/
DefaultSpriteSequence.cs
357 lines (304 loc) · 12.1 KB
/
DefaultSpriteSequence.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
#region Copyright & License Information
/*
* Copyright 2007-2018 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.Drawing;
using System.IO;
using System.Linq;
using OpenRA.Graphics;
namespace OpenRA.Mods.Common.Graphics
{
public class DefaultSpriteSequenceLoader : ISpriteSequenceLoader
{
public Action<string> OnMissingSpriteError { get; set; }
public DefaultSpriteSequenceLoader(ModData modData) { }
public virtual ISpriteSequence CreateSequence(ModData modData, TileSet 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, TileSet tileSet, SpriteCache cache, MiniYamlNode node)
{
var sequences = new Dictionary<string, ISpriteSequence>();
var nodes = node.Value.ToDictionary();
MiniYaml defaults;
try
{
if (nodes.TryGetValue("Defaults", out 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 {0}".F(node.Key), e);
}
foreach (var kvp in nodes)
{
using (new Support.PerfTimer("new Sequence(\"{0}\")".F(node.Key), 20))
{
try
{
sequences.Add(kvp.Key, CreateSequence(modData, tileSet, cache, node.Key, kvp.Key, kvp.Value));
}
catch (FileNotFoundException ex)
{
// Eat the FileNotFound exceptions from missing sprites
OnMissingSpriteError(ex.Message);
}
}
}
return new ReadOnlyDictionary<string, ISpriteSequence>(sequences);
}
}
public class DefaultSpriteSequence : ISpriteSequence
{
static readonly WDist DefaultShadowSpriteZOffset = new WDist(-5);
protected Sprite[] sprites;
readonly bool reverseFacings, transpose, useClassicFacingFudge;
protected readonly ISpriteSequenceLoader Loader;
readonly string sequence;
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; }
protected virtual string GetSpriteSrc(ModData modData, TileSet 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)
{
MiniYaml value;
if (d.TryGetValue(key, out 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, TileSet 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);
useClassicFacingFudge = LoadField(d, "UseClassicFacingFudge", false);
var flipX = LoadField(d, "FlipX", false);
var flipY = LoadField(d, "FlipY", false);
Facings = LoadField(d, "Facings", 1);
if (Facings < 0)
{
reverseFacings = true;
Facings = -Facings;
}
if (useClassicFacingFudge && Facings != 32)
throw new InvalidOperationException(
"{0}: Sequence {1}.{2}: UseClassicFacingFudge is only valid for 32 facings"
.F(info.Nodes[0].Location, sequence, animation));
var offset = LoadField(d, "Offset", float3.Zero);
var blendMode = LoadField(d, "BlendMode", BlendMode.Alpha);
Func<int, IEnumerable<int>> getUsedFrames = frameCount =>
{
MiniYaml length;
if (d.TryGetValue("Length", out length) && length.Value == "*")
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 ?? Exts.MakeArray(Length, i => Start + i);
Frames = frames.Concat(frames.Skip(1).Take(frames.Length - 2).Reverse()).ToArray();
Length = 2 * Length - 2;
}
Stride = LoadField(d, "Stride", Length);
if (Length > Stride)
throw new InvalidOperationException(
"{0}: Sequence {1}.{2}: Length must be <= stride"
.F(info.Nodes[0].Location, sequence, animation));
if (Frames != null && Length > Frames.Length)
throw new InvalidOperationException(
"{0}: Sequence {1}.{2}: Length must be <= Frames.Length"
.F(info.Nodes[0].Location, sequence, animation));
if (Start < 0 || Start + Facings * Stride > frameCount)
throw new InvalidOperationException(
"{5}: Sequence {0}.{1} uses frames [{2}..{3}], but only 0..{4} actually exist"
.F(sequence, animation, Start, Start + Facings * Stride - 1, frameCount - 1,
info.Nodes[0].Location));
if (ShadowStart + Facings * Stride > frameCount)
throw new InvalidOperationException(
"{5}: Sequence {0}.{1}'s shadow frames use frames [{2}..{3}], but only [0..{4}] actually exist"
.F(sequence, animation, ShadowStart, ShadowStart + Facings * Stride - 1, frameCount - 1,
info.Nodes[0].Location));
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;
};
MiniYaml combine;
if (d.TryGetValue("Combine", out 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 subLength = 0;
Func<int, IEnumerable<int>> subGetUsedFrames = subFrameCount =>
{
MiniYaml subLengthYaml;
if (sd.TryGetValue("Length", out subLengthYaml) && subLengthYaml.Value == "*")
subLength = subFrameCount - subStart;
else
subLength = LoadField(sd, "Length", 1);
return Enumerable.Range(subStart, subLength);
};
var subSrc = GetSpriteSrc(modData, tileSet, sequence, animation, sub.Key, sd);
var subSprites = cache[subSrc, subGetUsedFrames].Select(
s => s != null ? new Sprite(s.Sheet,
FlipRectangle(s.Bounds, subFlipX, subFlipY), ZRamp,
new float3(subFlipX ? -s.Offset.X : s.Offset.X, subFlipY ? -s.Offset.Y : s.Offset.Y, s.Offset.Z) + subOffset + offset,
s.Channel, blendMode) : null);
combined = combined.Concat(subSprites.Skip(subStart).Take(subLength));
}
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 => s != null ? new Sprite(s.Sheet,
FlipRectangle(s.Bounds, flipX, flipY), ZRamp,
new float3(flipX ? -s.Offset.X : s.Offset.X, flipY ? -s.Offset.Y : s.Offset.Y, s.Offset.Z) + offset,
s.Channel, blendMode) : null).ToArray();
}
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 boundSprites = SpriteBounds(sprites, Frames, Start, Facings, Length, Stride, transpose);
if (ShadowStart > 0)
boundSprites = boundSprites.Concat(SpriteBounds(sprites, Frames, ShadowStart, Facings, Length, Stride, transpose));
if (boundSprites.Any())
{
Bounds = boundSprites.First();
foreach (var b in boundSprites.Skip(1))
Bounds = Rectangle.Union(Bounds, b);
}
}
catch (FormatException f)
{
throw new FormatException("Failed to parse sequences for {0}.{1} at {2}:\n{3}".F(sequence, animation, info.Nodes[0].Location, 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, 0);
}
public Sprite GetSprite(int frame, int facing)
{
return GetSprite(Start, frame, facing);
}
public Sprite GetShadow(int frame, int facing)
{
return ShadowStart >= 0 ? GetSprite(ShadowStart, frame, facing) : null;
}
protected virtual Sprite GetSprite(int start, int frame, int facing)
{
var f = Util.QuantizeFacing(facing, Facings, useClassicFacingFudge);
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 {0}.{1}".F(Name, sequence) +
" start={0} frame={1} facing={2}".F(start, frame, facing));
return sprites[j];
}
}
}