Files
OpenRA/OpenRA.Mods.Common/UtilityCommands/DumpSequenceSheetsCommand.cs
Paul Chote c35ab081ff Rewrite sequence loading logic.
Multiple layers of Lazy<T>ness are replaced with
an explicit two-part loading scheme.

Sequences are parsed immediately, without the need
for the sprite assets, and tell the SpriteCache
which frames they need. Use-cases that want the
actual sprites can then tell the SpriteCache to
load the frames and the sequences to resolve the
sprites.
2023-03-10 20:11:33 +02:00

69 lines
2.0 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 OpenRA.FileSystem;
using OpenRA.Graphics;
namespace OpenRA.Mods.Common.UtilityCommands
{
class DumpSequenceSheetsCommand : IUtilityCommand
{
static readonly int[] ChannelMasks = { 2, 1, 0, 3 };
string IUtilityCommand.Name => "--dump-sequence-sheets";
bool IUtilityCommand.ValidateArguments(string[] args)
{
return args.Length >= 3;
}
[Desc("PALETTE", "TILESET-OR-MAP", "Exports sequence texture atlas as a set of png images.")]
void IUtilityCommand.Run(Utility utility, string[] args)
{
// HACK: The engine code assumes that Game.modData is set.
var modData = Game.ModData = utility.ModData;
var palette = new ImmutablePalette(args[1], new[] { 0 }, Array.Empty<int>());
SequenceSet sequences;
if (modData.DefaultTerrainInfo.ContainsKey(args[2]))
sequences = new SequenceSet(modData.ModFiles, modData, args[2], null);
else
{
var mapPackage = new Folder(Platform.EngineDir).OpenPackage(args[2], modData.ModFiles);
if (mapPackage == null)
throw new InvalidOperationException($"{args[2]} is not a valid tileset or map path");
sequences = new Map(modData, mapPackage).Sequences;
}
sequences.LoadSprites();
var count = 0;
var sb = sequences.SpriteCache.SheetBuilders[SheetType.Indexed];
foreach (var s in sb.AllSheets)
{
var max = s == sb.Current ? (int)sb.CurrentChannel + 1 : 4;
for (var i = 0; i < max; i++)
s.AsPng((TextureChannel)ChannelMasks[i], palette).Save($"{count}.{i}.png");
count++;
}
sb = sequences.SpriteCache.SheetBuilders[SheetType.BGRA];
foreach (var s in sb.AllSheets)
s.AsPng().Save($"{count++}.png");
}
}
}