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.
455 lines
16 KiB
C#
455 lines
16 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
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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 EmbeddedSpritePalette
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{
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readonly uint[] filePalette = null;
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readonly Dictionary<int, uint[]> framePalettes = null;
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public EmbeddedSpritePalette(uint[] filePalette = null, Dictionary<int, uint[]> framePalettes = null)
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{
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this.filePalette = filePalette;
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this.framePalettes = framePalettes;
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}
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public bool TryGetPaletteForFrame(int frame, out uint[] palette)
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{
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if (framePalettes == null || !framePalettes.TryGetValue(frame, out palette))
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palette = filePalette;
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return palette != null;
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}
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}
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public class DefaultSpriteSequenceLoader : ISpriteSequenceLoader
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{
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public DefaultSpriteSequenceLoader(ModData modData) { }
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public virtual ISpriteSequence CreateSequence(ModData modData, string tileSet, SpriteCache cache, string sequence, string animation, MiniYaml info)
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{
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return new DefaultSpriteSequence(modData, tileSet, cache, this, sequence, animation, info);
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}
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public IReadOnlyDictionary<string, ISpriteSequence> ParseSequences(ModData modData, string tileSet, SpriteCache cache, MiniYamlNode node)
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{
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var sequences = new Dictionary<string, ISpriteSequence>();
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var nodes = node.Value.ToDictionary();
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try
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{
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if (nodes.TryGetValue("Defaults", out var defaults))
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{
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nodes.Remove("Defaults");
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foreach (var n in nodes)
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{
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n.Value.Nodes = MiniYaml.Merge(new[] { defaults.Nodes, n.Value.Nodes });
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n.Value.Value = n.Value.Value ?? defaults.Value;
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}
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}
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}
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catch (Exception e)
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{
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throw new InvalidDataException($"Error occurred while parsing {node.Key}", e);
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}
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foreach (var kvp in nodes)
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{
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using (new Support.PerfTimer($"new Sequence(\"{node.Key}\")", 20))
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{
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try
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{
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sequences.Add(kvp.Key, CreateSequence(modData, tileSet, cache, node.Key, kvp.Key, kvp.Value));
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}
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catch (FileNotFoundException ex)
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{
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// Defer exception until something tries to access the sequence
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// This allows the asset installer and OpenRA.Utility to load the game without having the actor assets
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sequences.Add(kvp.Key, new FileNotFoundSequence(ex));
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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 class FileNotFoundSequence : ISpriteSequence
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{
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readonly FileNotFoundException exception;
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public FileNotFoundSequence(FileNotFoundException exception)
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{
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this.exception = exception;
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}
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public string Filename => exception.FileName;
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string ISpriteSequence.Name => throw exception;
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int ISpriteSequence.Start => throw exception;
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int ISpriteSequence.Length => throw exception;
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int ISpriteSequence.Stride => throw exception;
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int ISpriteSequence.Facings => throw exception;
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int ISpriteSequence.Tick => throw exception;
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int ISpriteSequence.ZOffset => throw exception;
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int ISpriteSequence.ShadowStart => throw exception;
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int ISpriteSequence.ShadowZOffset => throw exception;
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int[] ISpriteSequence.Frames => throw exception;
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Rectangle ISpriteSequence.Bounds => throw exception;
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bool ISpriteSequence.IgnoreWorldTint => throw exception;
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float ISpriteSequence.Scale => throw exception;
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Sprite ISpriteSequence.GetSprite(int frame) { throw exception; }
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Sprite ISpriteSequence.GetSprite(int frame, WAngle facing) { throw exception; }
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Sprite ISpriteSequence.GetShadow(int frame, WAngle facing) { throw exception; }
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float ISpriteSequence.GetAlpha(int frame) { throw exception; }
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}
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public class DefaultSpriteSequence : ISpriteSequence
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{
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static readonly WDist DefaultShadowSpriteZOffset = new WDist(-5);
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protected Sprite[] sprites;
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readonly bool reverseFacings, transpose;
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readonly string sequence;
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readonly float[] alpha;
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protected readonly ISpriteSequenceLoader Loader;
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public string Name { get; private set; }
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public int Start { get; private set; }
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public int Length { get; private set; }
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public int Stride { get; private set; }
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public int Facings { get; private set; }
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public int Tick { get; private set; }
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public int ZOffset { get; private set; }
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public float ZRamp { get; private set; }
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public int ShadowStart { get; private set; }
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public int ShadowZOffset { get; private set; }
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public int[] Frames { get; private set; }
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public Rectangle Bounds { get; private set; }
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public bool IgnoreWorldTint { get; private set; }
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public float Scale { get; private set; }
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public readonly uint[] EmbeddedPalette;
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protected virtual string GetSpriteSrc(ModData modData, string tileSet, string sequence, string animation, string sprite, Dictionary<string, MiniYaml> d)
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{
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return sprite ?? sequence;
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}
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protected static T LoadField<T>(Dictionary<string, MiniYaml> d, string key, T fallback)
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{
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if (d.TryGetValue(key, out var value))
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return FieldLoader.GetValue<T>(key, value.Value);
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return fallback;
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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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public DefaultSpriteSequence(ModData modData, string tileSet, SpriteCache cache, ISpriteSequenceLoader loader, string sequence, string animation, MiniYaml info)
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{
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this.sequence = sequence;
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Name = animation;
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Loader = loader;
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var d = info.ToDictionary();
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try
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{
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Start = LoadField(d, "Start", 0);
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ShadowStart = LoadField(d, "ShadowStart", -1);
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ShadowZOffset = LoadField(d, "ShadowZOffset", DefaultShadowSpriteZOffset).Length;
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ZOffset = LoadField(d, "ZOffset", WDist.Zero).Length;
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ZRamp = LoadField(d, "ZRamp", 0);
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Tick = LoadField(d, "Tick", 40);
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transpose = LoadField(d, "Transpose", false);
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Frames = LoadField<int[]>(d, "Frames", null);
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IgnoreWorldTint = LoadField(d, "IgnoreWorldTint", false);
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Scale = LoadField(d, "Scale", 1f);
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var flipX = LoadField(d, "FlipX", false);
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var flipY = LoadField(d, "FlipY", false);
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Facings = LoadField(d, "Facings", 1);
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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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var offset = LoadField(d, "Offset", float3.Zero);
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var blendMode = LoadField(d, "BlendMode", BlendMode.Alpha);
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Func<int, IEnumerable<int>> getUsedFrames = frameCount =>
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{
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if (d.TryGetValue("Length", out var length) && length.Value == "*")
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Length = Frames != null ? Frames.Length : frameCount - Start;
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else
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Length = LoadField(d, "Length", 1);
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// Plays the animation forwards, and then in reverse
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if (LoadField(d, "Reverses", false))
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{
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var frames = Frames != null ? Frames.Skip(Start).Take(Length).ToArray() : Exts.MakeArray(Length, i => Start + i);
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Frames = frames.Concat(frames.Skip(1).Take(Length - 2).Reverse()).ToArray();
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Length = 2 * Length - 2;
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Start = 0;
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}
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Stride = LoadField(d, "Stride", Length);
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if (Length > Stride)
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throw new YamlException($"Sequence {sequence}.{animation}: Length must be <= stride");
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if (Frames != null && Length > Frames.Length)
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throw new YamlException($"Sequence {sequence}.{animation}: Length must be <= Frames.Length");
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var end = Start + (Facings - 1) * Stride + Length - 1;
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if (Frames != null)
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{
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foreach (var f in Frames)
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if (f < 0 || f >= frameCount)
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throw new YamlException($"Sequence {sequence}.{animation} defines a Frames override that references frame {f}, but only [{Start}..{end}] actually exist");
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if (Start < 0 || end >= Frames.Length)
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throw new YamlException($"Sequence {sequence}.{animation} uses indices [{Start}..{end}] of the Frames list, but only {Frames.Length} frames are defined");
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}
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else if (Start < 0 || end >= frameCount)
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throw new YamlException($"Sequence {sequence}.{animation} uses frames [{Start}..{end}], but only [0..{frameCount - 1}] actually exist");
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if (ShadowStart >= 0 && ShadowStart + (Facings - 1) * Stride + Length > frameCount)
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throw new YamlException($"Sequence {sequence}.{animation}'s shadow frames use frames [{ShadowStart}..{ShadowStart + (Facings - 1) * Stride + Length - 1}], but only [0..{frameCount - 1}] actually exist");
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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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for (var frame = 0; frame < Length; frame++)
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{
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var i = transpose ? (frame % Length) * Facings + facing :
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(facing * Stride) + (frame % Length);
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usedFrames.Add(Frames != null ? Frames[i] : Start + i);
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}
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}
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if (ShadowStart >= 0)
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return usedFrames.Concat(usedFrames.Select(i => i + ShadowStart - Start));
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return usedFrames;
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};
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if (d.TryGetValue("Combine", out var combine))
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{
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var combined = Enumerable.Empty<Sprite>();
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foreach (var sub in combine.Nodes)
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{
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var sd = sub.Value.ToDictionary();
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// Allow per-sprite offset, flipping, start, and length
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var subStart = LoadField(sd, "Start", 0);
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var subOffset = LoadField(sd, "Offset", float3.Zero);
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var subFlipX = LoadField(sd, "FlipX", false);
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var subFlipY = LoadField(sd, "FlipY", false);
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var subFrames = LoadField<int[]>(sd, "Frames", null);
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var subLength = 0;
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Func<int, IEnumerable<int>> subGetUsedFrames = subFrameCount =>
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{
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if (sd.TryGetValue("Length", out var subLengthYaml) && subLengthYaml.Value == "*")
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subLength = subFrames != null ? subFrames.Length : subFrameCount - subStart;
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else
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subLength = LoadField(sd, "Length", 1);
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return subFrames != null ? subFrames.Skip(subStart).Take(subLength) : Enumerable.Range(subStart, subLength);
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};
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var subSrc = GetSpriteSrc(modData, tileSet, sequence, animation, sub.Key, sd);
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var subSprites = cache[subSrc, subGetUsedFrames].Select(s =>
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{
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if (s == null)
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return null;
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var bounds = FlipRectangle(s.Bounds, subFlipX, subFlipY);
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var dx = subOffset.X + offset.X + (subFlipX ? -s.Offset.X : s.Offset.X);
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var dy = subOffset.Y + offset.Y + (subFlipY ? -s.Offset.Y : s.Offset.Y);
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var dz = subOffset.Z + offset.Z + s.Offset.Z + ZRamp * dy;
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return new Sprite(s.Sheet, bounds, ZRamp, new float3(dx, dy, dz), s.Channel, blendMode);
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}).ToList();
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var frames = subFrames != null ? subFrames.Skip(subStart).Take(subLength).ToArray() : Exts.MakeArray(subLength, i => subStart + i);
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combined = combined.Concat(frames.Select(i => subSprites[i]));
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}
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sprites = combined.ToArray();
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getUsedFrames(sprites.Length);
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}
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else
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{
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// Apply offset to each sprite in the sequence
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// Different sequences may apply different offsets to the same frame
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var src = GetSpriteSrc(modData, tileSet, sequence, animation, info.Value, d);
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sprites = cache[src, getUsedFrames].Select(s =>
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{
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if (s == null)
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return null;
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var bounds = FlipRectangle(s.Bounds, flipX, flipY);
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var dx = offset.X + (flipX ? -s.Offset.X : s.Offset.X);
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var dy = offset.Y + (flipY ? -s.Offset.Y : s.Offset.Y);
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var dz = offset.Z + s.Offset.Z + ZRamp * dy;
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return new Sprite(s.Sheet, bounds, ZRamp, new float3(dx, dy, dz), s.Channel, blendMode);
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}).ToArray();
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}
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alpha = LoadField(d, "Alpha", (float[])null);
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if (alpha != null)
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{
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if (alpha.Length == 1)
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alpha = Exts.MakeArray(Length, _ => alpha[0]);
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else if (alpha.Length != Length)
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throw new YamlException($"Sequence {sequence}.{animation} must define either 1 or {Length} Alpha values.");
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}
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if (LoadField(d, "AlphaFade", false))
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{
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if (alpha != null)
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throw new YamlException($"Sequence {sequence}.{animation} cannot define both AlphaFade and Alpha.");
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alpha = Exts.MakeArray(Length, i => float2.Lerp(1f, 0f, i / (Length - 1f)));
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}
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var depthSprite = LoadField<string>(d, "DepthSprite", null);
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if (!string.IsNullOrEmpty(depthSprite))
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{
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var depthSpriteFrame = LoadField(d, "DepthSpriteFrame", 0);
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var depthOffset = LoadField(d, "DepthSpriteOffset", float2.Zero);
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Func<int, IEnumerable<int>> getDepthFrame = _ => new int[] { depthSpriteFrame };
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var ds = cache[depthSprite, getDepthFrame][depthSpriteFrame];
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sprites = sprites.Select(s =>
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{
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if (s == null)
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return null;
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var cw = (ds.Bounds.Left + ds.Bounds.Right) / 2 + (int)(s.Offset.X + depthOffset.X);
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var ch = (ds.Bounds.Top + ds.Bounds.Bottom) / 2 + (int)(s.Offset.Y + depthOffset.Y);
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var w = s.Bounds.Width / 2;
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var h = s.Bounds.Height / 2;
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var r = Rectangle.FromLTRB(cw - w, ch - h, cw + w, ch + h);
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return new SpriteWithSecondaryData(s, ds.Sheet, r, ds.Channel);
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}).ToArray();
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}
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var exportPalette = LoadField<string>(d, "EmbeddedPalette", null);
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if (exportPalette != null)
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{
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var src = GetSpriteSrc(modData, tileSet, sequence, animation, info.Value, d);
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var metadata = cache.FrameMetadata(src);
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var i = Frames != null ? Frames[0] : Start;
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var palettes = metadata != null ? metadata.GetOrDefault<EmbeddedSpritePalette>() : null;
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if (palettes == null || !palettes.TryGetPaletteForFrame(i, out EmbeddedPalette))
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throw new YamlException($"Cannot export palettes from {src}: frame {i} does not define an embedded palette");
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}
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var boundSprites = SpriteBounds(sprites, Frames, Start, Facings, Length, Stride, transpose);
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if (ShadowStart > 0)
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boundSprites = boundSprites.Concat(SpriteBounds(sprites, Frames, ShadowStart, Facings, Length, Stride, transpose));
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Bounds = boundSprites.Union();
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}
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catch (FormatException f)
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{
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throw new FormatException($"Failed to parse sequences for {sequence}.{animation} at {info.Nodes[0].Location}:\n{f}");
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}
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}
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/// <summary>Returns the bounds of all of the sprites that can appear in this animation</summary>
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static IEnumerable<Rectangle> SpriteBounds(Sprite[] sprites, int[] frames, int start, int facings, int length, int stride, bool transpose)
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{
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for (var facing = 0; facing < facings; facing++)
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{
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for (var frame = 0; frame < length; frame++)
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{
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var i = transpose ? (frame % length) * facings + facing :
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(facing * stride) + (frame % length);
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var s = frames != null ? sprites[frames[i]] : sprites[start + i];
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if (!s.Bounds.IsEmpty)
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yield return new Rectangle(
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(int)(s.Offset.X - s.Size.X / 2),
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(int)(s.Offset.Y - s.Size.Y / 2),
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s.Bounds.Width, s.Bounds.Height);
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}
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}
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}
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public Sprite GetSprite(int frame)
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{
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return GetSprite(Start, frame, WAngle.Zero);
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}
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public Sprite GetSprite(int frame, WAngle facing)
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{
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return GetSprite(Start, frame, facing);
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}
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public Sprite GetShadow(int frame, WAngle facing)
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{
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return ShadowStart >= 0 ? GetSprite(ShadowStart, frame, facing) : null;
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}
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protected virtual Sprite GetSprite(int start, int frame, WAngle facing)
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{
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var f = GetFacingFrameOffset(facing);
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if (reverseFacings)
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f = (Facings - f) % Facings;
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var i = transpose ? (frame % Length) * Facings + f :
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(f * Stride) + (frame % Length);
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var j = Frames != null ? Frames[i] : start + i;
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if (sprites[j] == null)
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throw new InvalidOperationException($"Attempted to query unloaded sprite from {Name}.{sequence} start={start} frame={frame} facing={facing}");
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return sprites[j];
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}
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protected virtual int GetFacingFrameOffset(WAngle facing)
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{
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return Util.IndexFacing(facing, Facings);
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}
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public virtual float GetAlpha(int frame)
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{
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return alpha?[frame] ?? 1f;
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}
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}
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}
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