This simplifies terrain loading and allows for non-square tiles in game. The editor still relies on the old code for now.
74 lines
1.9 KiB
C#
74 lines
1.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2013 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.Drawing;
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using System.IO;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.FileFormats.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Graphics
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{
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public class Theater
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{
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SheetBuilder sheetBuilder;
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Dictionary<ushort, Sprite[]> templates;
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Sprite missingTile;
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Sprite[] LoadTemplate(string filename, string[] exts)
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{
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using (var s = FileSystem.OpenWithExts(filename, exts))
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{
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var t = new Terrain(s);
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return t.TileBitmapBytes
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.Select(b => b != null ? sheetBuilder.Add(b, new Size(t.Width, t.Height)) : null)
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.ToArray();
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}
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}
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public Theater(TileSet tileset)
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{
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var allocated = false;
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Func<Sheet> allocate = () =>
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{
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if (allocated)
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throw new SheetOverflowException("Terrain sheet overflow");
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allocated = true;
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// TODO: Use a fixed sheet size specified in the tileset yaml
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return SheetBuilder.AllocateSheet();
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};
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templates = new Dictionary<ushort, Sprite[]>();
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sheetBuilder = new SheetBuilder(SheetType.Indexed, allocate);
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foreach (var t in tileset.Templates)
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templates.Add(t.Value.Id, LoadTemplate(t.Value.Image, tileset.Extensions));
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// 1x1px transparent tile
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missingTile = sheetBuilder.Add(new byte[1], new Size(1, 1));
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}
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public Sprite TileSprite(TileReference<ushort, byte> r)
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{
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Sprite[] template;
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if (templates.TryGetValue(r.type, out template))
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if (template.Length > r.index && template[r.index] != null)
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return template[r.index];
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return missingTile;
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}
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public Sheet Sheet { get { return sheetBuilder.Current; } }
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}
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}
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