commit bdbcef41bfbc42beeb2d942e7db431b8ab627f1c Author: itchyOwl <lauri.harkanen@gmail.com> Date: Thu Mar 7 13:31:02 2019 +0200 Simplify the sprite related commands. commit 49c8e1cd01953ae31cff99bf35432ab887b45d62 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Thu Mar 7 13:05:20 2019 +0200 Rename "Reload Texture" button as "Reload Sprite", because it actually reloads both the xml and the texture. Add the button text into the localization file. commit 84f58d9e0bb46f29412f936d569348e46227c9d5 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Thu Mar 7 12:50:51 2019 +0200 Add the option to reload xml/texture/both for items when they are hovered over with the mouse. dry. commit 732084c044e6a2c220cee8d5c1d9b5e4ce05587d Author: itchyOwl <lauri.harkanen@gmail.com> Date: Thu Mar 7 12:48:49 2019 +0200 Fix the sprite name of the right hand in the assistant job gear. commit 30344369d7e87a17312cc839f195c36c77c4a3b2 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Thu Mar 7 12:26:20 2019 +0200 Fix ReloadXML failing when multiple source elements are found. commit ddb6fb48b6e0789b18a1ea889dcdf408fcbb5b12 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Thu Mar 7 11:47:13 2019 +0200 Fix damagemodifier multiplier not applied on particles if no sound is played. commit 41206013be41d240b12dad48f4ddaba9b072742b Author: itchyOwl <lauri.harkanen@gmail.com> Date: Thu Mar 7 11:46:22 2019 +0200 Fix engigear lower arm sprite name. commit 8ce938305206ca65aeb00515639e799d9f2fd526 Merge: e6166d2ef 61703e8af Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Mar 6 18:53:36 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev commit e6166d2ef24489bac6f217211849884013dbf4e6 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Mar 6 18:53:30 2019 +0200 Implement husk sprite overlays as wearables. Add new husk injector (wip). commit 367c4f5b3784c65c3c26807dd6c10e837960c6bb Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Mar 6 18:52:15 2019 +0200 Add console commands for changing the gender and race of the character. commit 61703e8af274c8f5d9e05575ebaf13c9bde8855f Author: Iiro Enges <iiro@fakefish.fi> Date: Wed Mar 6 17:47:09 2019 +0200 Refined environment item scales and colors
266 lines
10 KiB
C#
266 lines
10 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System.Collections.Generic;
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using System.Xml.Linq;
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using System.Linq;
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using Barotrauma.Extensions;
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using System.IO;
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namespace Barotrauma
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{
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public partial class Sprite
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{
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public static IEnumerable<Sprite> LoadedSprites
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{
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get { return list; }
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}
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private static HashSet<Sprite> list = new HashSet<Sprite>();
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/// <summary>
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/// Reference to the xml element from where the sprite was created. Can be null if the sprite was not defined in xml!
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/// </summary>
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public XElement SourceElement { get; private set; }
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//the area in the texture that is supposed to be drawn
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private Rectangle sourceRect;
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//the offset used when drawing the sprite
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protected Vector2 offset;
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protected Vector2 origin;
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//the size of the drawn sprite, if larger than the source,
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//the sprite is tiled to fill the target size
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public Vector2 size;
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public float rotation;
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public SpriteEffects effects = SpriteEffects.None;
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protected float depth;
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public Rectangle SourceRect
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{
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get { return sourceRect; }
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set { sourceRect = value; }
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}
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public float Depth
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{
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get { return depth; }
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set { depth = MathHelper.Clamp(value, 0.001f, 0.999f); }
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}
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/// <summary>
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/// In pixels
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/// </summary>
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public Vector2 Origin
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{
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get { return origin; }
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set
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{
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origin = value;
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_relativeOrigin = new Vector2(origin.X / sourceRect.Width, origin.Y / sourceRect.Height);
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}
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}
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private Vector2 _relativeOrigin;
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/// <summary>
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/// 0 - 1
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/// </summary>
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public Vector2 RelativeOrigin
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{
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get => _relativeOrigin;
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set
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{
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_relativeOrigin = value;
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origin = new Vector2(_relativeOrigin.X * sourceRect.Width, _relativeOrigin.Y * sourceRect.Height);
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}
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}
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public string FilePath { get; private set; }
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public string FullPath { get; private set; }
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public override string ToString()
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{
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return FilePath + ": " + sourceRect;
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}
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public string ID { get; private set; }
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/// <summary>
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/// ID of the Map Entity so that we can link the sprite to it's owner.
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/// </summary>
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public string EntityID { get; set; }
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public string Name { get; set; }
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partial void LoadTexture(ref Vector4 sourceVector, ref bool shouldReturn, bool premultiplyAlpha = true);
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partial void CalculateSourceRect();
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public Sprite(XElement element, string path = "", string file = "")
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{
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SourceElement = element;
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if (file == "")
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{
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file = SourceElement.GetAttributeString("texture", "");
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}
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if (file == "")
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{
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DebugConsole.ThrowError("Sprite " + SourceElement + " doesn't have a texture specified!");
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return;
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}
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if (!string.IsNullOrEmpty(path))
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{
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if (!path.EndsWith("/")) path += "/";
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}
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FilePath = path + file;
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if (!string.IsNullOrEmpty(FilePath))
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{
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FullPath = Path.GetFullPath(FilePath);
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}
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Name = SourceElement.GetAttributeString("name", null);
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Vector4 sourceVector = SourceElement.GetAttributeVector4("sourcerect", Vector4.Zero);
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bool shouldReturn = false;
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LoadTexture(ref sourceVector, ref shouldReturn, SourceElement.GetAttributeBool("premultiplyalpha", true));
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if (shouldReturn) return;
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sourceRect = new Rectangle((int)sourceVector.X, (int)sourceVector.Y, (int)sourceVector.Z, (int)sourceVector.W);
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size = SourceElement.GetAttributeVector2("size", Vector2.One);
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size.X *= sourceRect.Width;
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size.Y *= sourceRect.Height;
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RelativeOrigin = SourceElement.GetAttributeVector2("origin", new Vector2(0.5f, 0.5f));
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Depth = SourceElement.GetAttributeFloat("depth", 0.001f);
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ID = GetID(SourceElement);
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list.Add(this);
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}
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internal void LoadParams(SpriteParams spriteParams, bool isFlipped)
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{
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SourceElement = spriteParams.Element;
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sourceRect = spriteParams.SourceRect;
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RelativeOrigin = spriteParams.Origin;
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if (isFlipped)
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{
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Origin = new Vector2(sourceRect.Width - origin.X, origin.Y);
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}
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depth = spriteParams.Depth;
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// TODO: size?
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}
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public Sprite(string newFile, Vector2 newOrigin, bool preMultiplyAlpha = true)
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{
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Init(newFile, newOrigin: newOrigin, preMultiplyAlpha: preMultiplyAlpha);
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list.Add(this);
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}
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public Sprite(string newFile, Rectangle? sourceRectangle, Vector2? origin = null, float rotation = 0, bool preMultiplyAlpha = true)
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{
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Init(newFile, sourceRectangle: sourceRectangle, newOrigin: origin, newRotation: rotation, preMultiplyAlpha: preMultiplyAlpha);
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list.Add(this);
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}
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private void Init(string newFile, Rectangle? sourceRectangle = null, Vector2? newOrigin = null, Vector2? newOffset = null, float newRotation = 0,
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bool preMultiplyAlpha = true)
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{
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FilePath = newFile;
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if (!string.IsNullOrEmpty(FilePath))
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{
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FullPath = Path.GetFullPath(FilePath);
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}
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Vector4 sourceVector = Vector4.Zero;
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bool shouldReturn = false;
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LoadTexture(ref sourceVector, ref shouldReturn, preMultiplyAlpha);
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if (shouldReturn) return;
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if (sourceRectangle.HasValue)
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{
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sourceRect = sourceRectangle.Value;
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}
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else
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{
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CalculateSourceRect();
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}
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offset = newOffset ?? Vector2.Zero;
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if (newOrigin.HasValue)
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{
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RelativeOrigin = newOrigin.Value;
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}
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size = new Vector2(sourceRect.Width, sourceRect.Height);
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rotation = newRotation;
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}
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/// <summary>
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/// Creates a supposedly unique id from the parent element. If the parent element is not found, uses the sprite element.
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/// TODO: If there are multiple elements with exactly the same data, the ids will fail. -> Is there a better way to identify the sprites?
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/// </summary>
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public static string GetID(XElement sourceElement)
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{
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if (sourceElement == null) { return string.Empty; }
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var parentElement = sourceElement.Parent;
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return parentElement != null ? sourceElement.ToString() + parentElement.ToString() : sourceElement.ToString();
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}
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public void Remove()
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{
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list.Remove(this);
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DisposeTexture();
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}
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partial void DisposeTexture();
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/// <summary>
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/// Works only if there is a name attribute defined for the sprite. For items and structures, the entity id or name is used if the sprite's name attribute is not defined.
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/// </summary>
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public void ReloadXML()
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{
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if (SourceElement == null) { return; }
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string path = SourceElement.ParseContentPathFromUri();
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if (string.IsNullOrWhiteSpace(path))
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{
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DebugConsole.NewMessage($"[Sprite] Could not parse the content path from the source element ({SourceElement}) uri: {SourceElement.BaseUri}", Color.Yellow);
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return;
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}
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var doc = XMLExtensions.TryLoadXml(path);
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if (doc == null || doc.Root == null) { return; }
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if (string.IsNullOrWhiteSpace(Name) && string.IsNullOrWhiteSpace(EntityID)) { return; }
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var spriteElements = doc.Descendants("sprite").Concat(doc.Descendants("Sprite"));
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var sourceElements = spriteElements.Where(e => e.GetAttributeString("name", null) == Name);
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if (sourceElements.None())
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{
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// Try parents by first comparing the entity id and then the name, if no match was found.
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sourceElements = spriteElements.Where(e => e.Parent?.GetAttributeString("identifier", null) == EntityID);
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if (sourceElements.None())
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{
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sourceElements = spriteElements.Where(e => e.Parent?.GetAttributeString("name", null) == Name);
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}
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}
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if (sourceElements.Multiple())
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{
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DebugConsole.NewMessage($"[Sprite] Multiple matching elements found by name ({Name}) or identifier ({EntityID})!: {SourceElement.ToString()}", Color.Yellow);
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}
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else if (sourceElements.None())
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{
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DebugConsole.NewMessage($"[Sprite] Cannot find matching source element by comparing the name attribute ({Name}) or identifier ({EntityID})! Cannot reload the xml for sprite element \"{SourceElement.ToString()}\"!", Color.Yellow);
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}
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else
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{
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SourceElement = sourceElements.Single();
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}
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if (SourceElement != null)
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{
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Vector4 sourceVector = SourceElement.GetAttributeVector4("sourcerect", Vector4.Zero);
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sourceRect = new Rectangle((int)sourceVector.X, (int)sourceVector.Y, (int)sourceVector.Z, (int)sourceVector.W);
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size = SourceElement.GetAttributeVector2("size", Vector2.One);
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size.X *= sourceRect.Width;
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size.Y *= sourceRect.Height;
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RelativeOrigin = SourceElement.GetAttributeVector2("origin", new Vector2(0.5f, 0.5f));
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Depth = SourceElement.GetAttributeFloat("depth", 0.001f);
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ID = GetID(SourceElement);
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}
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}
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}
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}
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