Files
OpenRA/OpenRA.Mods.Common/Graphics/DefaultSpriteSequence.cs
Paul Chote be3412ee74 Fix depth offsets for sprite with non-zero ZRamp.
Bibs and other effects that should be drawn at ground level
can now simply define ZRamp: 1, Offset: <X>,<Y>,1, avoiding the
need to account for the Y offset or internal sprite offsets.
2021-08-20 20:17:55 +02:00

455 lines
16 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2021 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
{
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; }
}
public class DefaultSpriteSequence : ISpriteSequence
{
static readonly WDist DefaultShadowSpriteZOffset = new WDist(-5);
protected Sprite[] sprites;
readonly bool reverseFacings, transpose;
readonly string sequence;
readonly float[] alpha;
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; }
public bool IgnoreWorldTint { get; private set; }
public float Scale { get; private set; }
public readonly uint[] EmbeddedPalette;
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, "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);
IgnoreWorldTint = LoadField(d, "IgnoreWorldTint", false);
Scale = LoadField(d, "Scale", 1f);
var flipX = LoadField(d, "FlipX", false);
var flipY = LoadField(d, "FlipY", false);
Facings = LoadField(d, "Facings", 1);
if (Facings < 0)
{
reverseFacings = true;
Facings = -Facings;
}
var offset = LoadField(d, "Offset", float3.Zero);
var blendMode = LoadField(d, "BlendMode", BlendMode.Alpha);
Func<int, IEnumerable<int>> getUsedFrames = frameCount =>
{
if (d.TryGetValue("Length", out var length) && length.Value == "*")
Length = Frames != null ? Frames.Length : frameCount - Start;
else
Length = LoadField(d, "Length", 1);
// Plays the animation forwards, and then in reverse
if (LoadField(d, "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, "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("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, "Start", 0);
var subOffset = LoadField(sd, "Offset", float3.Zero);
var subFlipX = LoadField(sd, "FlipX", false);
var subFlipY = LoadField(sd, "FlipY", false);
var subFrames = LoadField<int[]>(sd, "Frames", null);
var subLength = 0;
Func<int, IEnumerable<int>> subGetUsedFrames = subFrameCount =>
{
if (sd.TryGetValue("Length", out var subLengthYaml) && subLengthYaml.Value == "*")
subLength = subFrames != null ? subFrames.Length : subFrameCount - subStart;
else
subLength = LoadField(sd, "Length", 1);
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, "Alpha", (float[])null);
if (alpha != null)
{
if (alpha.Length == 1)
alpha = Exts.MakeArray(Length, _ => alpha[0]);
else if (alpha.Length != Length)
throw new YamlException($"Sequence {sequence}.{animation} must define either 1 or {Length} Alpha values.");
}
if (LoadField(d, "AlphaFade", false))
{
if (alpha != null)
throw new YamlException($"Sequence {sequence}.{animation} cannot define both AlphaFade and Alpha.");
alpha = Exts.MakeArray(Length, i => float2.Lerp(1f, 0f, i / (Length - 1f)));
}
var depthSprite = LoadField<string>(d, "DepthSprite", null);
if (!string.IsNullOrEmpty(depthSprite))
{
var depthSpriteFrame = LoadField(d, "DepthSpriteFrame", 0);
var depthOffset = LoadField(d, "DepthSpriteOffset", float2.Zero);
Func<int, IEnumerable<int>> getDepthFrame = _ => new int[] { 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, "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 != null ? metadata.GetOrDefault<EmbeddedSpritePalette>() : null;
if (palettes == null || !palettes.TryGetPaletteForFrame(i, out EmbeddedPalette))
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;
}
}
}