Reorganise FileFormats
This commit is contained in:
@@ -1 +1,48 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" ToolsVersion="3.5" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProductVersion>9.0.30729</ProductVersion>
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<SchemaVersion>2.0</SchemaVersion>
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<ProjectGuid>{BA2B4C61-D5EE-4C3E-9BA1-EB32C531FA36}</ProjectGuid>
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<OutputType>Exe</OutputType>
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<RootNamespace>MapConverter</RootNamespace>
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<AssemblyName>MapConverter</AssemblyName>
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<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug</OutputPath>
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<DefineConstants>DEBUG</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<DebugType>none</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Release</OutputPath>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="System" />
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<Reference Include="System.Core">
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<RequiredTargetFramework>3.5</RequiredTargetFramework>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Main.cs" />
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<Compile Include="AssemblyInfo.cs" />
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<Compile Include="IniMap.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
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<Project>{BDAEAB25-991E-46A7-AF1E-4F0E03358DAA}</Project>
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<Name>OpenRA.FileFormats</Name>
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</ProjectReference>
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</ItemGroup>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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</Project>
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@@ -29,7 +29,7 @@ namespace OpenRA.FileFormats
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public class NewMap
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{
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// General info
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public int MapFormat;
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public byte MapFormat = 1;
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public string Title;
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public string Description;
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public string Author;
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@@ -38,6 +38,7 @@ namespace OpenRA.FileFormats
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// 'Simple' map data
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public string Tiledata;
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public byte TileFormat = 1;
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public string Tileset;
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public int2 Size;
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public int[] Bounds;
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@@ -85,6 +86,54 @@ namespace OpenRA.FileFormats
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Rules = yaml["Rules"].Nodes;
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}
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public void SaveBinaryData(string filepath)
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{
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FileStream dataStream = new FileStream(filepath+".tmp", FileMode.Create, FileAccess.Write);
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BinaryWriter writer = new BinaryWriter( dataStream );
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writer.BaseStream.Seek(0, SeekOrigin.Begin);
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// File header consists of a version byte, followed by 2 ushorts for width and height
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writer.Write(TileFormat);
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writer.Write((ushort)Size.X);
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writer.Write((ushort)Size.Y);
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// Tile data is stored as a base-64 encoded stream of
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// {(2-byte) tile index, (1-byte) image index} pairs
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for( int i = 0 ; i < Size.X ; i++ )
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for( int j = 0 ; j < Size.Y ; j++ )
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{
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writer.Write( MapTiles[j,i].tile );
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// Semi-hack: Convert clear and water tiles to "pick an image for me" magic number
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byte image = (MapTiles[ j, i ].tile == 0xff || MapTiles[ j, i ].tile == 0xffff) ? byte.MaxValue : MapTiles[j,i].image;
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writer.Write(image);
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}
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// TODO: Need a proper resources array to write
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/*
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// Resource data is stored as a base-64 encoded stream of
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// {(1-byte) resource index, (1-byte) image index} pairs
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for( int i = 0 ; i < Size.X ; i++ )
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for( int j = 0 ; j < Size.Y ; j++ )
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{
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byte type = 0;
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byte image = 0;
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if (MapTiles[j,i].overlay != null)
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{
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var res = resourceMapping[MapTiles[j,i].overlay];
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type = res.First;
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image = res.Second;
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}
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writer.Write(type);
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writer.Write(image);
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}
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*/
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writer.Flush();
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}
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public void DebugContents()
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{
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foreach (var field in SimpleFields)
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@@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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@@ -52,56 +52,56 @@
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="AudLoader.cs" />
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<Compile Include="Blowfish.cs" />
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<Compile Include="BlowfishKeyProvider.cs" />
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<Compile Include="Cache.cs" />
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<Compile Include="Collections\Set.cs" />
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<Compile Include="ConnectedComponents.cs" />
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<Compile Include="DisposableAction.cs" />
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<Compile Include="Dune2ShpReader.cs" />
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<Compile Include="Evaluator.cs" />
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<Compile Include="Exts.cs" />
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<Compile Include="FieldLoader.cs" />
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<Compile Include="FileSystem.cs" />
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<Compile Include="float2.cs" />
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<Compile Include="Folder.cs" />
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<Compile Include="Format2.cs" />
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<Compile Include="Format40.cs" />
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<Compile Include="Format80.cs" />
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<Compile Include="Graphics\IGraphicsDevice.cs" />
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<Compile Include="Graphics\Vertex.cs" />
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<Compile Include="IniFile.cs" />
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<Compile Include="int2.cs" />
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<Compile Include="IPaletteRemap.cs" />
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<Compile Include="Lazy.cs" />
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<Compile Include="Map.cs" />
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<Compile Include="MiniYaml.cs" />
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<Compile Include="PackageEntry.cs" />
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<Compile Include="Package.cs" />
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<Compile Include="Pair.cs" />
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<Compile Include="Palette.cs" />
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<Compile Include="PlayerColorRemap.cs" />
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<Compile Include="PriorityQueue.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="ProtocolVersion.cs" />
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<Compile Include="Thirdparty\Random.cs" />
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<Compile Include="Session.cs" />
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<Compile Include="ShpReader.cs" />
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<Compile Include="ShroudPaletteRemap.cs" />
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<Compile Include="SingleColorRemap.cs" />
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<Compile Include="Support\Log.cs" />
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<Compile Include="Support\Stopwatch.cs" />
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<Compile Include="Support\Timer.cs" />
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<Compile Include="Terrain.cs" />
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<Compile Include="TileReference.cs" />
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<Compile Include="TileSet.cs" />
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<Compile Include="Tuple.cs" />
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<Compile Include="TypeDictionary.cs" />
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<Compile Include="Walkability.cs" />
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<Compile Include="ActorReference.cs" />
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<Compile Include="TerrainColorSet.cs" />
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<Compile Include="NewMap.cs" />
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<Compile Include="Map\ActorReference.cs" />
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<Compile Include="Map\Map.cs" />
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<Compile Include="Map\NewMap.cs" />
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<Compile Include="Map\TileReference.cs" />
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<Compile Include="Map\Walkability.cs" />
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<Compile Include="Map\Terrain.cs" />
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<Compile Include="Primitives\Cache.cs" />
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<Compile Include="Primitives\float2.cs" />
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<Compile Include="Properties\int2.cs" />
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<Compile Include="Primitives\Pair.cs" />
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<Compile Include="Map\TerrainColorSet.cs" />
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<Compile Include="Primitives\Tuple.cs" />
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<Compile Include="Map\TileSet.cs" />
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<Compile Include="Primitives\PriorityQueue.cs" />
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<Compile Include="Primitives\Lazy.cs" />
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<Compile Include="FileFormats\AudLoader.cs" />
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<Compile Include="FileFormats\Blowfish.cs" />
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<Compile Include="FileFormats\BlowfishKeyProvider.cs" />
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<Compile Include="Primitives\Set.cs" />
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<Compile Include="Graphics\Dune2ShpReader.cs" />
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<Compile Include="FileFormats\Format2.cs" />
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<Compile Include="FileFormats\Format40.cs" />
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<Compile Include="FileFormats\Format80.cs" />
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<Compile Include="FileFormats\IniFile.cs" />
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<Compile Include="Graphics\ShpReader.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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