();
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// We manage the SheetBuilder ourselves, to avoid loading all of the tileset images
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var spriteLoader = new SpriteLoader(tileset.Extensions, null);
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foreach (var t in tileset.Templates)
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templates.Add(t.Value.Id, LoadTemplate(t.Value.Image, tileset.Extensions, sourceCache, t.Value.Frames));
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{
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var allFrames = spriteLoader.LoadAllFrames(t.Value.Image);
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var frames = t.Value.Frames != null ? t.Value.Frames.Select(f => allFrames[f]).ToArray() : allFrames;
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templates.Add(t.Value.Id, frames.Select(f => sheetBuilder.Add(f)).ToArray());
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}
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// 1x1px transparent tile
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missingTile = sheetBuilder.Add(new byte[1], new Size(1, 1));
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