Add a utility command for checking sequences.
This commit is contained in:
@@ -39,6 +39,7 @@ namespace OpenRA.Graphics
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public interface ISpriteSequenceLoader
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public interface ISpriteSequenceLoader
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{
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{
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Action<string> OnMissingSpriteError { get; set; }
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IReadOnlyDictionary<string, ISpriteSequence> ParseSequences(ModData modData, TileSet tileSet, SpriteCache cache, MiniYamlNode node);
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IReadOnlyDictionary<string, ISpriteSequence> ParseSequences(ModData modData, TileSet tileSet, SpriteCache cache, MiniYamlNode node);
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}
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}
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@@ -72,6 +72,7 @@ namespace OpenRA
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throw new InvalidOperationException("Unable to find a sequence loader for type '{0}'.".F(sequenceFormat.Type));
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throw new InvalidOperationException("Unable to find a sequence loader for type '{0}'.".F(sequenceFormat.Type));
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SpriteSequenceLoader = (ISpriteSequenceLoader)ctor.Invoke(new[] { this });
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SpriteSequenceLoader = (ISpriteSequenceLoader)ctor.Invoke(new[] { this });
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SpriteSequenceLoader.OnMissingSpriteError = s => Log.Write("debug", s);
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// HACK: Mount only local folders so we have a half-working environment for the asset installer
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// HACK: Mount only local folders so we have a half-working environment for the asset installer
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GlobalFileSystem.UnmountAll();
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GlobalFileSystem.UnmountAll();
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@@ -18,6 +18,7 @@ namespace OpenRA.Mods.Common.Graphics
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{
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{
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public class DefaultSpriteSequenceLoader : ISpriteSequenceLoader
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public class DefaultSpriteSequenceLoader : ISpriteSequenceLoader
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{
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{
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public Action<string> OnMissingSpriteError { get; set; }
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public DefaultSpriteSequenceLoader(ModData modData) { }
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public DefaultSpriteSequenceLoader(ModData modData) { }
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public virtual ISpriteSequence CreateSequence(ModData modData, TileSet tileSet, SpriteCache cache, string sequence, string animation, MiniYaml info)
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public virtual ISpriteSequence CreateSequence(ModData modData, TileSet tileSet, SpriteCache cache, string sequence, string animation, MiniYaml info)
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@@ -40,7 +41,7 @@ namespace OpenRA.Mods.Common.Graphics
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catch (FileNotFoundException ex)
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catch (FileNotFoundException ex)
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{
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{
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// Eat the FileNotFound exceptions from missing sprites
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// Eat the FileNotFound exceptions from missing sprites
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Log.Write("debug", ex.Message);
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OnMissingSpriteError(ex.Message);
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}
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}
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}
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}
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}
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}
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@@ -616,6 +616,7 @@
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<Compile Include="Widgets\ViewportControllerWidget.cs" />
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<Compile Include="Widgets\ViewportControllerWidget.cs" />
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<Compile Include="Widgets\VqaPlayerWidget.cs" />
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<Compile Include="Widgets\VqaPlayerWidget.cs" />
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<Compile Include="Traits\Render\WithInfantryBody.cs" />
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<Compile Include="Traits\Render\WithInfantryBody.cs" />
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<Compile Include="UtilityCommands\CheckSequenceSprites.cs" />
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</ItemGroup>
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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<PropertyGroup>
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51
OpenRA.Mods.Common/UtilityCommands/CheckSequenceSprites.cs
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51
OpenRA.Mods.Common/UtilityCommands/CheckSequenceSprites.cs
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@@ -0,0 +1,51 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using OpenRA.FileSystem;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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using StyleCop;
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namespace OpenRA.Mods.Common.UtilityCommands
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{
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class CheckSquenceSprites : IUtilityCommand
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{
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public string Name { get { return "--check-sequence-sprites"; } }
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[Desc("Check the sequence definitions for missing sprite files.")]
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public void Run(ModData modData, string[] args)
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{
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// HACK: The engine code assumes that Game.modData is set.
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Game.ModData = modData;
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GlobalFileSystem.LoadFromManifest(Game.ModData.Manifest);
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Game.ModData.SpriteSequenceLoader.OnMissingSpriteError = s => Console.WriteLine("\t" + s);
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foreach (var t in Game.ModData.Manifest.TileSets)
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{
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var ts = new TileSet(Game.ModData, t);
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Console.WriteLine("Tileset: " + ts.Name);
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var sc = new SpriteCache(modData.SpriteLoaders, ts.Extensions, new SheetBuilder(SheetType.Indexed));
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var sequenceFiles = modData.Manifest.Sequences;
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var nodes = sequenceFiles
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.Select(s => MiniYaml.FromFile(s))
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.Aggregate(MiniYaml.MergeLiberal);
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foreach (var n in nodes)
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Game.ModData.SpriteSequenceLoader.ParseSequences(Game.ModData, ts, sc, n);
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}
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}
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}
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}
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