Files
OpenRA/OpenRA.Game/Graphics/Animation.cs
2024-07-29 21:56:36 +02:00

255 lines
7.0 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 System.Linq;
using OpenRA.Primitives;
using OpenRA.Support;
namespace OpenRA.Graphics
{
public class Animation
{
public ISpriteSequence CurrentSequence { get; private set; }
public string Name { get; private set; }
public bool IsDecoration { get; set; }
readonly SequenceSet sequences;
readonly Func<WAngle> facingFunc;
readonly Func<bool> paused;
int frame;
bool backwards;
bool tickAlways;
int timeUntilNextFrame;
Action tickFunc;
public Animation(World world, string name)
: this(world, name, () => WAngle.Zero) { }
public Animation(World world, string name, Func<WAngle> facingFunc)
: this(world, name, facingFunc, null) { }
public Animation(World world, string name, Func<bool> paused)
: this(world, name, () => WAngle.Zero, paused) { }
public Animation(World world, string name, Func<WAngle> facingFunc, Func<bool> paused)
{
sequences = world.Map.Sequences;
Name = name.ToLowerInvariant();
this.facingFunc = facingFunc;
this.paused = paused;
}
public int CurrentFrame => backwards ? CurrentSequence.Length - frame - 1 : frame;
public Sprite Image => CurrentSequence.GetSprite(CurrentFrame, facingFunc());
public IRenderable[] Render(WPos pos, in WVec offset, int zOffset, PaletteReference palette)
{
var tintModifiers = CurrentSequence.IgnoreWorldTint ? TintModifiers.IgnoreWorldTint : TintModifiers.None;
var alpha = CurrentSequence.GetAlpha(CurrentFrame);
var (image, rotation) = CurrentSequence.GetSpriteWithRotation(CurrentFrame, facingFunc());
var imageRenderable = new SpriteRenderable(
image, pos, offset, CurrentSequence.ZOffset + zOffset, palette,
CurrentSequence.Scale, alpha, float3.Ones, tintModifiers, IsDecoration, rotation);
var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc());
if (shadow != null)
{
var shadowRenderable = new SpriteRenderable(
shadow, pos, offset, CurrentSequence.ShadowZOffset + zOffset, palette,
CurrentSequence.Scale, 1f, float3.Ones, tintModifiers,
true, rotation);
return new IRenderable[] { shadowRenderable, imageRenderable };
}
return new IRenderable[] { imageRenderable };
}
public IRenderable[] RenderUI(WorldRenderer wr, int2 pos, in WVec offset, int zOffset, PaletteReference palette, float scale = 1f, float rotation = 0f)
{
scale *= CurrentSequence.Scale;
var screenOffset = (scale * wr.ScreenVectorComponents(offset)).XY.ToInt2();
var imagePos = pos + screenOffset - new int2((int)(scale * Image.Size.X / 2), (int)(scale * Image.Size.Y / 2));
var alpha = CurrentSequence.GetAlpha(CurrentFrame);
var imageRenderable = new UISpriteRenderable(Image, WPos.Zero + offset, imagePos, CurrentSequence.ZOffset + zOffset, palette, scale, alpha, rotation);
var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc());
if (shadow != null)
{
var shadowPos = pos - new int2((int)(scale * shadow.Size.X / 2), (int)(scale * shadow.Size.Y / 2));
var shadowRenderable = new UISpriteRenderable(shadow, WPos.Zero + offset, shadowPos, CurrentSequence.ShadowZOffset + zOffset, palette, scale, 1f, rotation);
return new IRenderable[] { shadowRenderable, imageRenderable };
}
return new IRenderable[] { imageRenderable };
}
public Rectangle ScreenBounds(WorldRenderer wr, WPos pos, in WVec offset)
{
var scale = CurrentSequence.Scale;
var xy = wr.ScreenPxPosition(pos) + wr.ScreenPxOffset(offset);
var cb = CurrentSequence.Bounds;
return Rectangle.FromLTRB(
xy.X + (int)(cb.Left * scale),
xy.Y + (int)(cb.Top * scale),
xy.X + (int)(cb.Right * scale),
xy.Y + (int)(cb.Bottom * scale));
}
public IRenderable[] Render(WPos pos, PaletteReference palette)
{
return Render(pos, WVec.Zero, 0, palette);
}
public void Play(string sequenceName)
{
PlayThen(sequenceName, null);
}
int CurrentSequenceTickOrDefault()
{
const int DefaultTick = 40; // 25 fps == 40 ms
return CurrentSequence?.Tick ?? DefaultTick;
}
void PlaySequence(string sequenceName)
{
CurrentSequence = GetSequence(sequenceName);
timeUntilNextFrame = CurrentSequenceTickOrDefault();
}
public void PlayRepeating(string sequenceName)
{
backwards = false;
tickAlways = false;
PlaySequence(sequenceName);
frame = 0;
tickFunc = () =>
{
++frame;
if (frame >= CurrentSequence.Length)
frame = 0;
};
}
public bool ReplaceAnim(string sequenceName)
{
if (!HasSequence(sequenceName))
return false;
CurrentSequence = GetSequence(sequenceName);
timeUntilNextFrame = Math.Min(CurrentSequenceTickOrDefault(), timeUntilNextFrame);
frame %= CurrentSequence.Length;
return true;
}
public void PlayThen(string sequenceName, Action after)
{
backwards = false;
tickAlways = false;
PlaySequence(sequenceName);
frame = 0;
tickFunc = () =>
{
++frame;
if (frame >= CurrentSequence.Length)
{
frame = CurrentSequence.Length - 1;
tickFunc = null;
after?.Invoke();
}
};
}
public void PlayBackwardsThen(string sequenceName, Action after)
{
PlayThen(sequenceName, after);
backwards = true;
}
public void PlayFetchIndex(string sequenceName, Func<int> func)
{
backwards = false;
tickAlways = true;
PlaySequence(sequenceName);
frame = func();
tickFunc = () => frame = func();
}
public void PlayFetchDirection(string sequenceName, Func<int> direction)
{
tickAlways = false;
PlaySequence(sequenceName);
frame = 0;
tickFunc = () =>
{
var d = direction();
if (d > 0 && ++frame >= CurrentSequence.Length)
frame = 0;
if (d < 0 && --frame < 0)
frame = CurrentSequence.Length - 1;
};
}
public void Tick()
{
if (paused == null || !paused())
Tick(40); // tick one frame
}
public void Tick(int t)
{
if (tickAlways)
tickFunc?.Invoke();
else
{
timeUntilNextFrame -= t;
while (timeUntilNextFrame <= 0)
{
tickFunc?.Invoke();
timeUntilNextFrame += CurrentSequenceTickOrDefault();
}
}
}
public void ChangeImage(string newImage, string newAnimIfMissing)
{
newImage = newImage.ToLowerInvariant();
if (Name != newImage)
{
Name = newImage;
if (!ReplaceAnim(CurrentSequence.Name))
ReplaceAnim(newAnimIfMissing);
}
}
public bool HasSequence(string seq) { return sequences.HasSequence(Name, seq); }
public ISpriteSequence GetSequence(string sequenceName)
{
return sequences.GetSequence(Name, sequenceName);
}
public string GetRandomExistingSequence(string[] sequences, MersenneTwister random)
{
return sequences.Where(s => HasSequence(s)).RandomOrDefault(random);
}
}
}