Files
OpenRA/OpenRA.Mods.Common/Graphics/DefaultSpriteSequence.cs
2015-07-09 10:55:38 +02:00

200 lines
6.5 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.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;
if (nodes.TryGetValue("Defaults", out defaults))
{
nodes.Remove("Defaults");
nodes = nodes.ToDictionary(kv => kv.Key, kv => MiniYaml.MergeStrict(kv.Value, defaults));
foreach (var n in nodes)
n.Value.Value = n.Value.Value ?? defaults.Value;
}
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);
readonly Sprite[] sprites;
readonly bool reverseFacings, transpose;
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 int ShadowStart { get; private set; }
public int ShadowZOffset { get; private set; }
public int[] Frames { 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;
}
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<int>(d, "Start", 0);
ShadowStart = LoadField<int>(d, "ShadowStart", -1);
ShadowZOffset = LoadField<WDist>(d, "ShadowZOffset", DefaultShadowSpriteZOffset).Length;
ZOffset = LoadField<WDist>(d, "ZOffset", WDist.Zero).Length;
Tick = LoadField<int>(d, "Tick", 40);
transpose = LoadField<bool>(d, "Transpose", false);
Frames = LoadField<int[]>(d, "Frames", null);
Facings = LoadField<int>(d, "Facings", 1);
if (Facings < 0)
{
reverseFacings = true;
Facings = -Facings;
}
var offset = LoadField<float2>(d, "Offset", float2.Zero);
var blendMode = LoadField<BlendMode>(d, "BlendMode", BlendMode.Alpha);
// 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, s.Bounds, s.Offset + offset, s.Channel, blendMode)).ToArray();
MiniYaml length;
if (d.TryGetValue("Length", out length) && length.Value == "*")
Length = sprites.Length - Start;
else
Length = LoadField<int>(d, "Length", 1);
// Plays the animation forwards, and then in reverse
if (LoadField<bool>(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<int>(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 (Start < 0 || Start + Facings * Stride > sprites.Length)
throw new InvalidOperationException(
"{6}: Sequence {0}.{1} uses frames [{2}..{3}] of SHP `{4}`, but only 0..{5} actually exist"
.F(sequence, animation, Start, Start + Facings * Stride - 1, src, sprites.Length - 1,
info.Nodes[0].Location));
if (ShadowStart + Facings * Stride > sprites.Length)
throw new InvalidOperationException(
"{6}: Sequence {0}.{1}'s shadow frames use frames [{2}..{3}] of SHP `{4}`, but only [0..{5}] actually exist"
.F(sequence, animation, ShadowStart, ShadowStart + Facings * Stride - 1, src, sprites.Length - 1,
info.Nodes[0].Location));
}
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));
}
}
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 = OpenRA.Traits.Util.QuantizeFacing(facing, Facings);
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];
}
}
}