Files
OpenRA/OpenRA.Mods.Common/Graphics/DefaultSpriteSequence.cs
penev92 c3c5dbfa35 Unhardcoded SpriteSequence properties
To prepare them for documentation generation.
Also added descriptions to SpriteSequence implementations and their properties.
Also made a few code style fixes.
2022-06-26 15:41:19 +01:00

524 lines
19 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2022 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.Collections.ObjectModel;
using System.IO;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Primitives;
namespace OpenRA.Mods.Common.Graphics
{
public class EmbeddedSpritePalette
{
readonly uint[] filePalette = null;
readonly Dictionary<int, uint[]> framePalettes = null;
public EmbeddedSpritePalette(uint[] filePalette = null, Dictionary<int, uint[]> framePalettes = null)
{
this.filePalette = filePalette;
this.framePalettes = framePalettes;
}
public bool TryGetPaletteForFrame(int frame, out uint[] palette)
{
if (framePalettes == null || !framePalettes.TryGetValue(frame, out palette))
palette = filePalette;
return palette != null;
}
}
public class DefaultSpriteSequenceLoader : ISpriteSequenceLoader
{
[System.Diagnostics.CodeAnalysis.SuppressMessage("Usage", "IDE0060:Remove unused parameter", Justification = "Load game API")]
public DefaultSpriteSequenceLoader(ModData modData) { }
public virtual ISpriteSequence CreateSequence(ModData modData, string 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, string tileSet, SpriteCache cache, MiniYamlNode node)
{
var sequences = new Dictionary<string, ISpriteSequence>();
var nodes = node.Value.ToDictionary();
try
{
if (nodes.TryGetValue("Defaults", out var 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($"Error occurred while parsing {node.Key}", e);
}
foreach (var kvp in nodes)
{
using (new Support.PerfTimer($"new Sequence(\"{node.Key}\")", 20))
{
try
{
sequences.Add(kvp.Key, CreateSequence(modData, tileSet, cache, node.Key, kvp.Key, kvp.Value));
}
catch (FileNotFoundException ex)
{
// Defer exception until something tries to access the sequence
// This allows the asset installer and OpenRA.Utility to load the game without having the actor assets
sequences.Add(kvp.Key, new FileNotFoundSequence(ex));
}
}
}
return new ReadOnlyDictionary<string, ISpriteSequence>(sequences);
}
}
public class FileNotFoundSequence : ISpriteSequence
{
readonly FileNotFoundException exception;
public FileNotFoundSequence(FileNotFoundException exception)
{
this.exception = exception;
}
public string Filename => exception.FileName;
string ISpriteSequence.Name => throw exception;
int ISpriteSequence.Start => throw exception;
int ISpriteSequence.Length => throw exception;
int ISpriteSequence.Stride => throw exception;
int ISpriteSequence.Facings => throw exception;
int ISpriteSequence.Tick => throw exception;
int ISpriteSequence.ZOffset => throw exception;
int ISpriteSequence.ShadowStart => throw exception;
int ISpriteSequence.ShadowZOffset => throw exception;
int[] ISpriteSequence.Frames => throw exception;
Rectangle ISpriteSequence.Bounds => throw exception;
bool ISpriteSequence.IgnoreWorldTint => throw exception;
float ISpriteSequence.Scale => throw exception;
Sprite ISpriteSequence.GetSprite(int frame) { throw exception; }
Sprite ISpriteSequence.GetSprite(int frame, WAngle facing) { throw exception; }
Sprite ISpriteSequence.GetShadow(int frame, WAngle facing) { throw exception; }
float ISpriteSequence.GetAlpha(int frame) { throw exception; }
}
[Desc("Generic sprite sequence implementation, mostly unencumbered with game- or artwork-specific logic.")]
public class DefaultSpriteSequence : ISpriteSequence
{
static readonly WDist DefaultShadowSpriteZOffset = new WDist(-5);
protected Sprite[] sprites;
readonly bool reverseFacings, transpose;
readonly string sequence;
protected readonly ISpriteSequenceLoader Loader;
public string Name { get; }
[Desc("Frame index to start from.")]
public int Start { get; private set; }
[Desc("Number of frames to use. Does not have to be the total amount the sprite sheet has.")]
public int Length { get; private set; } = 1;
[Desc("Multiplier for the number of facings.")]
public int Stride { get; private set; }
[Desc("The amount of directions the unit faces. Use negative values to rotate counter-clockwise.")]
public int Facings { get; } = 1;
[Desc("Time (in milliseconds) to wait until playing the next frame in the animation.")]
public int Tick { get; } = 40;
[Desc("Value controlling the Z-order. A higher values means rendering on top of other sprites at the same position. " +
"Use power of 2 values to avoid glitches.")]
public int ZOffset { get; }
[Desc("")]
public float ZRamp { get; }
[Desc("If the shadow is not part of the sprite, but baked into the same sprite sheet at a fixed offset, " +
"set this to the frame index where it starts.")]
public int ShadowStart { get; } = -1;
[Desc("Set Z-Offset for the separate shadow. Used by the later Westwood 2.5D titles. Defined in WDist units!")]
public int ShadowZOffset { get; }
[Desc("The individual frames to play instead of going through them sequentially from the `Start`.")]
public int[] Frames { get; private set; }
public Rectangle Bounds { get; }
[Desc("Don't apply terrain lighting or colored overlays.")]
public bool IgnoreWorldTint { get; }
[Desc("")]
public float Scale { get; } = 1f;
// These need to be public properties for the documentation generation to work.
[Desc("Play the sprite sequence back and forth.")]
public static bool Reverses => false;
[Desc("Support a frame order where each animation step is split per each direction.")]
public static bool Transpose => false;
[Desc("Mirror on the X axis.")]
public bool FlipX { get; }
[Desc("Mirror on the Y axis.")]
public bool FlipY { get; }
[Desc("Change the position in-game on X, Y, Z.")]
public float3 Offset { get; } = float3.Zero;
[Desc("Apply an OpenGL/Photoshop inspired blend mode.")]
public BlendMode BlendMode { get; } = BlendMode.Alpha;
[Desc("Allows to append multiple sequence definitions which are indented below this node " +
"like when offsets differ per frame or a sequence is spread across individual files.")]
public static object Combine => null;
[Desc("Sets transparency - use one value to set for all frames or provide a value for each frame.")]
public float[] Alpha { get; }
[Desc("Plays a fade out effect.")]
public static bool AlphaFade => false;
[Desc("Name of the file containing the depth data sprite.")]
public string DepthSprite { get; }
[Desc("Frame index containing the depth data.")]
public static int DepthSpriteFrame => 0;
[Desc("")]
public static float2 DepthSpriteOffset => float2.Zero;
[Desc("Use the palette embedded in the defined sprite. (Note: The name given here is actually irrelevant)")]
public static string EmbeddedPalette => null;
public readonly uint[] EmbeddedPaletteData;
protected virtual string GetSpriteSrc(ModData modData, string 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)
{
if (d.TryGetValue(key, out var 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, string tileSet, SpriteCache cache, ISpriteSequenceLoader loader, string sequence, string animation, MiniYaml info)
{
this.sequence = sequence;
Name = animation;
Loader = loader;
var d = info.ToDictionary();
try
{
Start = LoadField(d, nameof(Start), 0);
ShadowStart = LoadField(d, nameof(ShadowStart), ShadowStart);
ShadowZOffset = LoadField(d, nameof(ShadowZOffset), DefaultShadowSpriteZOffset).Length;
ZOffset = LoadField(d, nameof(ZOffset), WDist.Zero).Length;
ZRamp = LoadField(d, nameof(ZRamp), 0f);
Tick = LoadField(d, nameof(Tick), Tick);
transpose = LoadField(d, nameof(Transpose), false);
Frames = LoadField<int[]>(d, nameof(Frames), null);
IgnoreWorldTint = LoadField(d, nameof(IgnoreWorldTint), false);
Scale = LoadField(d, nameof(Scale), Scale);
FlipX = LoadField(d, nameof(FlipX), false);
FlipY = LoadField(d, nameof(FlipY), false);
Facings = LoadField(d, nameof(Facings), Facings);
if (Facings < 0)
{
reverseFacings = true;
Facings = -Facings;
}
Offset = LoadField(d, nameof(Offset), Offset);
BlendMode = LoadField(d, nameof(BlendMode), BlendMode);
Func<int, IEnumerable<int>> getUsedFrames = frameCount =>
{
if (d.TryGetValue(nameof(Length), out var length) && length.Value == "*")
Length = Frames?.Length ?? frameCount - Start;
else
Length = LoadField(d, nameof(Length), Length);
// Plays the animation forwards, and then in reverse
if (LoadField(d, nameof(Reverses), false))
{
var frames = Frames != null ? Frames.Skip(Start).Take(Length).ToArray() : Exts.MakeArray(Length, i => Start + i);
Frames = frames.Concat(frames.Skip(1).Take(Length - 2).Reverse()).ToArray();
Length = 2 * Length - 2;
Start = 0;
}
Stride = LoadField(d, nameof(Stride), Length);
if (Length > Stride)
throw new YamlException($"Sequence {sequence}.{animation}: Length must be <= stride");
if (Frames != null && Length > Frames.Length)
throw new YamlException($"Sequence {sequence}.{animation}: Length must be <= Frames.Length");
var end = Start + (Facings - 1) * Stride + Length - 1;
if (Frames != null)
{
foreach (var f in Frames)
if (f < 0 || f >= frameCount)
throw new YamlException($"Sequence {sequence}.{animation} defines a Frames override that references frame {f}, but only [{Start}..{end}] actually exist");
if (Start < 0 || end >= Frames.Length)
throw new YamlException($"Sequence {sequence}.{animation} uses indices [{Start}..{end}] of the Frames list, but only {Frames.Length} frames are defined");
}
else if (Start < 0 || end >= frameCount)
throw new YamlException($"Sequence {sequence}.{animation} uses frames [{Start}..{end}], but only [0..{frameCount - 1}] actually exist");
if (ShadowStart >= 0 && ShadowStart + (Facings - 1) * Stride + Length > frameCount)
throw new YamlException($"Sequence {sequence}.{animation}'s shadow frames use frames [{ShadowStart}..{ShadowStart + (Facings - 1) * Stride + Length - 1}], but only [0..{frameCount - 1}] actually exist");
var usedFrames = new List<int>();
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);
usedFrames.Add(Frames != null ? Frames[i] : Start + i);
}
}
if (ShadowStart >= 0)
return usedFrames.Concat(usedFrames.Select(i => i + ShadowStart - Start));
return usedFrames;
};
if (d.TryGetValue(nameof(Combine), out var 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, nameof(Start), 0);
var subOffset = LoadField(sd, nameof(Offset), Offset);
var subFlipX = LoadField(sd, nameof(FlipX), false);
var subFlipY = LoadField(sd, nameof(FlipY), false);
var subFrames = LoadField<int[]>(sd, nameof(Frames), null);
var subLength = 0;
Func<int, IEnumerable<int>> subGetUsedFrames = subFrameCount =>
{
if (sd.TryGetValue(nameof(Length), out var subLengthYaml) && subLengthYaml.Value == "*")
subLength = subFrames != null ? subFrames.Length : subFrameCount - subStart;
else
subLength = LoadField(sd, nameof(Length), Length);
return subFrames != null ? subFrames.Skip(subStart).Take(subLength) : Enumerable.Range(subStart, subLength);
};
var subSrc = GetSpriteSrc(modData, tileSet, sequence, animation, sub.Key, sd);
var subSprites = cache[subSrc, subGetUsedFrames].Select(s =>
{
if (s == null)
return null;
var bounds = FlipRectangle(s.Bounds, subFlipX, subFlipY);
var dx = subOffset.X + Offset.X + (subFlipX ? -s.Offset.X : s.Offset.X);
var dy = subOffset.Y + Offset.Y + (subFlipY ? -s.Offset.Y : s.Offset.Y);
var dz = subOffset.Z + Offset.Z + s.Offset.Z + ZRamp * dy;
return new Sprite(s.Sheet, bounds, ZRamp, new float3(dx, dy, dz), s.Channel, BlendMode);
}).ToList();
var frames = subFrames != null ? subFrames.Skip(subStart).Take(subLength).ToArray() : Exts.MakeArray(subLength, i => subStart + i);
combined = combined.Concat(frames.Select(i => subSprites[i]));
}
sprites = combined.ToArray();
getUsedFrames(sprites.Length);
}
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, getUsedFrames].Select(s =>
{
if (s == null)
return null;
var bounds = FlipRectangle(s.Bounds, FlipX, FlipY);
var dx = Offset.X + (FlipX ? -s.Offset.X : s.Offset.X);
var dy = Offset.Y + (FlipY ? -s.Offset.Y : s.Offset.Y);
var dz = Offset.Z + s.Offset.Z + ZRamp * dy;
return new Sprite(s.Sheet, bounds, ZRamp, new float3(dx, dy, dz), s.Channel, BlendMode);
}).ToArray();
}
Alpha = LoadField(d, nameof(Alpha), (float[])null);
if (Alpha != null)
{
if (Alpha.Length == 1)
Alpha = Exts.MakeArray(Length, _ => Alpha[0]);
else if (Alpha.Length != Length)
throw new YamlException($"Sequence {sequence}.{animation} must define either 1 or {Length} Alpha values.");
}
if (LoadField(d, nameof(AlphaFade), false))
{
if (Alpha != null)
throw new YamlException($"Sequence {sequence}.{animation} cannot define both AlphaFade and Alpha.");
Alpha = Exts.MakeArray(Length, i => float2.Lerp(1f, 0f, i / (Length - 1f)));
}
DepthSprite = LoadField<string>(d, nameof(DepthSprite), null);
if (!string.IsNullOrEmpty(DepthSprite))
{
var depthSpriteFrame = LoadField(d, nameof(DepthSpriteFrame), 0);
var depthOffset = LoadField(d, nameof(DepthSpriteOffset), DepthSpriteOffset);
IEnumerable<int> GetDepthFrame(int _) => new[] { depthSpriteFrame };
var ds = cache[DepthSprite, GetDepthFrame][depthSpriteFrame];
sprites = sprites.Select(s =>
{
if (s == null)
return null;
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, ds.Sheet, r, ds.Channel);
}).ToArray();
}
var exportPalette = LoadField<string>(d, nameof(EmbeddedPalette), null);
if (exportPalette != null)
{
var src = GetSpriteSrc(modData, tileSet, sequence, animation, info.Value, d);
var metadata = cache.FrameMetadata(src);
var i = Frames != null ? Frames[0] : Start;
var palettes = metadata?.GetOrDefault<EmbeddedSpritePalette>();
if (palettes == null || !palettes.TryGetPaletteForFrame(i, out EmbeddedPaletteData))
throw new YamlException($"Cannot export palettes from {src}: frame {i} does not define an embedded palette");
}
var boundSprites = SpriteBounds(sprites, Frames, Start, Facings, Length, Stride, transpose);
if (ShadowStart > 0)
boundSprites = boundSprites.Concat(SpriteBounds(sprites, Frames, ShadowStart, Facings, Length, Stride, transpose));
Bounds = boundSprites.Union();
}
catch (FormatException f)
{
throw new FormatException($"Failed to parse sequences for {sequence}.{animation} at {info.Nodes[0].Location}:\n{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, WAngle.Zero);
}
public Sprite GetSprite(int frame, WAngle facing)
{
return GetSprite(Start, frame, facing);
}
public Sprite GetShadow(int frame, WAngle facing)
{
return ShadowStart >= 0 ? GetSprite(ShadowStart, frame, facing) : null;
}
protected virtual Sprite GetSprite(int start, int frame, WAngle facing)
{
var f = GetFacingFrameOffset(facing);
if (reverseFacings)
f = (Facings - f) % Facings;
var i = transpose ? (frame % Length) * Facings + f :
(f * Stride) + (frame % Length);
var j = Frames != null ? Frames[i] : start + i;
if (sprites[j] == null)
throw new InvalidOperationException($"Attempted to query unloaded sprite from {Name}.{sequence} start={start} frame={frame} facing={facing}");
return sprites[j];
}
protected virtual int GetFacingFrameOffset(WAngle facing)
{
return Util.IndexFacing(facing, Facings);
}
public virtual float GetAlpha(int frame)
{
return Alpha?[frame] ?? 1f;
}
}
}