201 lines
6.5 KiB
C#
201 lines
6.5 KiB
C#
#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 OpenRA.Graphics;
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namespace OpenRA.Mods.Common.Graphics
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{
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public class DefaultSpriteSequenceLoader : ISpriteSequenceLoader
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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 virtual ISpriteSequence CreateSequence(ModData modData, TileSet tileSet, SpriteCache cache, string sequence, string animation, MiniYaml info)
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{
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return new DefaultSpriteSequence(modData, tileSet, cache, this, sequence, animation, info);
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}
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public IReadOnlyDictionary<string, ISpriteSequence> ParseSequences(ModData modData, TileSet tileSet, SpriteCache cache, MiniYamlNode node)
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{
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var sequences = new Dictionary<string, ISpriteSequence>();
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var nodes = node.Value.ToDictionary();
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MiniYaml defaults;
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if (nodes.TryGetValue("Defaults", out defaults))
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{
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nodes.Remove("Defaults");
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nodes = nodes.ToDictionary(kv => kv.Key, kv => MiniYaml.MergeStrict(kv.Value, defaults));
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foreach (var n in nodes)
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n.Value.Value = n.Value.Value ?? defaults.Value;
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}
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foreach (var kvp in nodes)
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{
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using (new Support.PerfTimer("new Sequence(\"{0}\")".F(node.Key), 20))
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{
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try
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{
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sequences.Add(kvp.Key, CreateSequence(modData, tileSet, cache, node.Key, kvp.Key, kvp.Value));
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}
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catch (FileNotFoundException ex)
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{
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// Eat the FileNotFound exceptions from missing sprites
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OnMissingSpriteError(ex.Message);
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}
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}
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}
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return new ReadOnlyDictionary<string, ISpriteSequence>(sequences);
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}
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}
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public class DefaultSpriteSequence : ISpriteSequence
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{
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static readonly WRange DefaultShadowSpriteZOffset = new WRange(-5);
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readonly Sprite[] sprites;
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readonly bool reverseFacings, transpose;
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protected readonly ISpriteSequenceLoader Loader;
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public string Name { get; private set; }
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public int Start { get; private set; }
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public int Length { get; private set; }
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public int Stride { get; private set; }
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public int Facings { get; private set; }
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public int Tick { get; private set; }
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public int ZOffset { get; private set; }
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public int ShadowStart { get; private set; }
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public int ShadowZOffset { get; private set; }
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public int[] Frames { get; private set; }
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protected virtual string GetSpriteSrc(ModData modData, TileSet tileSet, string sequence, string animation, string sprite, Dictionary<string, MiniYaml> d)
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{
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return sprite ?? sequence;
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}
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protected static T LoadField<T>(Dictionary<string, MiniYaml> d, string key, T fallback)
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{
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MiniYaml value;
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if (d.TryGetValue(key, out value))
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return FieldLoader.GetValue<T>(key, value.Value);
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return fallback;
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}
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public DefaultSpriteSequence(ModData modData, TileSet tileSet, SpriteCache cache, ISpriteSequenceLoader loader, string sequence, string animation, MiniYaml info)
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{
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Name = animation;
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Loader = loader;
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var d = info.ToDictionary();
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try
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{
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Start = LoadField<int>(d, "Start", 0);
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ShadowStart = LoadField<int>(d, "ShadowStart", -1);
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ShadowZOffset = LoadField<WRange>(d, "ShadowZOffset", DefaultShadowSpriteZOffset).Range;
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ZOffset = LoadField<WRange>(d, "ZOffset", WRange.Zero).Range;
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Tick = LoadField<int>(d, "Tick", 40);
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transpose = LoadField<bool>(d, "Transpose", false);
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Frames = LoadField<int[]>(d, "Frames", null);
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Facings = LoadField<int>(d, "Facings", 1);
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if (Facings < 0)
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{
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reverseFacings = true;
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Facings = -Facings;
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}
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var offset = LoadField<float2>(d, "Offset", float2.Zero);
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var blendMode = LoadField<BlendMode>(d, "BlendMode", BlendMode.Alpha);
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var alpha = LoadField<float>(d, "Alpha", 1f);
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// Apply offset to each sprite in the sequence
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// Different sequences may apply different offsets to the same frame
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var src = GetSpriteSrc(modData, tileSet, sequence, animation, info.Value, d);
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sprites = cache[src].Select(
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s => new Sprite(s.Sheet, s.Bounds, s.Offset + offset, s.Channel, blendMode, alpha)).ToArray();
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MiniYaml length;
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if (d.TryGetValue("Length", out length) && length.Value == "*")
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Length = sprites.Length - Start;
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else
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Length = LoadField<int>(d, "Length", 1);
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// Plays the animation forwards, and then in reverse
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if (LoadField<bool>(d, "Reverses", false))
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{
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var frames = Frames ?? Exts.MakeArray(Length, i => Start + i);
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Frames = frames.Concat(frames.Skip(1).Take(frames.Length - 2).Reverse()).ToArray();
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Length = 2 * Length - 2;
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}
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Stride = LoadField<int>(d, "Stride", Length);
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if (Length > Stride)
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throw new InvalidOperationException(
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"{0}: Sequence {1}.{2}: Length must be <= stride"
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.F(info.Nodes[0].Location, sequence, animation));
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if (Start < 0 || Start + Facings * Stride > sprites.Length)
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throw new InvalidOperationException(
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"{6}: Sequence {0}.{1} uses frames [{2}..{3}] of SHP `{4}`, but only 0..{5} actually exist"
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.F(sequence, animation, Start, Start + Facings * Stride - 1, src, sprites.Length - 1,
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info.Nodes[0].Location));
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if (ShadowStart + Facings * Stride > sprites.Length)
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throw new InvalidOperationException(
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"{6}: Sequence {0}.{1}'s shadow frames use frames [{2}..{3}] of SHP `{4}`, but only [0..{5}] actually exist"
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.F(sequence, animation, ShadowStart, ShadowStart + Facings * Stride - 1, src, sprites.Length - 1,
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info.Nodes[0].Location));
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}
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catch (FormatException f)
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{
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throw new FormatException("Failed to parse sequences for {0}.{1} at {2}:\n{3}".F(sequence, animation, info.Nodes[0].Location, f));
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}
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}
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public Sprite GetSprite(int frame)
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{
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return GetSprite(Start, frame, 0);
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}
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public Sprite GetSprite(int frame, int facing)
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{
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return GetSprite(Start, frame, facing);
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}
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public Sprite GetShadow(int frame, int facing)
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{
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return ShadowStart >= 0 ? GetSprite(ShadowStart, frame, facing) : null;
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}
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protected virtual Sprite GetSprite(int start, int frame, int facing)
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{
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var f = OpenRA.Traits.Util.QuantizeFacing(facing, Facings);
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if (reverseFacings)
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f = (Facings - f) % Facings;
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var i = transpose ? (frame % Length) * Facings + f :
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(f * Stride) + (frame % Length);
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if (Frames != null)
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return sprites[Frames[i]];
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return sprites[start + i];
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}
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}
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}
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