Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Sprite/Sprite.cs
2021-03-05 17:00:56 +02:00

392 lines
15 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using Barotrauma.IO;
using System.Linq;
using System.Collections.Generic;
using System.Threading.Tasks;
namespace Barotrauma
{
public partial class Sprite
{
private bool cannotBeLoaded;
protected volatile bool loadingAsync = false;
protected Texture2D texture;
public Texture2D Texture
{
get
{
EnsureLazyLoaded();
return texture;
}
}
public bool Loaded
{
get { return texture != null && !cannotBeLoaded; }
}
public Sprite(Texture2D texture, Rectangle? sourceRectangle, Vector2? newOffset, float newRotation = 0.0f)
{
this.texture = texture;
sourceRect = sourceRectangle ?? new Rectangle(0, 0, texture.Width, texture.Height);
offset = newOffset ?? Vector2.Zero;
size = new Vector2(sourceRect.Width, sourceRect.Height);
origin = Vector2.Zero;
effects = SpriteEffects.None;
rotation = newRotation;
AddToList(this);
}
partial void LoadTexture(ref Vector4 sourceVector, ref bool shouldReturn)
{
texture = LoadTexture(this.FilePath, out Sprite reusedSprite, Compress);
if (reusedSprite != null)
{
FilePath = string.Intern(reusedSprite.FilePath);
FullPath = string.Intern(reusedSprite.FullPath);
}
if (texture == null)
{
shouldReturn = true;
return;
}
if (sourceVector.Z == 0.0f) sourceVector.Z = texture.Width;
if (sourceVector.W == 0.0f) sourceVector.W = texture.Height;
}
public async Task LazyLoadAsync()
{
await Task.Yield();
if (!LazyLoad || texture != null || cannotBeLoaded || loadingAsync) { return; }
EnsureLazyLoaded(isAsync: true);
}
public void EnsureLazyLoaded(bool isAsync=false)
{
if (!LazyLoad || texture != null || cannotBeLoaded || loadingAsync) { return; }
loadingAsync = isAsync;
Vector4 sourceVector = Vector4.Zero;
bool temp2 = false;
int maxLoadRetries = 3;
for (int i = 0; i <= maxLoadRetries; i++)
{
try
{
LoadTexture(ref sourceVector, ref temp2);
}
catch (System.IO.IOException)
{
if (i == maxLoadRetries || !File.Exists(FilePath)) { throw; }
DebugConsole.NewMessage("Loading sprite \"" + FilePath + "\" failed, retrying in 250 ms...");
System.Threading.Thread.Sleep(500);
}
}
if (sourceRect.Width == 0 && sourceRect.Height == 0)
{
sourceRect = new Rectangle((int)sourceVector.X, (int)sourceVector.Y, (int)sourceVector.Z, (int)sourceVector.W);
size = SourceElement.GetAttributeVector2("size", Vector2.One);
size.X *= sourceRect.Width;
size.Y *= sourceRect.Height;
RelativeOrigin = SourceElement.GetAttributeVector2("origin", new Vector2(0.5f, 0.5f));
}
if (texture == null)
{
cannotBeLoaded = true;
}
}
public void ReloadTexture(bool updateAllSprites = false) => ReloadTexture(updateAllSprites ? LoadedSprites.Where(s => s.Texture == texture) : new Sprite[] { this });
public void ReloadTexture(IEnumerable<Sprite> spritesToUpdate)
{
texture.Dispose();
texture = TextureLoader.FromFile(FilePath, Compress);
foreach (Sprite sprite in spritesToUpdate)
{
sprite.texture = texture;
}
}
partial void CalculateSourceRect()
{
sourceRect = new Rectangle(0, 0, texture.Width, texture.Height);
}
public static Texture2D LoadTexture(string file)
{
return LoadTexture(file, out _);
}
public static Texture2D LoadTexture(string file, out Sprite reusedSprite, bool compress = true)
{
reusedSprite = null;
if (string.IsNullOrWhiteSpace(file))
{
Texture2D t = null;
CrossThread.RequestExecutionOnMainThread(() =>
{
t = new Texture2D(GameMain.GraphicsDeviceManager.GraphicsDevice, 1, 1);
});
return t;
}
string fullPath = Path.GetFullPath(file);
foreach (Sprite s in LoadedSprites)
{
if (s.FullPath == fullPath && s.texture != null && !s.texture.IsDisposed)
{
reusedSprite = s;
return s.texture;
}
}
if (File.Exists(file))
{
if (!ToolBox.IsProperFilenameCase(file))
{
#if DEBUG
DebugConsole.ThrowError("Texture file \"" + file + "\" has incorrect case!");
#endif
}
return TextureLoader.FromFile(file, compress);
}
else
{
DebugConsole.ThrowError("Sprite \"" + file + "\" not found!");
}
return null;
}
public void Draw(ISpriteBatch spriteBatch, Vector2 pos, float rotate = 0.0f, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None)
{
this.Draw(spriteBatch, pos, Color.White, rotate, scale, spriteEffect);
}
public void Draw(ISpriteBatch spriteBatch, Vector2 pos, Color color, float rotate = 0.0f, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
{
this.Draw(spriteBatch, pos, color, this.origin, rotate, new Vector2(scale, scale), spriteEffect, depth);
}
public void Draw(ISpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate = 0.0f, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
{
this.Draw(spriteBatch, pos, color, origin, rotate, new Vector2(scale, scale), spriteEffect, depth);
}
public virtual void Draw(ISpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
{
if (Texture == null) { return; }
//DrawSilhouette(spriteBatch, pos, origin, rotate, scale, spriteEffect, depth);
spriteBatch.Draw(texture, pos + offset, sourceRect, color, rotation + rotate, origin, scale, spriteEffect, depth ?? this.depth);
}
/// <summary>
/// Creates a silhouette for the sprite (or outline if the sprite is rendered on top of it)
/// </summary>
public void DrawSilhouette(SpriteBatch spriteBatch, Vector2 pos, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
{
if (Texture == null) { return; }
for (int x = -1; x <= 1; x += 2)
{
for (int y = -1; y <= 1; y += 2)
{
spriteBatch.Draw(texture, pos + offset + new Vector2(x, y), sourceRect, Color.Black, rotation + rotate, origin, scale, spriteEffect, (depth ?? this.depth) + 0.01f);
}
}
}
public void DrawTiled(ISpriteBatch spriteBatch, Vector2 position, Vector2 targetSize,
Color? color = null, Vector2? startOffset = null, Vector2? textureScale = null, float? depth = null)
{
if (Texture == null) { return; }
//Init optional values
Vector2 drawOffset = startOffset ?? Vector2.Zero;
Vector2 scale = textureScale ?? Vector2.One;
Color drawColor = color ?? Color.White;
bool flipHorizontal = (effects & SpriteEffects.FlipHorizontally) != 0;
bool flipVertical = (effects & SpriteEffects.FlipVertically) != 0;
//wrap the drawOffset inside the sourceRect
drawOffset.X = (drawOffset.X / scale.X) % sourceRect.Width;
drawOffset.Y = (drawOffset.Y / scale.Y) % sourceRect.Height;
Vector2 flippedDrawOffset = Vector2.Zero;
if (flipHorizontal)
{
float diff = targetSize.X % (sourceRect.Width * scale.X);
flippedDrawOffset.X = (int)((sourceRect.Width * scale.X - diff) / scale.X);
}
if (flipVertical)
{
float diff = targetSize.Y % (sourceRect.Height * scale.Y);
flippedDrawOffset.Y = (int)((sourceRect.Height * scale.Y - diff) / scale.Y);
}
drawOffset += flippedDrawOffset;
//how many times the texture needs to be drawn on the x-axis
int xTiles = (int)Math.Ceiling((targetSize.X + drawOffset.X * scale.X) / (sourceRect.Width * scale.X));
//how many times the texture needs to be drawn on the y-axis
int yTiles = (int)Math.Ceiling((targetSize.Y + drawOffset.Y * scale.Y) / (sourceRect.Height * scale.Y));
//where the current tile is being drawn;
Vector2 currDrawPosition = position - drawOffset;
//which part of the texture we are currently drawing
Rectangle texPerspective = sourceRect;
for (int x = 0; x < xTiles; x++)
{
texPerspective.X = sourceRect.X;
texPerspective.Width = sourceRect.Width;
texPerspective.Height = sourceRect.Height;
//offset to the left, draw a partial slice
if (currDrawPosition.X < position.X)
{
float diff = (position.X - currDrawPosition.X);
currDrawPosition.X += diff;
texPerspective.Width -= (int)diff;
if (!flipHorizontal)
{
texPerspective.X += (int)diff;
}
if (!flipVertical)
{
texPerspective.Y += (int)diff;
}
}
//drawing an offset flipped sprite, need to draw an extra slice to the left side
if (currDrawPosition.X > position.X && x == 0)
{
if (flipHorizontal)
{
int sliceWidth = (int)((currDrawPosition.X - position.X) * scale.X);
Vector2 slicePos = currDrawPosition;
slicePos.X = position.X;
Rectangle sliceRect = texPerspective;
sliceRect.X = SourceRect.X;
sliceRect.Width = (int)(sliceWidth / scale.X);
if (flipVertical)
{
slicePos.Y += flippedDrawOffset.Y;
}
spriteBatch.Draw(texture, slicePos, sliceRect, drawColor, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
currDrawPosition.X = slicePos.X + sliceWidth;
}
}
//make sure the rightmost tiles don't go over the right side
if (x == xTiles - 1)
{
int diff = (int)(((currDrawPosition.X + texPerspective.Width * scale.X) - (position.X + targetSize.X)) / scale.X);
texPerspective.Width -= diff;
if (flipHorizontal)
{
texPerspective.X += diff;
}
}
currDrawPosition.Y = position.Y - drawOffset.Y;
for (int y = 0; y < yTiles; y++)
{
texPerspective.Y = sourceRect.Y;
texPerspective.Height = sourceRect.Height;
//offset above the top, draw a partial slice
if (currDrawPosition.Y < position.Y)
{
float diff = (position.Y - currDrawPosition.Y);
currDrawPosition.Y += diff;
texPerspective.Height -= (int)diff;
if (!flipVertical)
{
texPerspective.Y += (int)diff;
}
}
//drawing an offset flipped sprite, need to draw an extra slice to the top
if (currDrawPosition.Y > position.Y && y == 0)
{
if (flipVertical)
{
int sliceHeight = (int)((currDrawPosition.Y - position.Y) * scale.Y);
Vector2 slicePos = currDrawPosition;
slicePos.Y = position.Y;
Rectangle sliceRect = texPerspective;
sliceRect.Y = SourceRect.Y;
sliceRect.Height = (int)(sliceHeight / scale.Y);
spriteBatch.Draw(texture, slicePos, sliceRect, drawColor, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
currDrawPosition.Y = slicePos.Y + sliceHeight;
}
}
//make sure the bottommost tiles don't go over the bottom
if (y == yTiles - 1)
{
int diff = (int)(((currDrawPosition.Y + texPerspective.Height * scale.Y) - (position.Y + targetSize.Y)) / scale.Y);
texPerspective.Height -= diff;
if (flipVertical)
{
texPerspective.Y += diff;
}
}
spriteBatch.Draw(texture, currDrawPosition,
texPerspective, drawColor, rotation, Vector2.Zero, scale, effects, depth ?? this.depth);
currDrawPosition.Y += texPerspective.Height * scale.Y;
}
currDrawPosition.X += texPerspective.Width * scale.X;
}
}
partial void DisposeTexture()
{
//check if another sprite is using the same texture
if (!string.IsNullOrEmpty(FilePath)) //file can be empty if the sprite is created directly from a Texture2D instance
{
lock (list)
{
foreach (Sprite s in LoadedSprites)
{
if (s.FullPath == FullPath) return;
}
}
}
//if not, free the texture
if (texture != null)
{
CrossThread.RequestExecutionOnMainThread(() =>
{
texture.Dispose();
});
texture = null;
}
}
}
}