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128 lines
4.7 KiB
C#
128 lines
4.7 KiB
C#
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.GraphicsAPI;
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namespace ClassicalSharp.TexturePack {
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/// <summary> Contains and describes the various animations applied to the terrain atlas. </summary>
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public class Animations {
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Game game;
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IGraphicsApi api;
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Bitmap bmp;
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FastBitmap fastBmp;
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List<AnimationData> animations = new List<AnimationData>();
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public bool Enabled = true;
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public Animations( Game game ) {
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this.game = game;
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api = game.Graphics;
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}
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/// <summary> Sets the atlas bitmap that animation frames are contained within. </summary>
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public void SetAtlas( Bitmap bmp ) {
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Dispose();
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this.bmp = bmp;
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fastBmp = new FastBitmap( bmp, true );
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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( double delta ) {
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if( animations.Count == 0 || !Enabled ) return;
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foreach( AnimationData anim in animations ) {
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ApplyAnimation( anim );
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}
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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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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.CurrentState++;
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data.CurrentState %= data.StatesCount;
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data.Tick = data.TickDelay;
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TerrainAtlas1D atlas = game.TerrainAtlas1D;
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int texId = ( data.TileY << 4 ) | data.TileX;
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int index = atlas.Get1DIndex( texId );
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int rowNum = atlas.Get1DRowId( texId );
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int size = data.FrameSize;
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byte* temp = stackalloc byte[size * size * 4];
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FastBitmap part = new FastBitmap( size, size, size * 4, (IntPtr)temp );
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FastBitmap.MovePortion( data.FrameX + data.CurrentState * size, data.FrameY, 0, 0, fastBmp, part, size );
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api.UpdateTexturePart( atlas.TexIds[index], 0, rowNum * game.TerrainAtlas.elementSize, part );
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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 CurrentState; // 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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/// <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 Dispose() {
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animations.Clear();
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if( bmp == null ) return;
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fastBmp.Dispose();
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bmp.Dispose();
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bmp = null;
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}
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}
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}
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