595 lines
22 KiB
C#
595 lines
22 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, 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.Collections.ObjectModel;
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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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using OpenRA.Primitives;
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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 readonly int BgraSheetSize = 2048;
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public readonly int IndexedSheetSize = 2048;
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static readonly MiniYaml NoData = new(null);
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public DefaultSpriteSequenceLoader(ModData modData)
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{
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var metadata = modData.Manifest.Get<SpriteSequenceFormat>().Metadata;
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if (metadata.TryGetValue("BgraSheetSize", out var yaml))
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BgraSheetSize = FieldLoader.GetValue<int>("BgraSheetSize", yaml.Value);
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if (metadata.TryGetValue("IndexedSheetSize", out yaml))
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IndexedSheetSize = FieldLoader.GetValue<int>("IndexedSheetSize", yaml.Value);
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}
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public virtual ISpriteSequence CreateSequence(ModData modData, string tileset, SpriteCache cache, string image, string sequence, MiniYaml data, MiniYaml defaults)
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{
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return new DefaultSpriteSequence(cache, this, image, sequence, data, defaults);
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}
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int ISpriteSequenceLoader.BgraSheetSize => BgraSheetSize;
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int ISpriteSequenceLoader.IndexedSheetSize => IndexedSheetSize;
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IReadOnlyDictionary<string, ISpriteSequence> ISpriteSequenceLoader.ParseSequences(ModData modData, string tileset, SpriteCache cache, MiniYamlNode imageNode)
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{
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var sequences = new Dictionary<string, ISpriteSequence>();
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var node = imageNode.Value.Nodes.SingleOrDefault(n => n.Key == "Defaults");
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var defaults = node?.Value ?? NoData;
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imageNode.Value.Nodes.Remove(node);
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foreach (var sequenceNode in imageNode.Value.Nodes)
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{
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using (new Support.PerfTimer($"new Sequence(\"{imageNode.Key}\")", 20))
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{
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try
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{
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var sequence = CreateSequence(modData, tileset, cache, imageNode.Key, sequenceNode.Key, sequenceNode.Value, defaults);
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((DefaultSpriteSequence)sequence).ReserveSprites(modData, tileset, cache, sequenceNode.Value, defaults);
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sequences.Add(sequenceNode.Key, sequence);
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}
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catch (Exception e)
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{
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throw new InvalidDataException($"Failed to parse sequences for {imageNode.Key}.{sequenceNode.Key} at {imageNode.Value.Nodes[0].Location}:\n{e}");
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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 struct SpriteSequenceField<T>
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{
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public string Key;
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public T DefaultValue;
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public SpriteSequenceField(string key, T defaultValue)
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{
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Key = key;
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DefaultValue = defaultValue;
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}
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}
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[Desc("Generic sprite sequence implementation, mostly unencumbered with game- or artwork-specific logic.")]
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public class DefaultSpriteSequence : ISpriteSequence
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{
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protected class SpriteReservation
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{
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public int Token;
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public float3 Offset;
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public bool FlipX;
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public bool FlipY;
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public float ZRamp;
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public BlendMode BlendMode;
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public int[] Frames;
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}
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protected readonly struct ReservationInfo
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{
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public readonly string Filename;
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public readonly List<int> LoadFrames;
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public readonly int[] Frames;
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public readonly MiniYamlNode.SourceLocation Location;
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public ReservationInfo(string filename, int[] loadFrames, int[] frames, MiniYamlNode.SourceLocation location)
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: this(filename, loadFrames?.ToList(), frames, location) { }
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public ReservationInfo(string filename, List<int> loadFrames, int[] frames, MiniYamlNode.SourceLocation location)
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{
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Filename = filename;
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LoadFrames = loadFrames;
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Frames = frames;
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Location = location;
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}
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}
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[Desc("File name of the sprite to use for this sequence.")]
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protected static readonly SpriteSequenceField<string> Filename = new(nameof(Filename), null);
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[Desc("Frame index to start from.")]
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protected static readonly SpriteSequenceField<int> Start = new(nameof(Start), 0);
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[Desc("Number of frames to use. Does not have to be the total amount the sprite sheet has.")]
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protected static readonly SpriteSequenceField<int> Length = new(nameof(Length), 1);
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[Desc("Overrides Length if a different number of frames is defined between facings.")]
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protected static readonly SpriteSequenceField<int> Stride = new(nameof(Stride), -1);
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[Desc("The number of facings that are provided by sprite frames. Use negative values to rotate counter-clockwise.")]
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protected static readonly SpriteSequenceField<int> Facings = new(nameof(Facings), 1);
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[Desc("The total number of facings for the sequence. If >Facings, the closest facing sprite will be rotated to match. Use negative values to rotate counter-clockwise.")]
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protected static readonly SpriteSequenceField<int?> InterpolatedFacings = new(nameof(InterpolatedFacings), null);
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[Desc("Time (in milliseconds at default game speed) to wait until playing the next frame in the animation.")]
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protected static readonly SpriteSequenceField<int> Tick = new(nameof(Tick), 40);
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[Desc("Value controlling the Z-order. A higher values means rendering on top of other sprites at the same position. " +
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"Use power of 2 values to avoid glitches.")]
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protected static readonly SpriteSequenceField<WDist> ZOffset = new(nameof(ZOffset), WDist.Zero);
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[Desc("Additional sprite depth Z offset to apply as a function of sprite Y (0: vertical, 1: flat on terrain)")]
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protected static readonly SpriteSequenceField<int> ZRamp = new(nameof(ZRamp), 0);
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[Desc("If the shadow is not part of the sprite, but baked into the same sprite sheet at a fixed offset, " +
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"set this to the frame index where it starts.")]
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protected static readonly SpriteSequenceField<int> ShadowStart = new(nameof(ShadowStart), -1);
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[Desc("Set Z-Offset for the separate shadow. Used by the later Westwood 2.5D titles.")]
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protected static readonly SpriteSequenceField<WDist> ShadowZOffset = new(nameof(ShadowZOffset), new WDist(-5));
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[Desc("The individual frames to play instead of going through them sequentially from the `Start`.")]
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protected static readonly SpriteSequenceField<int[]> Frames = new(nameof(Frames), null);
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[Desc("Don't apply terrain lighting or colored overlays.")]
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protected static readonly SpriteSequenceField<bool> IgnoreWorldTint = new(nameof(IgnoreWorldTint), false);
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[Desc("Adjusts the rendered size of the sprite")]
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protected static readonly SpriteSequenceField<float> Scale = new(nameof(Scale), 1);
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[Desc("Play the sprite sequence back and forth.")]
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protected static readonly SpriteSequenceField<bool> Reverses = new(nameof(Reverses), false);
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[Desc("Support a frame order where each animation step is split per each direction.")]
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protected static readonly SpriteSequenceField<bool> Transpose = new(nameof(Transpose), false);
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[Desc("Mirror on the X axis.")]
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protected static readonly SpriteSequenceField<bool> FlipX = new(nameof(FlipX), false);
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[Desc("Mirror on the Y axis.")]
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protected static readonly SpriteSequenceField<bool> FlipY = new(nameof(FlipY), false);
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[Desc("Change the position in-game on X, Y, Z.")]
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protected static readonly SpriteSequenceField<float3> Offset = new(nameof(Offset), float3.Zero);
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[Desc("Apply an OpenGL/Photoshop inspired blend mode.")]
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protected static readonly SpriteSequenceField<BlendMode> BlendMode = new(nameof(BlendMode), OpenRA.BlendMode.Alpha);
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[Desc("Create a virtual sprite file by concatenating one or more frames from multiple files, with optional transformations applied. " +
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"All defined frames will be loaded into memory, even if unused, so use this property with care.")]
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protected static readonly SpriteSequenceField<MiniYaml> Combine = new(nameof(Combine), null);
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[Desc("Sets transparency - use one value to set for all frames or provide a value for each frame.")]
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protected static readonly SpriteSequenceField<float[]> Alpha = new(nameof(Alpha), null);
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[Desc("Fade the animation from fully opaque on the first frame to fully transparent after the last frame.")]
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protected static readonly SpriteSequenceField<bool> AlphaFade = new(nameof(AlphaFade), false);
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[Desc("Name of the file containing the depth data sprite.")]
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protected static readonly SpriteSequenceField<string> DepthSprite = new(nameof(DepthSprite), null);
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[Desc("Frame index containing the depth data.")]
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protected static readonly SpriteSequenceField<int> DepthSpriteFrame = new(nameof(DepthSpriteFrame), 0);
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[Desc("X, Y offset to apply to the depth sprite.")]
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protected static readonly SpriteSequenceField<float2> DepthSpriteOffset = new(nameof(DepthSpriteOffset), float2.Zero);
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protected static readonly MiniYaml NoData = new(null);
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protected readonly ISpriteSequenceLoader Loader;
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protected string image;
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protected List<SpriteReservation> spritesToLoad = new();
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protected Sprite[] sprites;
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protected Sprite[] shadowSprites;
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protected bool reverseFacings;
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protected bool reverses;
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protected int start;
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protected int shadowStart;
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protected int? length;
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protected int? stride;
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protected bool transpose;
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protected int facings;
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protected int? interpolatedFacings;
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protected int tick;
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protected int zOffset;
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protected int shadowZOffset;
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protected bool ignoreWorldTint;
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protected float scale;
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protected float[] alpha;
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protected bool alphaFade;
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protected Rectangle? bounds;
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protected int? depthSpriteReservation;
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protected float2 depthSpriteOffset;
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protected void ThrowIfUnresolved()
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{
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if (bounds == null)
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throw new InvalidOperationException($"Unable to query unresolved sequence {image}.{Name}.");
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}
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int ISpriteSequence.Length
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{
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get
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{
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ThrowIfUnresolved();
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return length.Value;
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}
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}
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int ISpriteSequence.Facings => interpolatedFacings ?? facings;
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int ISpriteSequence.Tick => tick;
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int ISpriteSequence.ZOffset => zOffset;
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int ISpriteSequence.ShadowZOffset => shadowZOffset;
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bool ISpriteSequence.IgnoreWorldTint => ignoreWorldTint;
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float ISpriteSequence.Scale => GetScale();
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Rectangle ISpriteSequence.Bounds
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{
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get
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{
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ThrowIfUnresolved();
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return bounds.Value;
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}
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}
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public string Name { get; }
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protected static T LoadField<T>(string key, T fallback, MiniYaml data, MiniYaml defaults = null)
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{
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var node = data.Nodes.Find(n => n.Key == key) ?? defaults?.Nodes.Find(n => n.Key == key);
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if (node == null)
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return fallback;
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return FieldLoader.GetValue<T>(key, node.Value.Value);
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}
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protected static T LoadField<T>(SpriteSequenceField<T> field, MiniYaml data, MiniYaml defaults = null)
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{
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return LoadField(field, data, defaults, out _);
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}
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protected static T LoadField<T>(SpriteSequenceField<T> field, MiniYaml data, MiniYaml defaults, out MiniYamlNode.SourceLocation location)
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{
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var node = data.Nodes.Find(n => n.Key == field.Key) ?? defaults?.Nodes.Find(n => n.Key == field.Key);
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if (node == null)
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{
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location = default;
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return field.DefaultValue;
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}
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location = node.Location;
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return FieldLoader.GetValue<T>(field.Key, node.Value.Value);
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}
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protected static Rectangle FlipRectangle(Rectangle rect, bool flipX, bool flipY)
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{
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var left = flipX ? rect.Right : rect.Left;
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var top = flipY ? rect.Bottom : rect.Top;
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var right = flipX ? rect.Left : rect.Right;
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var bottom = flipY ? rect.Top : rect.Bottom;
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return Rectangle.FromLTRB(left, top, right, bottom);
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}
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protected static List<int> CalculateFrameIndices(int start, int? length, int stride, int facings, int[] frames, bool transpose, bool reverseFacings, int shadowStart)
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{
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// Request all frames
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if (length == null)
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return null;
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// Only request the subset of frames that we actually need
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var usedFrames = new List<int>();
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for (var facing = 0; facing < facings; facing++)
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{
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var facingInner = reverseFacings ? (facings - facing) % facings : facing;
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for (var frame = 0; frame < length.Value; frame++)
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{
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var i = transpose ? frame % length.Value * facings + facingInner :
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facingInner * stride + frame % length.Value;
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usedFrames.Add(frames?[i] ?? start + i);
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}
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}
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if (shadowStart >= 0)
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usedFrames.AddRange(usedFrames.ToList().Select(i => i + shadowStart - start));
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return usedFrames;
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}
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protected virtual IEnumerable<ReservationInfo> ParseFilenames(ModData modData, string tileset, int[] frames, MiniYaml data, MiniYaml defaults)
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{
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var filename = LoadField(Filename, data, defaults, out var location);
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var loadFrames = CalculateFrameIndices(start, length, stride ?? length ?? 0, facings, frames, transpose, reverseFacings, shadowStart);
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yield return new ReservationInfo(filename, loadFrames, frames, location);
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}
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protected virtual IEnumerable<ReservationInfo> ParseCombineFilenames(ModData modData, string tileset, int[] frames, MiniYaml data)
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{
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var filename = LoadField(Filename, data, null, out var location);
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if (frames == null)
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{
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if (LoadField<string>(Length.Key, null, data) != "*")
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{
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var subStart = LoadField("Start", 0, data);
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var subLength = LoadField("Length", 1, data);
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frames = Exts.MakeArray(subLength, i => subStart + i);
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}
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}
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yield return new ReservationInfo(filename, frames, frames, location);
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}
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public DefaultSpriteSequence(SpriteCache cache, ISpriteSequenceLoader loader, string image, string sequence, MiniYaml data, MiniYaml defaults)
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{
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this.image = image;
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Name = sequence;
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Loader = loader;
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start = LoadField(Start, data, defaults);
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length = null;
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var lengthLocation = default(MiniYamlNode.SourceLocation);
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if (LoadField<string>(Length.Key, null, data, defaults) != "*")
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length = LoadField(Length, data, defaults, out lengthLocation);
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stride = LoadField(Stride.Key, length, data, defaults);
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facings = LoadField(Facings, data, defaults, out var facingsLocation);
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interpolatedFacings = LoadField(InterpolatedFacings, data, defaults, out var interpolatedFacingsLocation);
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tick = LoadField(Tick, data, defaults);
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zOffset = LoadField(ZOffset, data, defaults).Length;
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shadowStart = LoadField(ShadowStart, data, defaults);
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shadowZOffset = LoadField(ShadowZOffset, data, defaults).Length;
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ignoreWorldTint = LoadField(IgnoreWorldTint, data, defaults);
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scale = LoadField(Scale, data, defaults);
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reverses = LoadField(Reverses, data, defaults);
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transpose = LoadField(Transpose, data, defaults);
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alpha = LoadField(Alpha, data, defaults);
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alphaFade = LoadField(AlphaFade, data, defaults, out var alphaFadeLocation);
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var depthSprite = LoadField(DepthSprite, data, defaults, out var depthSpriteLocation);
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if (!string.IsNullOrEmpty(depthSprite))
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depthSpriteReservation = cache.ReserveSprites(depthSprite, new[] { LoadField(DepthSpriteFrame, data, defaults) }, depthSpriteLocation);
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depthSpriteOffset = LoadField(DepthSpriteOffset, data, defaults);
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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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if (interpolatedFacings != null && (interpolatedFacings < 2 || interpolatedFacings <= facings || interpolatedFacings > 1024 || !Exts.IsPowerOf2(interpolatedFacings.Value)))
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throw new YamlException($"{interpolatedFacingsLocation}: {InterpolatedFacings.Key} must be greater than {Facings.Key}, within the range of 2 to 1024, and a power of 2.");
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if (length != null && length <= 0)
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throw new YamlException($"{lengthLocation}: {Length.Key} must be positive.");
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if (length == null && facings > 1)
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throw new YamlException($"{facingsLocation}: {Facings.Key} cannot be used with {Length.Key}: *.");
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if (alphaFade && alpha != null)
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throw new YamlException($"{alphaFadeLocation}: {AlphaFade.Key} cannot be used with {Alpha.Key}.");
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}
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public virtual void ReserveSprites(ModData modData, string tileset, SpriteCache cache, MiniYaml data, MiniYaml defaults)
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{
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var frames = LoadField(Frames, data, defaults);
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var flipX = LoadField(FlipX, data, defaults);
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var flipY = LoadField(FlipY, data, defaults);
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var zRamp = LoadField(ZRamp, data, defaults);
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var offset = LoadField(Offset, data, defaults);
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var blendMode = LoadField(BlendMode, data, defaults);
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var combineNode = data.Nodes.Find(n => n.Key == Combine.Key);
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if (combineNode != null)
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{
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for (var i = 0; i < combineNode.Value.Nodes.Count; i++)
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{
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var subData = combineNode.Value.Nodes[i].Value;
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var subOffset = LoadField(Offset, subData, NoData);
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var subFlipX = LoadField(FlipX, subData, NoData);
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var subFlipY = LoadField(FlipY, subData, NoData);
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var subFrames = LoadField(Frames, data);
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foreach (var f in ParseCombineFilenames(modData, tileset, subFrames, subData))
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{
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spritesToLoad.Add(new SpriteReservation
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{
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Token = cache.ReserveSprites(f.Filename, f.LoadFrames, f.Location),
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Offset = subOffset + offset,
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FlipX = subFlipX ^ flipX,
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FlipY = subFlipY ^ flipY,
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BlendMode = blendMode,
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ZRamp = zRamp,
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Frames = f.Frames
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});
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}
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}
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}
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else
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{
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foreach (var f in ParseFilenames(modData, tileset, frames, data, defaults))
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{
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spritesToLoad.Add(new SpriteReservation
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{
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Token = cache.ReserveSprites(f.Filename, f.LoadFrames, f.Location),
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Offset = offset,
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FlipX = flipX,
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FlipY = flipY,
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BlendMode = blendMode,
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ZRamp = zRamp,
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Frames = f.Frames,
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});
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}
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}
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}
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public virtual void ResolveSprites(SpriteCache cache)
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{
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if (bounds != null)
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return;
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Sprite depthSprite = null;
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if (depthSpriteReservation != null)
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depthSprite = cache.ResolveSprites(depthSpriteReservation.Value).First(s => s != null);
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var allSprites = spritesToLoad.SelectMany(r =>
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{
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var resolved = cache.ResolveSprites(r.Token);
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if (r.Frames != null)
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resolved = r.Frames.Select(f => resolved[f]).ToArray();
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return resolved.Select(s =>
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{
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if (s == null)
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return null;
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|
var dx = r.Offset.X + (r.FlipX ? -s.Offset.X : s.Offset.X);
|
|
var dy = r.Offset.Y + (r.FlipY ? -s.Offset.Y : s.Offset.Y);
|
|
var dz = r.Offset.Z + s.Offset.Z + r.ZRamp * dy;
|
|
var sprite = new Sprite(s.Sheet, FlipRectangle(s.Bounds, r.FlipX, r.FlipY), r.ZRamp, new float3(dx, dy, dz), s.Channel, r.BlendMode);
|
|
if (depthSprite == null)
|
|
return sprite;
|
|
|
|
var cw = (depthSprite.Bounds.Left + depthSprite.Bounds.Right) / 2 + (int)(s.Offset.X + depthSpriteOffset.X);
|
|
var ch = (depthSprite.Bounds.Top + depthSprite.Bounds.Bottom) / 2 + (int)(s.Offset.Y + depthSpriteOffset.Y);
|
|
var w = s.Bounds.Width / 2;
|
|
var h = s.Bounds.Height / 2;
|
|
|
|
return new SpriteWithSecondaryData(sprite, depthSprite.Sheet, Rectangle.FromLTRB(cw - w, ch - h, cw + w, ch + h), depthSprite.Channel);
|
|
});
|
|
}).ToArray();
|
|
|
|
length ??= allSprites.Length - start;
|
|
|
|
if (alpha != null)
|
|
{
|
|
if (alpha.Length == 1)
|
|
alpha = Exts.MakeArray(length.Value, _ => alpha[0]);
|
|
else if (alpha.Length != length.Value)
|
|
throw new YamlException($"Sequence {image}.{Name} must define either 1 or {length.Value} Alpha values.");
|
|
}
|
|
else if (alphaFade)
|
|
alpha = Exts.MakeArray(length.Value, i => float2.Lerp(1f, 0f, i / (length.Value - 1f)));
|
|
|
|
// Reindex sprites to order facings anti-clockwise and remove unused frames
|
|
var index = CalculateFrameIndices(start, length.Value, stride ?? length.Value, facings, null, transpose, reverseFacings, -1);
|
|
if (reverses)
|
|
{
|
|
index.AddRange(index.Skip(1).Take(length.Value - 2).Reverse());
|
|
length = 2 * length - 2;
|
|
}
|
|
|
|
if (!index.Any())
|
|
throw new YamlException($"Sequence {image}.{Name} does not define any frames.");
|
|
|
|
var minIndex = index.Min();
|
|
var maxIndex = index.Max();
|
|
if (minIndex < 0 || maxIndex >= allSprites.Length)
|
|
throw new YamlException($"Sequence {image}.{Name} uses frames between {minIndex}..{maxIndex}, but only 0..{allSprites.Length - 1} exist.");
|
|
|
|
sprites = index.Select(f => allSprites[f]).ToArray();
|
|
if (shadowStart >= 0)
|
|
shadowSprites = index.Select(f => allSprites[f - start + shadowStart]).ToArray();
|
|
|
|
bounds = sprites.Concat(shadowSprites ?? Enumerable.Empty<Sprite>()).Select(OffsetSpriteBounds).Union();
|
|
}
|
|
|
|
protected static Rectangle OffsetSpriteBounds(Sprite sprite)
|
|
{
|
|
if (sprite == null || sprite.Bounds.IsEmpty)
|
|
return Rectangle.Empty;
|
|
|
|
return new Rectangle(
|
|
(int)(sprite.Offset.X - sprite.Size.X / 2),
|
|
(int)(sprite.Offset.Y - sprite.Size.Y / 2),
|
|
sprite.Bounds.Width, sprite.Bounds.Height);
|
|
}
|
|
|
|
public Sprite GetSprite(int frame)
|
|
{
|
|
return GetSprite(frame, WAngle.Zero);
|
|
}
|
|
|
|
public (Sprite Sprite, WAngle Rotation) GetSpriteWithRotation(int frame, WAngle facing)
|
|
{
|
|
var rotation = WAngle.Zero;
|
|
if (interpolatedFacings != null)
|
|
rotation = Util.GetInterpolatedFacingRotation(facing, Math.Abs(facings), interpolatedFacings.Value);
|
|
|
|
return (GetSprite(frame, facing), rotation);
|
|
}
|
|
|
|
public Sprite GetShadow(int frame, WAngle facing)
|
|
{
|
|
if (shadowSprites == null)
|
|
return null;
|
|
|
|
var index = GetFacingFrameOffset(facing) * length.Value + frame % length.Value;
|
|
var sprite = shadowSprites[index];
|
|
if (sprite == null)
|
|
throw new InvalidOperationException($"Attempted to query unloaded shadow sprite from {image}.{Name} frame={frame} facing={facing}.");
|
|
|
|
return sprite;
|
|
}
|
|
|
|
public virtual Sprite GetSprite(int frame, WAngle facing)
|
|
{
|
|
ThrowIfUnresolved();
|
|
var index = GetFacingFrameOffset(facing) * length.Value + frame % length.Value;
|
|
var sprite = sprites[index];
|
|
if (sprite == null)
|
|
throw new InvalidOperationException($"Attempted to query unloaded sprite from {image}.{Name} frame={frame} facing={facing}.");
|
|
|
|
return sprite;
|
|
}
|
|
|
|
protected virtual int GetFacingFrameOffset(WAngle facing)
|
|
{
|
|
return Util.IndexFacing(facing, facings);
|
|
}
|
|
|
|
public virtual float GetAlpha(int frame)
|
|
{
|
|
return alpha?[frame] ?? 1f;
|
|
}
|
|
|
|
protected virtual float GetScale()
|
|
{
|
|
return scale;
|
|
}
|
|
}
|
|
}
|