#region Copyright & License Information /* * Copyright 2007-2017 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Drawing; using System.IO; using System.Linq; using OpenRA.Graphics; namespace OpenRA.Mods.Common.Graphics { public class DefaultSpriteSequenceLoader : ISpriteSequenceLoader { public Action OnMissingSpriteError { get; set; } public DefaultSpriteSequenceLoader(ModData modData) { } public virtual ISpriteSequence CreateSequence(ModData modData, TileSet tileSet, SpriteCache cache, string sequence, string animation, MiniYaml info) { return new DefaultSpriteSequence(modData, tileSet, cache, this, sequence, animation, info); } public IReadOnlyDictionary ParseSequences(ModData modData, TileSet tileSet, SpriteCache cache, MiniYamlNode node) { var sequences = new Dictionary(); var nodes = node.Value.ToDictionary(); MiniYaml defaults; try { if (nodes.TryGetValue("Defaults", out defaults)) { nodes.Remove("Defaults"); foreach (var n in nodes) { n.Value.Nodes = MiniYaml.Merge(new[] { defaults.Nodes, n.Value.Nodes }); n.Value.Value = n.Value.Value ?? defaults.Value; } } } catch (Exception e) { throw new InvalidDataException("Error occurred while parsing {0}".F(node.Key), e); } foreach (var kvp in nodes) { using (new Support.PerfTimer("new Sequence(\"{0}\")".F(node.Key), 20)) { try { sequences.Add(kvp.Key, CreateSequence(modData, tileSet, cache, node.Key, kvp.Key, kvp.Value)); } catch (FileNotFoundException ex) { // Eat the FileNotFound exceptions from missing sprites OnMissingSpriteError(ex.Message); } } } return new ReadOnlyDictionary(sequences); } } public class DefaultSpriteSequence : ISpriteSequence { static readonly WDist DefaultShadowSpriteZOffset = new WDist(-5); protected Sprite[] sprites; readonly bool reverseFacings, transpose, useClassicFacingFudge; protected readonly ISpriteSequenceLoader Loader; public string Name { get; private set; } public int Start { get; private set; } public int Length { get; private set; } public int Stride { get; private set; } public int Facings { get; private set; } public int Tick { get; private set; } public int ZOffset { get; private set; } public float ZRamp { get; private set; } public int ShadowStart { get; private set; } public int ShadowZOffset { get; private set; } public int[] Frames { get; private set; } public Rectangle Bounds { get; private set; } protected virtual string GetSpriteSrc(ModData modData, TileSet tileSet, string sequence, string animation, string sprite, Dictionary d) { return sprite ?? sequence; } protected static T LoadField(Dictionary d, string key, T fallback) { MiniYaml value; if (d.TryGetValue(key, out value)) return FieldLoader.GetValue(key, value.Value); return fallback; } protected static Rectangle FlipRectangle(Rectangle rect, bool flipX, bool flipY) { var left = flipX ? rect.Right : rect.Left; var top = flipY ? rect.Bottom : rect.Top; var right = flipX ? rect.Left : rect.Right; var bottom = flipY ? rect.Top : rect.Bottom; return Rectangle.FromLTRB(left, top, right, bottom); } public DefaultSpriteSequence(ModData modData, TileSet tileSet, SpriteCache cache, ISpriteSequenceLoader loader, string sequence, string animation, MiniYaml info) { Name = animation; Loader = loader; var d = info.ToDictionary(); try { Start = LoadField(d, "Start", 0); ShadowStart = LoadField(d, "ShadowStart", -1); ShadowZOffset = LoadField(d, "ShadowZOffset", DefaultShadowSpriteZOffset).Length; ZOffset = LoadField(d, "ZOffset", WDist.Zero).Length; ZRamp = LoadField(d, "ZRamp", 0); Tick = LoadField(d, "Tick", 40); transpose = LoadField(d, "Transpose", false); Frames = LoadField(d, "Frames", null); useClassicFacingFudge = LoadField(d, "UseClassicFacingFudge", false); var flipX = LoadField(d, "FlipX", false); var flipY = LoadField(d, "FlipY", false); Facings = LoadField(d, "Facings", 1); if (Facings < 0) { reverseFacings = true; Facings = -Facings; } if (useClassicFacingFudge && Facings != 32) throw new InvalidOperationException( "{0}: Sequence {1}.{2}: UseClassicFacingFudge is only valid for 32 facings" .F(info.Nodes[0].Location, sequence, animation)); var offset = LoadField(d, "Offset", float3.Zero); var blendMode = LoadField(d, "BlendMode", BlendMode.Alpha); MiniYaml combine; if (d.TryGetValue("Combine", out combine)) { var combined = Enumerable.Empty(); foreach (var sub in combine.Nodes) { var sd = sub.Value.ToDictionary(); // Allow per-sprite offset, flipping, start, and length var subStart = LoadField(sd, "Start", 0); var subOffset = LoadField(sd, "Offset", float3.Zero); var subFlipX = LoadField(sd, "FlipX", false); var subFlipY = LoadField(sd, "FlipY", false); var subSrc = GetSpriteSrc(modData, tileSet, sequence, animation, sub.Key, sd); var subSprites = cache[subSrc].Select( s => new Sprite(s.Sheet, FlipRectangle(s.Bounds, subFlipX, subFlipY), ZRamp, new float3(subFlipX ? -s.Offset.X : s.Offset.X, subFlipY ? -s.Offset.Y : s.Offset.Y, s.Offset.Z) + subOffset + offset, s.Channel, blendMode)); var subLength = 0; MiniYaml subLengthYaml; if (sd.TryGetValue("Length", out subLengthYaml) && subLengthYaml.Value == "*") subLength = subSprites.Count() - subStart; else subLength = LoadField(sd, "Length", 1); combined = combined.Concat(subSprites.Skip(subStart).Take(subLength)); } sprites = combined.ToArray(); } else { // Apply offset to each sprite in the sequence // Different sequences may apply different offsets to the same frame var src = GetSpriteSrc(modData, tileSet, sequence, animation, info.Value, d); sprites = cache[src].Select( s => new Sprite(s.Sheet, FlipRectangle(s.Bounds, flipX, flipY), ZRamp, new float3(flipX ? -s.Offset.X : s.Offset.X, flipY ? -s.Offset.Y : s.Offset.Y, s.Offset.Z) + offset, s.Channel, blendMode)).ToArray(); } var depthSprite = LoadField(d, "DepthSprite", null); if (!string.IsNullOrEmpty(depthSprite)) { var depthSpriteFrame = LoadField(d, "DepthSpriteFrame", 0); var depthOffset = LoadField(d, "DepthSpriteOffset", float2.Zero); var depthSprites = cache.AllCached(depthSprite) .Select(s => s[depthSpriteFrame]); sprites = sprites.Select(s => { // The depth sprite must live on the same sheet as the main sprite var ds = depthSprites.FirstOrDefault(dss => dss.Sheet == s.Sheet); if (ds == null) { // The sequence has probably overflowed onto a new sheet. // Allocating a new depth sprite on this sheet will almost certainly work ds = cache.Reload(depthSprite)[depthSpriteFrame]; depthSprites = cache.AllCached(depthSprite) .Select(ss => ss[depthSpriteFrame]); // If that doesn't work then we may be referencing a cached sprite from an earlier sheet // TODO: We could try and reallocate the main sprite, but that requires more complicated code and a perf hit // We'll only cross that bridge if this becomes a problem in reality if (ds.Sheet != s.Sheet) throw new SheetOverflowException("Cross-sheet depth sprite reference: {0}.{1}: {2}"); } var cw = (ds.Bounds.Left + ds.Bounds.Right) / 2 + (int)(s.Offset.X + depthOffset.X); var ch = (ds.Bounds.Top + ds.Bounds.Bottom) / 2 + (int)(s.Offset.Y + depthOffset.Y); var w = s.Bounds.Width / 2; var h = s.Bounds.Height / 2; var r = Rectangle.FromLTRB(cw - w, ch - h, cw + w, ch + h); return new SpriteWithSecondaryData(s, r, ds.Channel); }).ToArray(); } MiniYaml length; if (d.TryGetValue("Length", out length) && length.Value == "*") Length = sprites.Length - Start; else Length = LoadField(d, "Length", 1); // Plays the animation forwards, and then in reverse if (LoadField(d, "Reverses", false)) { var frames = Frames ?? Exts.MakeArray(Length, i => Start + i); Frames = frames.Concat(frames.Skip(1).Take(frames.Length - 2).Reverse()).ToArray(); Length = 2 * Length - 2; } Stride = LoadField(d, "Stride", Length); if (Length > Stride) throw new InvalidOperationException( "{0}: Sequence {1}.{2}: Length must be <= stride" .F(info.Nodes[0].Location, sequence, animation)); if (Frames != null && Length > Frames.Length) throw new InvalidOperationException( "{0}: Sequence {1}.{2}: Length must be <= Frames.Length" .F(info.Nodes[0].Location, sequence, animation)); if (Start < 0 || Start + Facings * Stride > sprites.Length) throw new InvalidOperationException( "{5}: Sequence {0}.{1} uses frames [{2}..{3}], but only 0..{4} actually exist" .F(sequence, animation, Start, Start + Facings * Stride - 1, sprites.Length - 1, info.Nodes[0].Location)); if (ShadowStart + Facings * Stride > sprites.Length) throw new InvalidOperationException( "{5}: Sequence {0}.{1}'s shadow frames use frames [{2}..{3}], but only [0..{4}] actually exist" .F(sequence, animation, ShadowStart, ShadowStart + Facings * Stride - 1, sprites.Length - 1, info.Nodes[0].Location)); var boundSprites = SpriteBounds(sprites, Frames, Start, Facings, Length); if (ShadowStart > 0) boundSprites = boundSprites.Concat(SpriteBounds(sprites, Frames, ShadowStart, Facings, Length)); if (boundSprites.Any()) { Bounds = boundSprites.First(); foreach (var b in boundSprites.Skip(1)) Bounds = Rectangle.Union(Bounds, b); } } catch (FormatException f) { throw new FormatException("Failed to parse sequences for {0}.{1} at {2}:\n{3}".F(sequence, animation, info.Nodes[0].Location, f)); } } /// Returns the bounds of all of the sprites that can appear in this animation static IEnumerable SpriteBounds(Sprite[] sprites, int[] frames, int start, int facings, int length) { for (var facing = 0; facing < facings; facing++) { for (var frame = 0; frame < length; frame++) { var i = frame * facings + facing; var s = frames != null ? sprites[frames[i]] : sprites[start + i]; if (!s.Bounds.IsEmpty) yield return new Rectangle( (int)(s.Offset.X - s.Size.X / 2), (int)(s.Offset.Y - s.Size.Y / 2), s.Bounds.Width, s.Bounds.Height); } } } public Sprite GetSprite(int frame) { return GetSprite(Start, frame, 0); } public Sprite GetSprite(int frame, int facing) { return GetSprite(Start, frame, facing); } public Sprite GetShadow(int frame, int facing) { return ShadowStart >= 0 ? GetSprite(ShadowStart, frame, facing) : null; } protected virtual Sprite GetSprite(int start, int frame, int facing) { var f = Util.QuantizeFacing(facing, Facings, useClassicFacingFudge); if (reverseFacings) f = (Facings - f) % Facings; var i = transpose ? (frame % Length) * Facings + f : (f * Stride) + (frame % Length); if (Frames != null) return sprites[Frames[i]]; return sprites[start + i]; } } }