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.
105 lines
2.8 KiB
C#
105 lines
2.8 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.IO;
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using OpenRA.FileSystem;
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using OpenRA.Primitives;
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namespace OpenRA.Graphics
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{
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/// <summary>
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/// Describes the format of the pixel data in a ISpriteFrame.
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/// Note that the channel order is defined for little-endian bytes, so BGRA corresponds
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/// to a 32bit ARGB value, such as that returned by Color.ToArgb()!
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/// </summary>
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public enum SpriteFrameType
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{
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// 8 bit index into an external palette
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Indexed8,
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// 32 bit color such as returned by Color.ToArgb() or the bmp file format
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// (remember that little-endian systems place the little bits in the first byte!)
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Bgra32,
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// Like BGRA, but without an alpha channel
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Bgr24,
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// 32 bit color in big-endian format, like png
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Rgba32,
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// Like RGBA, but without an alpha channel
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Rgb24
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}
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public interface ISpriteLoader
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{
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bool TryParseSprite(Stream s, string filename, out ISpriteFrame[] frames, out TypeDictionary metadata);
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}
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public interface ISpriteFrame
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{
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SpriteFrameType Type { get; }
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/// <summary>
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/// Size of the frame's `Data`.
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/// </summary>
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Size Size { get; }
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/// <summary>
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/// Size of the entire frame including the frame's `Size`.
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/// Think of this like a picture frame.
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/// </summary>
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Size FrameSize { get; }
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float2 Offset { get; }
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byte[] Data { get; }
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bool DisableExportPadding { get; }
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}
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public class FrameCache
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{
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readonly Cache<string, ISpriteFrame[]> frames;
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public FrameCache(IReadOnlyFileSystem fileSystem, ISpriteLoader[] loaders)
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{
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frames = new Cache<string, ISpriteFrame[]>(filename => FrameLoader.GetFrames(fileSystem, filename, loaders, out _));
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}
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public ISpriteFrame[] this[string filename] => frames[filename];
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}
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public static class FrameLoader
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{
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public static ISpriteFrame[] GetFrames(IReadOnlyFileSystem fileSystem, string filename, ISpriteLoader[] loaders, out TypeDictionary metadata)
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{
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using (var stream = fileSystem.Open(filename))
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{
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var spriteFrames = GetFrames(stream, loaders, filename, out metadata);
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if (spriteFrames == null)
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throw new InvalidDataException(filename + " is not a valid sprite file!");
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return spriteFrames;
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}
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}
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public static ISpriteFrame[] GetFrames(Stream stream, ISpriteLoader[] loaders, string filename, out TypeDictionary metadata)
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{
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metadata = null;
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foreach (var loader in loaders)
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if (loader.TryParseSprite(stream, filename, out var frames, out metadata))
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return frames;
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return null;
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}
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}
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}
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