Files
OpenRA/OpenRA.Mods.Common/Graphics/DefaultSpriteSequence.cs

342 lines
12 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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, 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.Drawing;
using System.IO;
using System.Linq;
using OpenRA.Graphics;
namespace OpenRA.Mods.Common.Graphics
{
public class DefaultSpriteSequenceLoader : ISpriteSequenceLoader
{
public Action<string> OnMissingSpriteError { get; set; }
public DefaultSpriteSequenceLoader(ModData modData) { }
public virtual ISpriteSequence CreateSequence(ModData modData, TileSet 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, TileSet tileSet, SpriteCache cache, MiniYamlNode node)
{
var sequences = new Dictionary<string, ISpriteSequence>();
var nodes = node.Value.ToDictionary();
MiniYaml defaults;
try
{
if (nodes.TryGetValue("Defaults", out 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 {0}".F(node.Key), e);
}
foreach (var kvp in nodes)
{
using (new Support.PerfTimer("new Sequence(\"{0}\")".F(node.Key), 20))
{
try
{
sequences.Add(kvp.Key, CreateSequence(modData, tileSet, cache, node.Key, kvp.Key, kvp.Value));
}
catch (FileNotFoundException ex)
{
// Eat the FileNotFound exceptions from missing sprites
OnMissingSpriteError(ex.Message);
}
}
}
return new ReadOnlyDictionary<string, ISpriteSequence>(sequences);
}
}
public class DefaultSpriteSequence : ISpriteSequence
{
static readonly WDist DefaultShadowSpriteZOffset = new WDist(-5);
protected Sprite[] sprites;
readonly bool reverseFacings, transpose, useClassicFacingFudge;
protected readonly ISpriteSequenceLoader Loader;
public string Name { get; private set; }
public int Start { get; private set; }
public int Length { get; private set; }
public int Stride { get; private set; }
public int Facings { get; private set; }
public int Tick { get; private set; }
public int ZOffset { get; private set; }
public float ZRamp { get; private set; }
public int ShadowStart { get; private set; }
public int ShadowZOffset { get; private set; }
public int[] Frames { get; private set; }
public Rectangle Bounds { get; private set; }
protected virtual string GetSpriteSrc(ModData modData, TileSet 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)
{
MiniYaml value;
if (d.TryGetValue(key, out value))
return FieldLoader.GetValue<T>(key, value.Value);
return fallback;
}
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, TileSet tileSet, SpriteCache cache, ISpriteSequenceLoader loader, string sequence, string animation, MiniYaml info)
{
Name = animation;
Loader = loader;
var d = info.ToDictionary();
try
{
Start = LoadField(d, "Start", 0);
ShadowStart = LoadField(d, "ShadowStart", -1);
ShadowZOffset = LoadField(d, "ShadowZOffset", DefaultShadowSpriteZOffset).Length;
ZOffset = LoadField(d, "ZOffset", WDist.Zero).Length;
ZRamp = LoadField(d, "ZRamp", 0);
Tick = LoadField(d, "Tick", 40);
transpose = LoadField(d, "Transpose", false);
Frames = LoadField<int[]>(d, "Frames", null);
useClassicFacingFudge = LoadField(d, "UseClassicFacingFudge", false);
var flipX = LoadField(d, "FlipX", false);
var flipY = LoadField(d, "FlipY", false);
Facings = LoadField(d, "Facings", 1);
if (Facings < 0)
{
reverseFacings = true;
Facings = -Facings;
}
if (useClassicFacingFudge && Facings != 32)
throw new InvalidOperationException(
"{0}: Sequence {1}.{2}: UseClassicFacingFudge is only valid for 32 facings"
.F(info.Nodes[0].Location, sequence, animation));
var offset = LoadField(d, "Offset", float3.Zero);
var blendMode = LoadField(d, "BlendMode", BlendMode.Alpha);
MiniYaml combine;
if (d.TryGetValue("Combine", out 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
var subStart = LoadField(sd, "Start", 0);
var subOffset = LoadField(sd, "Offset", float3.Zero);
var subFlipX = LoadField(sd, "FlipX", false);
var subFlipY = LoadField(sd, "FlipY", false);
var subSrc = GetSpriteSrc(modData, tileSet, sequence, animation, sub.Key, sd);
var subSprites = cache[subSrc].Select(
s => new Sprite(s.Sheet,
FlipRectangle(s.Bounds, subFlipX, subFlipY), ZRamp,
new float3(subFlipX ? -s.Offset.X : s.Offset.X, subFlipY ? -s.Offset.Y : s.Offset.Y, s.Offset.Z) + subOffset + offset,
s.Channel, blendMode));
var subLength = 0;
MiniYaml subLengthYaml;
if (sd.TryGetValue("Length", out subLengthYaml) && subLengthYaml.Value == "*")
subLength = subSprites.Count() - subStart;
else
subLength = LoadField(sd, "Length", 1);
combined = combined.Concat(subSprites.Skip(subStart).Take(subLength));
}
sprites = combined.ToArray();
}
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].Select(
s => new Sprite(s.Sheet,
FlipRectangle(s.Bounds, flipX, flipY), ZRamp,
new float3(flipX ? -s.Offset.X : s.Offset.X, flipY ? -s.Offset.Y : s.Offset.Y, s.Offset.Z) + offset,
s.Channel, blendMode)).ToArray();
}
var depthSprite = LoadField<string>(d, "DepthSprite", null);
if (!string.IsNullOrEmpty(depthSprite))
{
var depthSpriteFrame = LoadField(d, "DepthSpriteFrame", 0);
var depthOffset = LoadField(d, "DepthSpriteOffset", float2.Zero);
var depthSprites = cache.AllCached(depthSprite)
.Select(s => s[depthSpriteFrame]);
sprites = sprites.Select(s =>
{
// The depth sprite must live on the same sheet as the main sprite
var ds = depthSprites.FirstOrDefault(dss => dss.Sheet == s.Sheet);
if (ds == null)
{
// The sequence has probably overflowed onto a new sheet.
// Allocating a new depth sprite on this sheet will almost certainly work
ds = cache.Reload(depthSprite)[depthSpriteFrame];
depthSprites = cache.AllCached(depthSprite)
.Select(ss => ss[depthSpriteFrame]);
// If that doesn't work then we may be referencing a cached sprite from an earlier sheet
// TODO: We could try and reallocate the main sprite, but that requires more complicated code and a perf hit
// We'll only cross that bridge if this becomes a problem in reality
if (ds.Sheet != s.Sheet)
throw new SheetOverflowException("Cross-sheet depth sprite reference: {0}.{1}: {2}");
}
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, r, ds.Channel);
}).ToArray();
}
MiniYaml length;
if (d.TryGetValue("Length", out length) && length.Value == "*")
Length = sprites.Length - Start;
else
Length = LoadField(d, "Length", 1);
// Plays the animation forwards, and then in reverse
if (LoadField(d, "Reverses", false))
{
var frames = Frames ?? Exts.MakeArray(Length, i => Start + i);
Frames = frames.Concat(frames.Skip(1).Take(frames.Length - 2).Reverse()).ToArray();
Length = 2 * Length - 2;
}
Stride = LoadField(d, "Stride", Length);
if (Length > Stride)
throw new InvalidOperationException(
"{0}: Sequence {1}.{2}: Length must be <= stride"
.F(info.Nodes[0].Location, sequence, animation));
if (Frames != null && Length > Frames.Length)
throw new InvalidOperationException(
"{0}: Sequence {1}.{2}: Length must be <= Frames.Length"
.F(info.Nodes[0].Location, sequence, animation));
if (Start < 0 || Start + Facings * Stride > sprites.Length)
throw new InvalidOperationException(
"{5}: Sequence {0}.{1} uses frames [{2}..{3}], but only 0..{4} actually exist"
.F(sequence, animation, Start, Start + Facings * Stride - 1, sprites.Length - 1,
info.Nodes[0].Location));
if (ShadowStart + Facings * Stride > sprites.Length)
throw new InvalidOperationException(
"{5}: Sequence {0}.{1}'s shadow frames use frames [{2}..{3}], but only [0..{4}] actually exist"
.F(sequence, animation, ShadowStart, ShadowStart + Facings * Stride - 1, sprites.Length - 1,
info.Nodes[0].Location));
var boundSprites = SpriteBounds(sprites, Frames, Start, Facings, Length, Stride, transpose);
if (ShadowStart > 0)
boundSprites = boundSprites.Concat(SpriteBounds(sprites, Frames, ShadowStart, Facings, Length, Stride, transpose));
if (boundSprites.Any())
{
Bounds = boundSprites.First();
foreach (var b in boundSprites.Skip(1))
Bounds = Rectangle.Union(Bounds, b);
}
}
catch (FormatException f)
{
throw new FormatException("Failed to parse sequences for {0}.{1} at {2}:\n{3}".F(sequence, animation, info.Nodes[0].Location, 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, 0);
}
public Sprite GetSprite(int frame, int facing)
{
return GetSprite(Start, frame, facing);
}
public Sprite GetShadow(int frame, int facing)
{
return ShadowStart >= 0 ? GetSprite(ShadowStart, frame, facing) : null;
}
protected virtual Sprite GetSprite(int start, int frame, int facing)
{
var f = Util.QuantizeFacing(facing, Facings, useClassicFacingFudge);
if (reverseFacings)
f = (Facings - f) % Facings;
var i = transpose ? (frame % Length) * Facings + f :
(f * Stride) + (frame % Length);
if (Frames != null)
return sprites[Frames[i]];
return sprites[start + i];
}
}
}