Make binary info loading lazy

This commit is contained in:
Paul Chote
2011-02-11 21:15:13 +13:00
parent b134ba41f4
commit 73020a9419
10 changed files with 88 additions and 62 deletions

View File

@@ -50,7 +50,7 @@ namespace OpenRA.Graphics
{
var mapX = x + map.Bounds.Left;
var mapY = y + map.Bounds.Top;
var type = tileset.GetTerrainType(map.MapTiles[mapX, mapY]);
var type = tileset.GetTerrainType(map.MapTiles.Value[mapX, mapY]);
if (!tileset.Terrain.ContainsKey(type))
throw new InvalidDataException("Tileset {0} lacks terraintype {1}".F(tileset.Id, type));
@@ -80,11 +80,11 @@ namespace OpenRA.Graphics
{
var mapX = x + map.Bounds.Left;
var mapY = y + map.Bounds.Top;
if (map.MapResources[mapX, mapY].type == 0)
if (map.MapResources.Value[mapX, mapY].type == 0)
continue;
var res = Rules.Info["world"].Traits.WithInterface<ResourceTypeInfo>()
.Where(t => t.ResourceType == map.MapResources[mapX, mapY].type)
.Where(t => t.ResourceType == map.MapResources.Value[mapX, mapY].type)
.Select(t => t.TerrainType).FirstOrDefault();
if (res == null)
continue;

View File

@@ -37,7 +37,7 @@ namespace OpenRA.Graphics
Vertex[] vertices = new Vertex[4 * map.Bounds.Height * map.Bounds.Width];
ushort[] indices = new ushort[6 * map.Bounds.Height * map.Bounds.Width];
terrainSheet = tileMapping[map.MapTiles[map.Bounds.Left, map.Bounds.Top]].sheet;
terrainSheet = tileMapping[map.MapTiles.Value[map.Bounds.Left, map.Bounds.Top]].sheet;
int nv = 0;
int ni = 0;
@@ -45,14 +45,14 @@ namespace OpenRA.Graphics
for( int j = map.Bounds.Top; j < map.Bounds.Bottom; j++ )
for( int i = map.Bounds.Left; i < map.Bounds.Right; i++ )
{
Sprite tile = tileMapping[map.MapTiles[i, j]];
Sprite tile = tileMapping[map.MapTiles.Value[i, j]];
// TODO: The zero below should explicitly refer to the terrain palette, but this code is called
// before the palettes are created. Therefore assumes that "terrain" is the first palette to be defined
Util.FastCreateQuad(vertices, indices, Game.CellSize * new float2(i, j), tile, Game.modData.Palette.GetPaletteIndex("terrain"), nv, ni, tile.size);
nv += 4;
ni += 6;
if (tileMapping[map.MapTiles[i, j]].sheet != terrainSheet)
if (tileMapping[map.MapTiles.Value[i, j]].sheet != terrainSheet)
throw new InvalidOperationException("Terrain sprites span multiple sheets");
}