Files
OpenRA/OpenRA.Game/Graphics/SequenceProvider.cs

162 lines
4.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
namespace OpenRA.Graphics
{
using Sequences = IReadOnlyDictionary<string, Lazy<IReadOnlyDictionary<string, ISpriteSequence>>>;
using UnitSequences = Lazy<IReadOnlyDictionary<string, ISpriteSequence>>;
public interface ISpriteSequence
{
string Name { get; }
int Start { get; }
int Length { get; }
int Stride { get; }
int Facings { get; }
int Tick { get; }
int ZOffset { get; }
int ShadowStart { get; }
int ShadowZOffset { get; }
int[] Frames { get; }
Sprite GetSprite(int frame);
Sprite GetSprite(int frame, int facing);
Sprite GetShadow(int frame, int facing);
}
public interface ISpriteSequenceLoader
{
Action<string> OnMissingSpriteError { get; set; }
IReadOnlyDictionary<string, ISpriteSequence> ParseSequences(ModData modData, TileSet tileSet, SpriteCache cache, MiniYamlNode node);
}
public class SequenceProvider
{
readonly Lazy<Sequences> sequences;
public readonly SpriteCache SpriteCache;
public SequenceProvider(SequenceCache cache, Map map)
{
sequences = Exts.Lazy(() => cache.LoadSequences(map));
SpriteCache = cache.SpriteCache;
}
public ISpriteSequence GetSequence(string unitName, string sequenceName)
{
UnitSequences unitSeq;
if (!sequences.Value.TryGetValue(unitName, out unitSeq))
throw new InvalidOperationException("Unit `{0}` does not have any sequences defined.".F(unitName));
ISpriteSequence seq;
if (!unitSeq.Value.TryGetValue(sequenceName, out seq))
throw new InvalidOperationException("Unit `{0}` does not have a sequence named `{1}`".F(unitName, sequenceName));
return seq;
}
public bool HasSequence(string unitName)
{
return sequences.Value.ContainsKey(unitName);
}
public bool HasSequence(string unitName, string sequenceName)
{
UnitSequences unitSeq;
if (!sequences.Value.TryGetValue(unitName, out unitSeq))
throw new InvalidOperationException("Unit `{0}` does not have any sequences defined.".F(unitName));
return unitSeq.Value.ContainsKey(sequenceName);
}
public IEnumerable<string> Sequences(string unitName)
{
UnitSequences unitSeq;
if (!sequences.Value.TryGetValue(unitName, out unitSeq))
throw new InvalidOperationException("Unit `{0}` does not have any sequences defined.".F(unitName));
return unitSeq.Value.Keys;
}
public void Preload()
{
SpriteCache.SheetBuilder.Current.CreateBuffer();
foreach (var unitSeq in sequences.Value.Values)
foreach (var seq in unitSeq.Value.Values) { }
SpriteCache.SheetBuilder.Current.ReleaseBuffer();
}
}
public sealed class SequenceCache : IDisposable
{
readonly ModData modData;
readonly TileSet tileSet;
readonly Lazy<SpriteCache> spriteCache;
public SpriteCache SpriteCache { get { return spriteCache.Value; } }
readonly Dictionary<string, UnitSequences> sequenceCache = new Dictionary<string, UnitSequences>();
public SequenceCache(ModData modData, TileSet tileSet)
{
this.modData = modData;
this.tileSet = tileSet;
// Every time we load a tile set, we create a sequence cache for it
spriteCache = Exts.Lazy(() => new SpriteCache(modData.SpriteLoaders, new SheetBuilder(SheetType.Indexed)));
}
public Sequences LoadSequences(Map map)
{
using (new Support.PerfTimer("LoadSequences"))
return Load(map != null ? map.SequenceDefinitions : new List<MiniYamlNode>());
}
Sequences Load(List<MiniYamlNode> sequenceNodes)
{
var sequenceFiles = modData.Manifest.Sequences;
var partial = sequenceFiles
.Select(s => MiniYaml.FromFile(s))
.Aggregate(sequenceNodes, MiniYaml.MergePartial);
var nodes = MiniYaml.ApplyRemovals(partial);
var items = new Dictionary<string, UnitSequences>();
foreach (var n in nodes)
{
// Work around the loop closure issue in older versions of C#
var node = n;
var key = node.Value.ToLines(node.Key).JoinWith("|");
UnitSequences t;
if (sequenceCache.TryGetValue(key, out t))
items.Add(node.Key, t);
else
{
t = Exts.Lazy(() => modData.SpriteSequenceLoader.ParseSequences(modData, tileSet, SpriteCache, node));
sequenceCache.Add(key, t);
items.Add(node.Key, t);
}
}
return new ReadOnlyDictionary<string, UnitSequences>(items);
}
public void Dispose()
{
if (spriteCache.IsValueCreated)
spriteCache.Value.SheetBuilder.Dispose();
}
}
}