2015-10-27 07:08:46 +11:00

128 lines
4.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using ClassicalSharp.GraphicsAPI;
namespace ClassicalSharp.TexturePack {
/// <summary> Contains and describes the various animations applied to the terrain atlas. </summary>
public class Animations {
Game game;
IGraphicsApi api;
Bitmap bmp;
FastBitmap fastBmp;
List<AnimationData> animations = new List<AnimationData>();
public bool Enabled = true;
public Animations( Game game ) {
this.game = game;
api = game.Graphics;
}
/// <summary> Sets the atlas bitmap that animation frames are contained within. </summary>
public void SetAtlas( Bitmap bmp ) {
Dispose();
this.bmp = bmp;
fastBmp = new FastBitmap( bmp, true );
}
/// <summary> Runs through all animations and if necessary updates the terrain atlas. </summary>
public void Tick( double delta ) {
if( animations.Count == 0 || !Enabled ) return;
foreach( AnimationData anim in animations ) {
ApplyAnimation( anim );
}
}
/// <summary> Reads a text file that contains a number of lines, with each line describing:<br/>
/// 1) the target tile in the terrain atlas 2) the start location of animation frames<br/>
/// 3) the size of each animation frame 4) the number of animation frames<br/>
/// 5) the delay between advancing animation frames. </summary>
public void ReadAnimationsDescription( StreamReader reader ) {
string line;
while( (line = reader.ReadLine()) != null ) {
if( line.Length == 0 || line[0] == '#' ) continue;
string[] parts = line.Split( ' ' );
if( parts.Length < 7 ) {
Utils.LogDebug( "Not enough arguments for animation: {0}", line ); continue;
}
byte tileX, tileY;
if( !Byte.TryParse( parts[0], out tileX ) || !Byte.TryParse( parts[1], out tileY )
|| tileX >= 16 || tileY >= 16 ) {
Utils.LogDebug( "Invalid animation tile coordinates: {0}", line ); continue;
}
int frameX, frameY;
if( !Int32.TryParse( parts[2], out frameX ) || !Int32.TryParse( parts[3], out frameY )
|| frameX < 0 || frameY < 0 ) {
Utils.LogDebug( "Invalid animation coordinates: {0}", line ); continue;
}
int frameSize, statesCount, tickDelay;
if( !Int32.TryParse( parts[4], out frameSize ) || !Int32.TryParse( parts[5], out statesCount ) ||
!Int32.TryParse( parts[6], out tickDelay ) || frameSize < 0 || statesCount < 0 || tickDelay < 0 ) {
Utils.LogDebug( "Invalid animation: {0}", line ); continue;
}
DefineAnimation( tileX, tileY, frameX, frameY, frameSize, statesCount, tickDelay );
}
}
/// <summary> Adds an animation described by the arguments to the list of animations
/// that are applied to the terrain atlas. </summary>
public void DefineAnimation( int tileX, int tileY, int frameX, int frameY, int frameSize,
int statesNum, int tickDelay ) {
AnimationData data = new AnimationData();
data.TileX = tileX; data.TileY = tileY;
data.FrameX = frameX; data.FrameY = frameY;
data.FrameSize = frameSize; data.StatesCount = statesNum;
data.TickDelay = tickDelay;
animations.Add( data );
}
unsafe void ApplyAnimation( AnimationData data ) {
data.Tick--;
if( data.Tick >= 0 ) return;
data.CurrentState++;
data.CurrentState %= data.StatesCount;
data.Tick = data.TickDelay;
TerrainAtlas1D atlas = game.TerrainAtlas1D;
int texId = ( data.TileY << 4 ) | data.TileX;
int index = atlas.Get1DIndex( texId );
int rowNum = atlas.Get1DRowId( texId );
int size = data.FrameSize;
byte* temp = stackalloc byte[size * size * 4];
FastBitmap part = new FastBitmap( size, size, size * 4, (IntPtr)temp );
FastBitmap.MovePortion( data.FrameX + data.CurrentState * size, data.FrameY, 0, 0, fastBmp, part, size );
api.UpdateTexturePart( atlas.TexIds[index], 0, rowNum * game.TerrainAtlas.elementSize, part );
}
class AnimationData {
public int TileX, TileY; // Tile (not pixel) coordinates in terrain.png
public int FrameX, FrameY; // Top left pixel coordinates of start frame in animatons.png
public int FrameSize; // Size of each frame in pixel coordinates
public int CurrentState; // Current animation frame index
public int StatesCount; // Total number of animation frames
public int Tick, TickDelay;
}
/// <summary> Disposes the atlas bitmap that contains animation frames, and clears
/// the list of defined animations. </summary>
public void Dispose() {
animations.Clear();
if( bmp == null ) return;
fastBmp.Dispose();
bmp.Dispose();
bmp = null;
}
}
}