Files
OpenRA/OpenRA.Mods.Common/Graphics/DefaultSpriteSequence.cs
2023-01-11 11:58:54 +02:00

589 lines
23 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.Collections.Generic;
using System.Collections.ObjectModel;
using System.IO;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Primitives;
namespace OpenRA.Mods.Common.Graphics
{
public class EmbeddedSpritePalette
{
readonly uint[] filePalette = null;
readonly Dictionary<int, uint[]> framePalettes = null;
public EmbeddedSpritePalette(uint[] filePalette = null, Dictionary<int, uint[]> framePalettes = null)
{
this.filePalette = filePalette;
this.framePalettes = framePalettes;
}
public bool TryGetPaletteForFrame(int frame, out uint[] palette)
{
if (framePalettes == null || !framePalettes.TryGetValue(frame, out palette))
palette = filePalette;
return palette != null;
}
}
public class DefaultSpriteSequenceLoader : ISpriteSequenceLoader
{
[System.Diagnostics.CodeAnalysis.SuppressMessage("Usage", "IDE0060:Remove unused parameter", Justification = "Load game API")]
public DefaultSpriteSequenceLoader(ModData modData) { }
public virtual ISpriteSequence CreateSequence(ModData modData, string tileSet, SpriteCache cache, string sequence, string animation, MiniYaml info)
{
return new DefaultSpriteSequence(modData, tileSet, cache, this, sequence, animation, info);
}
public IReadOnlyDictionary<string, ISpriteSequence> ParseSequences(ModData modData, string tileSet, SpriteCache cache, MiniYamlNode node)
{
var sequences = new Dictionary<string, ISpriteSequence>();
var nodes = node.Value.ToDictionary();
try
{
if (nodes.TryGetValue("Defaults", out var 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($"Error occurred while parsing {node.Key}", e);
}
foreach (var kvp in nodes)
{
using (new Support.PerfTimer($"new Sequence(\"{node.Key}\")", 20))
{
try
{
sequences.Add(kvp.Key, CreateSequence(modData, tileSet, cache, node.Key, kvp.Key, kvp.Value));
}
catch (FileNotFoundException ex)
{
// Defer exception until something tries to access the sequence
// This allows the asset installer and OpenRA.Utility to load the game without having the actor assets
sequences.Add(kvp.Key, new FileNotFoundSequence(ex));
}
}
}
return new ReadOnlyDictionary<string, ISpriteSequence>(sequences);
}
}
public class FileNotFoundSequence : ISpriteSequence
{
readonly FileNotFoundException exception;
public FileNotFoundSequence(FileNotFoundException exception)
{
this.exception = exception;
}
public string Filename => exception.FileName;
string ISpriteSequence.Name => throw exception;
int ISpriteSequence.Start => throw exception;
int ISpriteSequence.Length => throw exception;
int ISpriteSequence.Stride => throw exception;
int ISpriteSequence.Facings => throw exception;
int ISpriteSequence.InterpolatedFacings => throw exception;
int ISpriteSequence.Tick => throw exception;
int ISpriteSequence.ZOffset => throw exception;
int ISpriteSequence.ShadowStart => throw exception;
int ISpriteSequence.ShadowZOffset => throw exception;
int[] ISpriteSequence.Frames => throw exception;
Rectangle ISpriteSequence.Bounds => throw exception;
bool ISpriteSequence.IgnoreWorldTint => throw exception;
float ISpriteSequence.Scale => throw exception;
Sprite ISpriteSequence.GetSprite(int frame) { throw exception; }
Sprite ISpriteSequence.GetSprite(int frame, WAngle facing) { throw exception; }
(Sprite, WAngle) ISpriteSequence.GetSpriteWithRotation(int frame, WAngle facing) { throw exception; }
Sprite ISpriteSequence.GetShadow(int frame, WAngle facing) { throw exception; }
float ISpriteSequence.GetAlpha(int frame) { throw exception; }
}
public struct SpriteSequenceField<T>
{
public string Key;
public T DefaultValue;
public SpriteSequenceField(string key, T defaultValue)
{
Key = key;
DefaultValue = defaultValue;
}
}
[Desc("Generic sprite sequence implementation, mostly unencumbered with game- or artwork-specific logic.")]
public class DefaultSpriteSequence : ISpriteSequence
{
protected Sprite[] sprites;
readonly bool reverseFacings, transpose;
readonly string sequence;
protected readonly ISpriteSequenceLoader Loader;
public Rectangle Bounds { get; }
public string Name { get; }
[Desc("Frame index to start from.")]
static readonly SpriteSequenceField<int> Start = new SpriteSequenceField<int>(nameof(Start), 0);
int ISpriteSequence.Start => start;
int start;
[Desc("Number of frames to use. Does not have to be the total amount the sprite sheet has.")]
static readonly SpriteSequenceField<int> Length = new SpriteSequenceField<int>(nameof(Length), 1);
int ISpriteSequence.Length => length;
int length;
[Desc("Overrides Length if a different number of frames is defined between facings.")]
static readonly SpriteSequenceField<int> Stride = new SpriteSequenceField<int>(nameof(Stride), -1);
int ISpriteSequence.Stride => stride;
int stride;
[Desc("The amount of directions the unit faces. Use negative values to rotate counter-clockwise.")]
static readonly SpriteSequenceField<int> Facings = new SpriteSequenceField<int>(nameof(Facings), 1);
int ISpriteSequence.Facings => facings;
protected int facings;
[Desc("The amount of directions the unit faces. Use negative values to rotate counter-clockwise.")]
static readonly SpriteSequenceField<int> InterpolatedFacings = new SpriteSequenceField<int>(nameof(InterpolatedFacings), 1);
int ISpriteSequence.InterpolatedFacings => interpolatedFacings;
protected int interpolatedFacings;
[Desc("Time (in milliseconds at default game speed) to wait until playing the next frame in the animation.")]
static readonly SpriteSequenceField<int> Tick = new SpriteSequenceField<int>(nameof(Tick), 40);
int ISpriteSequence.Tick => tick;
readonly int tick;
[Desc("Value controlling the Z-order. A higher values means rendering on top of other sprites at the same position. " +
"Use power of 2 values to avoid glitches.")]
static readonly SpriteSequenceField<WDist> ZOffset = new SpriteSequenceField<WDist>(nameof(ZOffset), WDist.Zero);
int ISpriteSequence.ZOffset => zOffset;
readonly int zOffset;
[Desc("Additional sprite depth Z offset to apply as a function of sprite Y (0: vertical, 1: flat on terrain)")]
static readonly SpriteSequenceField<int> ZRamp = new SpriteSequenceField<int>(nameof(ZRamp), 0);
[Desc("If the shadow is not part of the sprite, but baked into the same sprite sheet at a fixed offset, " +
"set this to the frame index where it starts.")]
static readonly SpriteSequenceField<int> ShadowStart = new SpriteSequenceField<int>(nameof(ShadowStart), -1);
int ISpriteSequence.ShadowStart => shadowStart;
readonly int shadowStart;
[Desc("Set Z-Offset for the separate shadow. Used by the later Westwood 2.5D titles.")]
static readonly SpriteSequenceField<WDist> ShadowZOffset = new SpriteSequenceField<WDist>(nameof(ShadowZOffset), new WDist(-5));
int ISpriteSequence.ShadowZOffset => shadowZOffset;
readonly int shadowZOffset;
[Desc("The individual frames to play instead of going through them sequentially from the `Start`.")]
static readonly SpriteSequenceField<int[]> Frames = new SpriteSequenceField<int[]>(nameof(Frames), null);
int[] ISpriteSequence.Frames => frames;
int[] frames;
[Desc("Don't apply terrain lighting or colored overlays.")]
static readonly SpriteSequenceField<bool> IgnoreWorldTint = new SpriteSequenceField<bool>(nameof(IgnoreWorldTint), false);
bool ISpriteSequence.IgnoreWorldTint => ignoreWorldTint;
readonly bool ignoreWorldTint;
[Desc("Adjusts the rendered size of the sprite")]
static readonly SpriteSequenceField<float> Scale = new SpriteSequenceField<float>(nameof(Scale), 1);
float ISpriteSequence.Scale => scale;
readonly float scale;
[Desc("Play the sprite sequence back and forth.")]
static readonly SpriteSequenceField<bool> Reverses = new SpriteSequenceField<bool>(nameof(Reverses), false);
[Desc("Support a frame order where each animation step is split per each direction.")]
static readonly SpriteSequenceField<bool> Transpose = new SpriteSequenceField<bool>(nameof(Transpose), false);
[Desc("Mirror on the X axis.")]
static readonly SpriteSequenceField<bool> FlipX = new SpriteSequenceField<bool>(nameof(FlipX), false);
[Desc("Mirror on the Y axis.")]
static readonly SpriteSequenceField<bool> FlipY = new SpriteSequenceField<bool>(nameof(FlipY), false);
[Desc("Change the position in-game on X, Y, Z.")]
static readonly SpriteSequenceField<float3> Offset = new SpriteSequenceField<float3>(nameof(Offset), float3.Zero);
[Desc("Apply an OpenGL/Photoshop inspired blend mode.")]
static readonly SpriteSequenceField<BlendMode> BlendMode = new SpriteSequenceField<BlendMode>(nameof(BlendMode), OpenRA.BlendMode.Alpha);
[Desc("Allows to append multiple sequence definitions which are indented below this node " +
"like when offsets differ per frame or a sequence is spread across individual files.")]
static readonly SpriteSequenceField<MiniYaml> Combine = new SpriteSequenceField<MiniYaml>(nameof(Combine), null);
[Desc("Sets transparency - use one value to set for all frames or provide a value for each frame.")]
static readonly SpriteSequenceField<float[]> Alpha = new SpriteSequenceField<float[]>(nameof(Alpha), null);
readonly float[] alpha;
[Desc("Fade the animation from fully opaque on the first frame to fully transparent after the last frame.")]
static readonly SpriteSequenceField<bool> AlphaFade = new SpriteSequenceField<bool>(nameof(AlphaFade), false);
[Desc("Name of the file containing the depth data sprite.")]
static readonly SpriteSequenceField<string> DepthSprite = new SpriteSequenceField<string>(nameof(DepthSprite), null);
[Desc("Frame index containing the depth data.")]
static readonly SpriteSequenceField<int> DepthSpriteFrame = new SpriteSequenceField<int>(nameof(DepthSpriteFrame), 0);
[Desc("X, Y offset to apply to the depth sprite.")]
static readonly SpriteSequenceField<float2> DepthSpriteOffset = new SpriteSequenceField<float2>(nameof(DepthSpriteOffset), float2.Zero);
[Desc("Make a custom palette embedded in the sprite available to the PaletteFromEmbeddedSpritePalette trait.")]
static readonly SpriteSequenceField<bool> HasEmbeddedPalette = new SpriteSequenceField<bool>(nameof(HasEmbeddedPalette), false);
public readonly uint[] EmbeddedPalette;
protected virtual string GetSpriteSrc(ModData modData, string tileSet, string sequence, string animation, string sprite, Dictionary<string, MiniYaml> d)
{
return sprite ?? sequence;
}
protected static T LoadField<T>(Dictionary<string, MiniYaml> d, string key, T fallback)
{
if (d.TryGetValue(key, out var value))
return FieldLoader.GetValue<T>(key, value.Value);
return fallback;
}
protected static T LoadField<T>(Dictionary<string, MiniYaml> d, SpriteSequenceField<T> field)
{
if (d.TryGetValue(field.Key, out var value))
return FieldLoader.GetValue<T>(field.Key, value.Value);
return field.DefaultValue;
}
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, string tileSet, SpriteCache cache, ISpriteSequenceLoader loader, string sequence, string animation, MiniYaml info)
{
this.sequence = sequence;
Name = animation;
Loader = loader;
var d = info.ToDictionary();
try
{
start = LoadField(d, Start);
shadowStart = LoadField(d, ShadowStart);
shadowZOffset = LoadField(d, ShadowZOffset).Length;
zOffset = LoadField(d, ZOffset).Length;
tick = LoadField(d, Tick);
transpose = LoadField(d, Transpose);
frames = LoadField(d, Frames);
ignoreWorldTint = LoadField(d, IgnoreWorldTint);
scale = LoadField(d, Scale);
var flipX = LoadField(d, FlipX);
var flipY = LoadField(d, FlipY);
var zRamp = LoadField(d, ZRamp);
facings = LoadField(d, Facings);
interpolatedFacings = LoadField(d, nameof(InterpolatedFacings), -1);
if (interpolatedFacings != -1 && (interpolatedFacings <= 1 || interpolatedFacings <= Math.Abs(facings) || interpolatedFacings > 1024
|| !Exts.IsPowerOf2(interpolatedFacings)))
throw new YamlException($"InterpolatedFacings must be greater than Facings, within the range of 2 to 1024, and a power of 2.");
if (facings < 0)
{
reverseFacings = true;
facings = -facings;
}
var offset = LoadField(d, Offset);
var blendMode = LoadField(d, BlendMode);
Func<int, IEnumerable<int>> getUsedFrames = frameCount =>
{
if (d.TryGetValue(Length.Key, out var lengthYaml) && lengthYaml.Value == "*")
length = frames?.Length ?? frameCount - start;
else
length = LoadField(d, Length);
// Plays the animation forwards, and then in reverse
if (LoadField(d, Reverses))
{
var frames = this.frames != null ? this.frames.Skip(start).Take(length).ToArray() : Exts.MakeArray(length, i => start + i);
this.frames = frames.Concat(frames.Skip(1).Take(length - 2).Reverse()).ToArray();
length = 2 * length - 2;
start = 0;
}
// Overrides Length with a custom stride
stride = LoadField(d, Stride.Key, length);
if (length > stride)
throw new YamlException($"Sequence {sequence}.{animation}: Length must be <= stride");
if (frames != null && length > frames.Length)
throw new YamlException($"Sequence {sequence}.{animation}: Length must be <= Frames.Length");
var end = start + (facings - 1) * stride + length - 1;
if (frames != null)
{
foreach (var f in frames)
if (f < 0 || f >= frameCount)
throw new YamlException($"Sequence {sequence}.{animation} defines a Frames override that references frame {f}, but only [{start}..{end}] actually exist");
if (start < 0 || end >= frames.Length)
throw new YamlException($"Sequence {sequence}.{animation} uses indices [{start}..{end}] of the Frames list, but only {frames.Length} frames are defined");
}
else if (start < 0 || end >= frameCount)
throw new YamlException($"Sequence {sequence}.{animation} uses frames [{start}..{end}], but only [0..{frameCount - 1}] actually exist");
if (shadowStart >= 0 && shadowStart + (facings - 1) * stride + length > frameCount)
throw new YamlException($"Sequence {sequence}.{animation}'s shadow frames use frames [{shadowStart}..{shadowStart + (facings - 1) * stride + length - 1}], but only [0..{frameCount - 1}] actually exist");
var usedFrames = new List<int>();
for (var facing = 0; facing < facings; facing++)
{
for (var frame = 0; frame < length; frame++)
{
var i = transpose ? (frame % length) * facings + facing :
(facing * stride) + (frame % length);
usedFrames.Add(frames != null ? frames[i] : start + i);
}
}
if (shadowStart >= 0)
return usedFrames.Concat(usedFrames.Select(i => i + shadowStart - start));
return usedFrames;
};
if (d.TryGetValue(Combine.Key, out var combine))
{
var combined = Enumerable.Empty<Sprite>();
foreach (var sub in combine.Nodes)
{
var sd = sub.Value.ToDictionary();
// Allow per-sprite offset, flipping, start, and length
// These shouldn't inherit Start/Offset/etc from the main definition
var subStart = LoadField(sd, Start);
var subOffset = LoadField(sd, Offset);
var subFlipX = LoadField(sd, FlipX);
var subFlipY = LoadField(sd, FlipY);
var subFrames = LoadField(sd, Frames);
var subLength = 0;
Func<int, IEnumerable<int>> subGetUsedFrames = subFrameCount =>
{
if (sd.TryGetValue(Length.Key, out var subLengthYaml) && subLengthYaml.Value == "*")
subLength = subFrames != null ? subFrames.Length : subFrameCount - subStart;
else
subLength = LoadField(sd, Length);
return subFrames != null ? subFrames.Skip(subStart).Take(subLength) : Enumerable.Range(subStart, subLength);
};
var subSrc = GetSpriteSrc(modData, tileSet, sequence, animation, sub.Key, sd);
var subSprites = cache[subSrc, subGetUsedFrames].Select(s =>
{
if (s == null)
return null;
var bounds = FlipRectangle(s.Bounds, subFlipX, subFlipY);
var dx = subOffset.X + offset.X + (subFlipX ? -s.Offset.X : s.Offset.X);
var dy = subOffset.Y + offset.Y + (subFlipY ? -s.Offset.Y : s.Offset.Y);
var dz = subOffset.Z + offset.Z + s.Offset.Z + zRamp * dy;
return new Sprite(s.Sheet, bounds, zRamp, new float3(dx, dy, dz), s.Channel, blendMode);
}).ToList();
var frames = subFrames != null ? subFrames.Skip(subStart).Take(subLength).ToArray() : Exts.MakeArray(subLength, i => subStart + i);
combined = combined.Concat(frames.Select(i => subSprites[i]));
}
sprites = combined.ToArray();
getUsedFrames(sprites.Length);
}
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, getUsedFrames].Select(s =>
{
if (s == null)
return null;
var bounds = FlipRectangle(s.Bounds, flipX, flipY);
var dx = offset.X + (flipX ? -s.Offset.X : s.Offset.X);
var dy = offset.Y + (flipY ? -s.Offset.Y : s.Offset.Y);
var dz = offset.Z + s.Offset.Z + zRamp * dy;
return new Sprite(s.Sheet, bounds, zRamp, new float3(dx, dy, dz), s.Channel, blendMode);
}).ToArray();
}
alpha = LoadField(d, Alpha);
if (alpha != null)
{
if (alpha.Length == 1)
alpha = Exts.MakeArray(length, _ => alpha[0]);
else if (alpha.Length != length)
throw new YamlException($"Sequence {sequence}.{animation} must define either 1 or {length} Alpha values.");
}
if (LoadField(d, AlphaFade))
{
if (alpha != null)
throw new YamlException($"Sequence {sequence}.{animation} cannot define both AlphaFade and Alpha.");
alpha = Exts.MakeArray(length, i => float2.Lerp(1f, 0f, i / (length - 1f)));
}
var depthSprite = LoadField(d, DepthSprite);
if (!string.IsNullOrEmpty(depthSprite))
{
var depthSpriteFrame = LoadField(d, DepthSpriteFrame);
var depthOffset = LoadField(d, DepthSpriteOffset);
IEnumerable<int> GetDepthFrame(int _) => new[] { depthSpriteFrame };
var ds = cache[depthSprite, GetDepthFrame][depthSpriteFrame];
sprites = sprites.Select(s =>
{
if (s == null)
return null;
var cw = (ds.Bounds.Left + ds.Bounds.Right) / 2 + (int)(s.Offset.X + depthOffset.X);
var ch = (ds.Bounds.Top + ds.Bounds.Bottom) / 2 + (int)(s.Offset.Y + depthOffset.Y);
var w = s.Bounds.Width / 2;
var h = s.Bounds.Height / 2;
var r = Rectangle.FromLTRB(cw - w, ch - h, cw + w, ch + h);
return new SpriteWithSecondaryData(s, ds.Sheet, r, ds.Channel);
}).ToArray();
}
if (LoadField(d, HasEmbeddedPalette))
{
var src = GetSpriteSrc(modData, tileSet, sequence, animation, info.Value, d);
var metadata = cache.FrameMetadata(src);
var i = frames != null ? frames[0] : start;
var palettes = metadata?.GetOrDefault<EmbeddedSpritePalette>();
if (palettes == null || !palettes.TryGetPaletteForFrame(i, out EmbeddedPalette))
throw new YamlException($"Cannot export palette from {src}: frame {i} does not define an embedded palette");
}
var boundSprites = SpriteBounds(sprites, frames, start, facings, length, stride, transpose);
if (shadowStart > 0)
boundSprites = boundSprites.Concat(SpriteBounds(sprites, frames, shadowStart, facings, length, stride, transpose));
Bounds = boundSprites.Union();
}
catch (FormatException f)
{
throw new FormatException($"Failed to parse sequences for {sequence}.{animation} at {info.Nodes[0].Location}:\n{f}");
}
}
/// <summary>Returns the bounds of all of the sprites that can appear in this animation</summary>
static IEnumerable<Rectangle> SpriteBounds(Sprite[] sprites, int[] frames, int start, int facings, int length, int stride, bool transpose)
{
for (var facing = 0; facing < facings; facing++)
{
for (var frame = 0; frame < length; frame++)
{
var i = transpose ? (frame % length) * facings + facing :
(facing * stride) + (frame % length);
var s = frames != null ? sprites[frames[i]] : sprites[start + i];
if (!s.Bounds.IsEmpty)
yield return new Rectangle(
(int)(s.Offset.X - s.Size.X / 2),
(int)(s.Offset.Y - s.Size.Y / 2),
s.Bounds.Width, s.Bounds.Height);
}
}
}
public Sprite GetSprite(int frame)
{
return GetSprite(start, frame, WAngle.Zero);
}
public Sprite GetSprite(int frame, WAngle facing)
{
return GetSprite(start, frame, facing);
}
public (Sprite, WAngle) GetSpriteWithRotation(int frame, WAngle facing)
{
var rotation = WAngle.Zero;
// Note: Error checking is not done here as it is done on load
if (interpolatedFacings != -1)
rotation = Util.GetInterpolatedFacing(facing, Math.Abs(facings), interpolatedFacings);
return (GetSprite(start, frame, facing), rotation);
}
public Sprite GetShadow(int frame, WAngle facing)
{
return shadowStart >= 0 ? GetSprite(shadowStart, frame, facing) : null;
}
protected virtual Sprite GetSprite(int start, int frame, WAngle facing)
{
var f = GetFacingFrameOffset(facing);
if (reverseFacings)
f = (facings - f) % facings;
var i = transpose ? (frame % length) * facings + f :
(f * stride) + (frame % length);
var j = frames != null ? frames[i] : start + i;
if (sprites[j] == null)
throw new InvalidOperationException($"Attempted to query unloaded sprite from {Name}.{sequence} start={start} frame={frame} facing={facing}");
return sprites[j];
}
protected virtual int GetFacingFrameOffset(WAngle facing)
{
return Util.IndexFacing(facing, facings);
}
public virtual float GetAlpha(int frame)
{
return alpha?[frame] ?? 1f;
}
}
}