Multiple layers of Lazy<T>ness are replaced with an explicit two-part loading scheme. Sequences are parsed immediately, without the need for the sprite assets, and tell the SpriteCache which frames they need. Use-cases that want the actual sprites can then tell the SpriteCache to load the frames and the sequences to resolve the sprites.
69 lines
2.0 KiB
C#
69 lines
2.0 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 OpenRA.FileSystem;
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using OpenRA.Graphics;
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namespace OpenRA.Mods.Common.UtilityCommands
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{
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class DumpSequenceSheetsCommand : IUtilityCommand
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{
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static readonly int[] ChannelMasks = { 2, 1, 0, 3 };
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string IUtilityCommand.Name => "--dump-sequence-sheets";
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bool IUtilityCommand.ValidateArguments(string[] args)
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{
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return args.Length >= 3;
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}
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[Desc("PALETTE", "TILESET-OR-MAP", "Exports sequence texture atlas as a set of png images.")]
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void IUtilityCommand.Run(Utility utility, string[] args)
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{
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// HACK: The engine code assumes that Game.modData is set.
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var modData = Game.ModData = utility.ModData;
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var palette = new ImmutablePalette(args[1], new[] { 0 }, Array.Empty<int>());
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SequenceSet sequences;
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if (modData.DefaultTerrainInfo.ContainsKey(args[2]))
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sequences = new SequenceSet(modData.ModFiles, modData, args[2], null);
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else
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{
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var mapPackage = new Folder(Platform.EngineDir).OpenPackage(args[2], modData.ModFiles);
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if (mapPackage == null)
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throw new InvalidOperationException($"{args[2]} is not a valid tileset or map path");
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sequences = new Map(modData, mapPackage).Sequences;
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}
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sequences.LoadSprites();
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var count = 0;
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var sb = sequences.SpriteCache.SheetBuilders[SheetType.Indexed];
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foreach (var s in sb.AllSheets)
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{
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var max = s == sb.Current ? (int)sb.CurrentChannel + 1 : 4;
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for (var i = 0; i < max; i++)
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s.AsPng((TextureChannel)ChannelMasks[i], palette).Save($"{count}.{i}.png");
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count++;
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}
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sb = sequences.SpriteCache.SheetBuilders[SheetType.BGRA];
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foreach (var s in sb.AllSheets)
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s.AsPng().Save($"{count++}.png");
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}
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}
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}
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