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214 lines
7.4 KiB
C#
214 lines
7.4 KiB
C#
// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.IO;
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using ClassicalSharp.Events;
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using ClassicalSharp.GraphicsAPI;
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#if ANDROID
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using Android.Graphics;
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#endif
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namespace ClassicalSharp.Textures {
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/// <summary> Contains and describes the various animations applied to the terrain atlas. </summary>
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public class Animations : IGameComponent {
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Game game;
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IGraphicsApi gfx;
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Bitmap animBmp;
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FastBitmap animsBuffer;
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List<AnimationData> animations = new List<AnimationData>();
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bool validated = false, useLavaAnim = false, useWaterAnim = false;
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public void Init(Game game) {
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this.game = game;
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gfx = game.Graphics;
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game.Events.TexturePackChanged += TexturePackChanged;
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game.Events.TextureChanged += TextureChanged;
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}
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public void Ready(Game game) { }
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public void Reset(Game game) { }
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public void OnNewMap(Game game) { }
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public void OnNewMapLoaded(Game game) { }
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void TexturePackChanged(object sender, EventArgs e) {
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Clear();
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useLavaAnim = IsDefaultZip();
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useWaterAnim = useLavaAnim;
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}
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void TextureChanged(object sender, TextureEventArgs e) {
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if (e.Name == "animations.png" || e.Name == "animation.png") {
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animBmp = Platform.ReadBmp32Bpp(game.Drawer2D, e.Data);
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animsBuffer = new FastBitmap(animBmp, true, true);
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} else if (e.Name == "animations.txt" || e.Name == "animation.txt") {
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MemoryStream stream = new MemoryStream(e.Data);
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StreamReader reader = new StreamReader(stream);
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ReadAnimationsDescription(reader);
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} else if (e.Name == "uselavaanim") {
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useLavaAnim = true;
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} else if (e.Name == "usewateranim") {
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useWaterAnim = true;
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}
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}
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/// <summary> Runs through all animations and if necessary updates the terrain atlas. </summary>
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public void Tick(ScheduledTask task) {
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if (useLavaAnim) {
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int size = Math.Min(game.TerrainAtlas.TileSize, 64);
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DrawAnimation(null, 30, size);
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}
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if (useWaterAnim) {
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int size = Math.Min(game.TerrainAtlas.TileSize, 64);
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DrawAnimation(null, 14, size);
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}
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if (animations.Count == 0) return;
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if (animsBuffer == null) {
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game.Chat.Add("&cCurrent texture pack specifies it uses animations,");
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game.Chat.Add("&cbut is missing animations.png");
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animations.Clear();
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return;
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}
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if (!validated) ValidateAnimations();
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for (int i = 0; i < animations.Count; i++)
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ApplyAnimation(animations[i]);
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}
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/// <summary> Reads a text file that contains a number of lines, with each line describing:<br/>
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/// 1) the target tile in the terrain atlas 2) the start location of animation frames<br/>
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/// 3) the size of each animation frame 4) the number of animation frames<br/>
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/// 5) the delay between advancing animation frames. </summary>
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public void ReadAnimationsDescription(StreamReader reader) {
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string line;
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while ((line = reader.ReadLine()) != null) {
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if (line.Length == 0 || line[0] == '#') continue;
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string[] parts = line.Split(' ');
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if (parts.Length < 7) {
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Utils.LogDebug("Not enough arguments for animation: {0}", line); continue;
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}
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byte tileX, tileY;
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if (!Byte.TryParse(parts[0], out tileX) || !Byte.TryParse(parts[1], out tileY)
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|| tileX >= 16 || tileY >= 16) {
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Utils.LogDebug("Invalid animation tile coordinates: {0}", line); continue;
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}
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int frameX, frameY;
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if (!Int32.TryParse(parts[2], out frameX) || !Int32.TryParse(parts[3], out frameY)
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|| frameX < 0 || frameY < 0) {
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Utils.LogDebug("Invalid animation coordinates: {0}", line); continue;
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}
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int frameSize, statesCount, tickDelay;
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if (!Int32.TryParse(parts[4], out frameSize) || !Int32.TryParse(parts[5], out statesCount) ||
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!Int32.TryParse(parts[6], out tickDelay) || frameSize < 0 || statesCount < 0 || tickDelay < 0) {
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Utils.LogDebug("Invalid animation: {0}", line); continue;
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}
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DefineAnimation(tileX, tileY, frameX, frameY, frameSize, statesCount, tickDelay);
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}
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}
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/// <summary> Adds an animation described by the arguments to the list of animations
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/// that are applied to the terrain atlas. </summary>
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public void DefineAnimation(int tileX, int tileY, int frameX, int frameY, int frameSize,
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int statesNum, int tickDelay) {
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AnimationData data = new AnimationData();
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data.TileX = tileX; data.TileY = tileY;
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data.FrameX = frameX; data.FrameY = frameY;
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data.FrameSize = frameSize; data.StatesCount = statesNum;
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data.TickDelay = tickDelay;
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animations.Add(data);
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}
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FastBitmap animPart = new FastBitmap();
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LavaAnimation lavaAnim = new LavaAnimation();
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WaterAnimation waterAnim = new WaterAnimation();
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unsafe void ApplyAnimation(AnimationData data) {
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data.Tick--;
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if (data.Tick >= 0) return;
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data.State++;
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data.State %= data.StatesCount;
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data.Tick = data.TickDelay;
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int texId = (data.TileY << 4) | data.TileX;
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if (texId == 30 && useLavaAnim) return;
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if (texId == 14 && useWaterAnim) return;
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DrawAnimation(data, texId, data.FrameSize);
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}
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unsafe void DrawAnimation(AnimationData data, int texId, int size) {
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TerrainAtlas1D atlas = game.TerrainAtlas1D;
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int index = atlas.Get1DIndex(texId);
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int rowNum = atlas.Get1DRowId(texId);
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byte* temp = stackalloc byte[size * size * 4];
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animPart.SetData(size, size, size * 4, (IntPtr)temp, false);
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if (data == null) {
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if (texId == 30) {
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lavaAnim.Tick((int*)temp, size);
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} else if (texId == 14) {
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waterAnim.Tick((int*)temp, size);
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}
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} else {
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FastBitmap.MovePortion(data.FrameX + data.State * size,
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data.FrameY, 0, 0, animsBuffer, animPart, size);
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}
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gfx.UpdateTexturePart(atlas.TexIds[index], 0, rowNum * game.TerrainAtlas.TileSize, animPart);
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}
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bool IsDefaultZip() {
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if (game.World.TextureUrl != null) return false;
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string texPack = Options.Get(OptionsKey.DefaultTexturePack);
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return texPack == null || texPack == "default.zip";
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}
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/// <summary> Disposes the atlas bitmap that contains animation frames, and clears
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/// the list of defined animations. </summary>
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public void Clear() {
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animations.Clear();
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if (animBmp == null) return;
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animsBuffer.Dispose(); animsBuffer = null;
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animBmp.Dispose(); animBmp = null;
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validated = false;
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}
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public void Dispose() {
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Clear();
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game.Events.TextureChanged -= TextureChanged;
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game.Events.TexturePackChanged -= TexturePackChanged;
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}
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class AnimationData {
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public int TileX, TileY; // Tile (not pixel) coordinates in terrain.png
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public int FrameX, FrameY; // Top left pixel coordinates of start frame in animatons.png
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public int FrameSize; // Size of each frame in pixel coordinates
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public int State; // Current animation frame index
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public int StatesCount; // Total number of animation frames
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public int Tick, TickDelay;
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}
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const string format = "&cOne of the animation frames for tile ({0}, {1}) " +
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"is at coordinates outside animations.png";
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void ValidateAnimations() {
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validated = true;
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for (int i = animations.Count - 1; i >= 0; i--) {
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AnimationData a = animations[i];
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int maxY = a.FrameY + a.FrameSize;
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int maxX = a.FrameX + a.FrameSize * a.StatesCount;
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if (maxX <= animsBuffer.Width && maxY <= animsBuffer.Height)
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continue;
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game.Chat.Add(String.Format(format, a.TileX, a.TileY));
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animations.RemoveAt(i);
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}
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}
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}
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}
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