ClassiCube/ClassicalSharp/TexturePack/TexturePackExtractor.cs

83 lines
2.7 KiB
C#

using System;
using System.Drawing;
using System.IO;
using ClassicalSharp.GraphicsAPI;
using ClassicalSharp.Model;
namespace ClassicalSharp.TexturePack {
public sealed class TexturePackExtractor {
Game game;
public void Extract( string path, Game game ) {
this.game = game;
using( FileStream fs = new FileStream( path, FileMode.Open, FileAccess.Read, FileShare.Read ) ) {
ZipReader reader = new ZipReader();
reader.ShouldProcessZipEntry = ShouldProcessZipEntry;
reader.ProcessZipEntry = ProcessZipEntry;
reader.Extract( fs );
}
}
bool ShouldProcessZipEntry( string filename ) {
return true;
}
void ProcessZipEntry( string filename, byte[] data, ZipEntry entry ) {
MemoryStream stream = new MemoryStream( data );
ModelCache cache = game.ModelCache;
IGraphicsApi api = game.Graphics;
switch( filename ) {
case "terrain.png":
game.ChangeTerrainAtlas( new Bitmap( stream ) ); break;
case "mob/chicken.png":
case "chicken.png":
UpdateTexture( ref cache.ChickenTexId, stream, false ); break;
case "mob/creeper.png":
case "creeper.png":
UpdateTexture( ref cache.CreeperTexId, stream, false ); break;
case "mob/pig.png":
case "pig.png":
UpdateTexture( ref cache.PigTexId, stream, false ); break;
case "mob/sheep.png":
case "sheep.png":
UpdateTexture( ref cache.SheepTexId, stream, false ); break;
case "mob/skeleton.png":
case "skeleton.png":
UpdateTexture( ref cache.SkeletonTexId, stream, false ); break;
case "mob/spider.png":
case "spider.png":
UpdateTexture( ref cache.SpiderTexId, stream, false ); break;
case "mob/zombie.png":
case "zombie.png":
UpdateTexture( ref cache.ZombieTexId, stream, false ); break;
case "mob/sheep_fur.png":
case "sheep_fur.png":
UpdateTexture( ref cache.SheepFurTexId, stream, false ); break;
case "char.png":
UpdateTexture( ref cache.HumanoidTexId, stream, true ); break;
case "animations.png":
case "animation.png":
game.Animations.SetAtlas( new Bitmap( stream ) ); break;
case "clouds.png":
case "cloud.png":
UpdateTexture( ref game.CloudsTextureId, stream, false ); break;
case "rain.png":
UpdateTexture( ref game.RainTextureId, stream, false ); break;
case "snow.png":
UpdateTexture( ref game.SnowTextureId, stream, false ); break;
}
}
void UpdateTexture( ref int texId, Stream stream, bool setSkinType ) {
game.Graphics.DeleteTexture( ref texId );
using( Bitmap bmp = new Bitmap( stream ) ) {
if( setSkinType )
game.DefaultPlayerSkinType = Utils.GetSkinType( bmp );
texId = game.Graphics.CreateTexture( bmp );
}
}
}
}