Files
OpenRA/OpenRA.Mods.D2k/Graphics/D2kSpriteSequence.cs
2024-07-29 21:56:36 +02:00

194 lines
6.8 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Mods.D2k.SpriteLoaders;
using OpenRA.Primitives;
namespace OpenRA.Mods.Cnc.Graphics
{
public class D2kSpriteSequenceLoader : DefaultSpriteSequenceLoader
{
public D2kSpriteSequenceLoader(ModData modData)
: base(modData) { }
public override ISpriteSequence CreateSequence(
ModData modData, string tileset, SpriteCache cache, string image, string sequence, MiniYaml data, MiniYaml defaults)
{
return new D2kSpriteSequence(cache, this, image, sequence, data, defaults);
}
}
[Desc("A sprite sequence that understands how to apply colour remapping to D2k sprites.")]
public class D2kSpriteSequence : DefaultSpriteSequence
{
[Desc("Sets the player remap reference colour.")]
static readonly SpriteSequenceField<Color> Remap = new(nameof(Remap), default);
[Desc("Remap embedded palette index 1 to shadow.")]
static readonly SpriteSequenceField<bool> UseShadow = new(nameof(UseShadow), true);
[Desc("Indicates that this is a fog sprite definition.")]
static readonly SpriteSequenceField<bool> ConvertShroudToFog = new(nameof(ConvertShroudToFog), false);
readonly Color remapColor;
readonly bool useShadow;
readonly bool convertShroudToFog;
public D2kSpriteSequence(SpriteCache cache, ISpriteSequenceLoader loader, string image, string sequence, MiniYaml data, MiniYaml defaults)
: base(cache, loader, image, sequence, data, defaults)
{
remapColor = LoadField(Remap, data, defaults);
useShadow = LoadField(UseShadow, data, defaults);
convertShroudToFog = LoadField(ConvertShroudToFog, data, defaults);
}
public override void ReserveSprites(ModData modData, string tileset, SpriteCache cache, MiniYaml data, MiniYaml defaults)
{
var frames = LoadField(Frames, data, defaults);
var flipX = LoadField(FlipX, data, defaults);
var flipY = LoadField(FlipY, data, defaults);
var zRamp = LoadField(ZRamp, data, defaults);
var offset = LoadField(Offset, data, defaults);
var blendMode = LoadField(BlendMode, data, defaults);
Func<ISpriteFrame, ISpriteFrame> adjustFrame = null;
if (remapColor != default || convertShroudToFog)
adjustFrame = RemapFrame;
ISpriteFrame RemapFrame(ISpriteFrame f) =>
(f is R8Loader.RemappableFrame rf) ? rf.WithSequenceFlags(useShadow, convertShroudToFog, remapColor) : f;
var combineNode = data.NodeWithKeyOrDefault(Combine.Key);
if (combineNode != null)
{
for (var i = 0; i < combineNode.Value.Nodes.Length; i++)
{
var subData = combineNode.Value.Nodes[i].Value;
var subOffset = LoadField(Offset, subData, NoData);
var subFlipX = LoadField(FlipX, subData, NoData);
var subFlipY = LoadField(FlipY, subData, NoData);
var subFrames = LoadField(Frames, subData);
foreach (var f in ParseCombineFilenames(modData, tileset, subFrames, subData))
{
var token = cache.ReserveSprites(f.Filename, f.LoadFrames, f.Location, adjustFrame);
spritesToLoad.Add(new SpriteReservation
{
Token = token,
Offset = subOffset + offset,
FlipX = subFlipX ^ flipX,
FlipY = subFlipY ^ flipY,
BlendMode = blendMode,
ZRamp = zRamp,
Frames = f.Frames
});
}
}
}
else
{
foreach (var f in ParseFilenames(modData, tileset, frames, data, defaults))
{
var token = cache.ReserveSprites(f.Filename, f.LoadFrames, f.Location, adjustFrame);
spritesToLoad.Add(new SpriteReservation
{
Token = token,
Offset = offset,
FlipX = flipX,
FlipY = flipY,
BlendMode = blendMode,
ZRamp = zRamp,
Frames = f.Frames,
});
}
}
}
public override void ResolveSprites(SpriteCache cache)
{
if (bounds != null)
return;
Sprite depthSprite = null;
if (depthSpriteReservation != null)
depthSprite = cache.ResolveSprites(depthSpriteReservation.Value).First(s => s != null);
var allSprites = spritesToLoad.SelectMany(r =>
{
var resolved = cache.ResolveSprites(r.Token);
if (r.Frames != null)
resolved = r.Frames.Select(f => resolved[f]).ToArray();
return resolved.Select(s =>
{
if (s == null)
return null;
var dx = r.Offset.X + (r.FlipX ? -s.Offset.X : s.Offset.X);
var dy = r.Offset.Y + (r.FlipY ? -s.Offset.Y : s.Offset.Y);
var dz = r.Offset.Z + s.Offset.Z + r.ZRamp * dy;
var sprite = new Sprite(s.Sheet, FlipRectangle(s.Bounds, r.FlipX, r.FlipY), r.ZRamp, new float3(dx, dy, dz), s.Channel, r.BlendMode);
if (depthSprite == null)
return sprite;
var cw = (depthSprite.Bounds.Left + depthSprite.Bounds.Right) / 2 + (int)(s.Offset.X + depthSpriteOffset.X);
var ch = (depthSprite.Bounds.Top + depthSprite.Bounds.Bottom) / 2 + (int)(s.Offset.Y + depthSpriteOffset.Y);
var w = s.Bounds.Width / 2;
var h = s.Bounds.Height / 2;
return new SpriteWithSecondaryData(sprite, depthSprite.Sheet, Rectangle.FromLTRB(cw - w, ch - h, cw + w, ch + h), depthSprite.Channel);
});
}).ToArray();
length ??= allSprites.Length - start;
if (alpha != null)
{
if (alpha.Length == 1)
alpha = Exts.MakeArray(length.Value, _ => alpha[0]);
else if (alpha.Length != length.Value)
throw new YamlException($"Sequence {image}.{Name} must define either 1 or {length.Value} Alpha values.");
}
else if (alphaFade)
alpha = Exts.MakeArray(length.Value, i => float2.Lerp(1f, 0f, i / (length.Value - 1f)));
// Reindex sprites to order facings anti-clockwise and remove unused frames
var index = CalculateFrameIndices(start, length.Value, stride ?? length.Value, facings, null, transpose, reverseFacings, -1);
if (reverses)
{
index.AddRange(index.Skip(1).Take(length.Value - 2).Reverse());
length = 2 * length - 2;
}
if (index.Count == 0)
throw new YamlException($"Sequence {image}.{Name} does not define any frames.");
var minIndex = index.Min();
var maxIndex = index.Max();
if (minIndex < 0 || maxIndex >= allSprites.Length)
throw new YamlException($"Sequence {image}.{Name} uses frames between {minIndex}..{maxIndex}, but only 0..{allSprites.Length - 1} exist.");
sprites = index.Select(f => allSprites[f]).ToArray();
if (shadowStart >= 0)
shadowSprites = index.Select(f => allSprites[f - start + shadowStart]).ToArray();
bounds = sprites.Concat(shadowSprites ?? Enumerable.Empty<Sprite>()).Select(OffsetSpriteBounds).Union();
}
}
}