Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Sprite/Sprite.cs
2024-04-24 18:09:05 +03:00

459 lines
18 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
{
public Identifier Identifier { get; private set; }
public static IEnumerable<Sprite> LoadedSprites
{
get
{
List<Sprite> retVal = null;
lock (list)
{
retVal = list.Select(wRef =>
{
if (wRef.TryGetTarget(out Sprite spr))
{
return spr;
}
return null;
}).Where(s => s != null).ToList();
}
return retVal;
}
}
private static readonly List<WeakReference<Sprite>> list = new List<WeakReference<Sprite>>();
static partial void AddToList(Sprite elem)
{
lock (list)
{
list.Add(new WeakReference<Sprite>(elem));
}
}
static partial void RemoveFromList(Sprite sprite)
{
lock (list)
{
list.RemoveAll(wRef => !wRef.TryGetTarget(out Sprite s) || s == sprite);
}
}
private class TextureRefCounter
{
public Texture2D Texture;
public int RefCount;
}
private readonly static Dictionary<Identifier, TextureRefCounter> textureRefCounts = new Dictionary<Identifier, TextureRefCounter>();
private bool cannotBeLoaded;
protected volatile bool loadingAsync = false;
protected Texture2D texture { get; private set; }
public Texture2D Texture
{
get
{
EnsureLazyLoaded();
return texture;
}
}
private string disposeStackTrace;
public bool Loaded
{
get { return texture != null && !cannotBeLoaded; }
}
public Sprite(Sprite other) : this(other.texture, other.sourceRect, other.offset, other.rotation, other.FilePath.Value)
{
Compress = other.Compress;
size = other.size;
effects = other.effects;
}
public Sprite(Texture2D texture, Rectangle? sourceRectangle, Vector2? newOffset, float newRotation = 0.0f, string path = null)
{
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;
FilePath = ContentPath.FromRaw(path);
AddToList(this);
if (!string.IsNullOrEmpty(path))
{
Identifier fullPath = Path.GetFullPath(path).CleanUpPathCrossPlatform(correctFilenameCase: false).ToIdentifier();
lock (list)
{
if (!textureRefCounts.TryAdd(fullPath, new TextureRefCounter { RefCount = 1, Texture = texture }))
{
textureRefCounts[fullPath].RefCount++;
}
}
}
}
partial void LoadTexture(ref Vector4 sourceVector, ref bool shouldReturn)
{
texture = LoadTexture(FilePath.Value, Compress, contentPackage: SourceElement?.ContentPackage);
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 = File.Exists(FilePath) ? 3 : 0;
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()
{
var oldTexture = texture;
if (texture == null)
{
DebugConsole.ThrowError("Sprite: Failed to reload the texture, texture is null.");
return;
}
texture.Dispose();
texture = TextureLoader.FromFile(FilePath.Value, Compress, contentPackage: SourceElement?.ContentPackage);
Identifier pathKey = FullPath.ToIdentifier();
if (textureRefCounts.ContainsKey(pathKey))
{
textureRefCounts[pathKey].Texture = texture;
}
foreach (Sprite sprite in LoadedSprites)
{
if (sprite.texture == oldTexture)
{
sprite.texture = texture;
}
}
}
partial void CalculateSourceRect()
{
sourceRect = new Rectangle(0, 0, texture.Width, texture.Height);
}
public static Texture2D LoadTexture(string file, bool compress = true, ContentPackage contentPackage = null)
{
if (string.IsNullOrWhiteSpace(file))
{
Texture2D t = null;
CrossThread.RequestExecutionOnMainThread(() =>
{
t = new Texture2D(GameMain.GraphicsDeviceManager.GraphicsDevice, 1, 1);
});
return t;
}
Identifier fullPath = Path.GetFullPath(file).CleanUpPathCrossPlatform(correctFilenameCase: false).ToIdentifier();
lock (list)
{
if (textureRefCounts.ContainsKey(fullPath))
{
textureRefCounts[fullPath].RefCount++;
return textureRefCounts[fullPath].Texture;
}
}
if (File.Exists(file))
{
if (!ToolBox.IsProperFilenameCase(file))
{
#if DEBUG
DebugConsole.ThrowError("Texture file \"" + file + "\" has incorrect case!", contentPackage: contentPackage);
#endif
}
Texture2D newTexture = TextureLoader.FromFile(file, compress, contentPackage: contentPackage);
lock (list)
{
if (!textureRefCounts.TryAdd(fullPath,
new TextureRefCounter { RefCount = 1, Texture = newTexture }))
{
CrossThread.RequestExecutionOnMainThread(() => newTexture.Dispose());
textureRefCounts[fullPath].RefCount++;
return textureRefCounts[fullPath].Texture;
}
}
return newTexture;
}
else
{
DebugConsole.ThrowError($"Sprite \"{file}\" not found!", contentPackage: contentPackage);
DebugConsole.Log(Environment.StackTrace.CleanupStackTrace());
}
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);
}
}
}
/// <summary>
/// Last version of the game that had broken handling of sprites that were scaled, flipped and offset
/// </summary>
public static readonly Version LastBrokenTiledSpriteGameVersion = new Version(major: 1, minor: 2, build: 7, revision: 0);
public void DrawTiled(ISpriteBatch spriteBatch,
Vector2 position,
Vector2 targetSize,
float rotation = 0f,
Vector2? origin = null,
Color? color = null,
Vector2? startOffset = null,
Vector2? textureScale = null,
float? depth = null,
SpriteEffects? spriteEffects = null)
{
if (Texture == null) { return; }
spriteEffects ??= effects;
bool flipHorizontal = spriteEffects.Value.HasFlag(SpriteEffects.FlipHorizontally);
bool flipVertical = spriteEffects.Value.HasFlag(SpriteEffects.FlipVertically);
float addedRotation = rotation + this.rotation;
if (flipHorizontal != flipVertical) { addedRotation = -addedRotation; }
Vector2 advanceX = addedRotation == 0.0f ? Vector2.UnitX : new Vector2((float)Math.Cos(addedRotation), (float)Math.Sin(addedRotation));
Vector2 advanceY = new Vector2(-advanceX.Y, advanceX.X);
//Init optional values
Vector2 drawOffset = startOffset ?? Vector2.Zero;
Vector2 scale = textureScale ?? Vector2.One;
Color drawColor = color ?? Color.White;
Vector2 transformedOrigin = origin ?? Vector2.Zero;
transformedOrigin = advanceX * transformedOrigin.X + advanceY * transformedOrigin.Y;
void drawSection(Vector2 slicePos, Rectangle sliceRect)
{
Vector2 transformedPos = slicePos;
if (flipHorizontal)
{
transformedPos.X = targetSize.X - transformedPos.X - sliceRect.Width * scale.X;
}
if (flipVertical)
{
transformedPos.Y = targetSize.Y - transformedPos.Y - sliceRect.Height * scale.Y;
}
transformedPos = advanceX * transformedPos.X + advanceY * transformedPos.Y;
transformedPos += position - transformedOrigin;
spriteBatch.Draw(
texture: texture,
position: transformedPos,
sourceRectangle: sliceRect,
color: drawColor,
rotation: addedRotation,
origin: Vector2.Zero,
scale: scale,
effects: spriteEffects.Value,
layerDepth: depth ?? this.depth);
}
//wrap the drawOffset inside the sourceRect
drawOffset.X = (drawOffset.X / scale.X) % sourceRect.Width;
drawOffset.Y = (drawOffset.Y / scale.Y) % sourceRect.Height;
//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 = -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 < 0)
{
float diff = -currDrawPosition.X;
currDrawPosition.X += diff;
texPerspective.Width -= (int)diff;
texPerspective.X += (int)diff;
}
//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) - targetSize.X) / scale.X);
texPerspective.Width -= diff;
}
currDrawPosition.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 < 0f)
{
float diff = -currDrawPosition.Y;
currDrawPosition.Y += diff;
texPerspective.Height -= (int)diff;
texPerspective.Y += (int)diff;
}
//make sure the bottommost tiles don't go over the bottom
if (y == yTiles - 1)
{
int diff = (int)(((currDrawPosition.Y + texPerspective.Height * scale.Y) - targetSize.Y) / scale.Y);
texPerspective.Height -= diff;
}
drawSection(currDrawPosition, texPerspective);
currDrawPosition.Y += texPerspective.Height * scale.Y;
}
currDrawPosition.X += texPerspective.Width * scale.X;
}
}
partial void DisposeTexture()
{
disposeStackTrace = Environment.StackTrace;
if (texture != null)
{
//check if another sprite is using the same texture
lock (list)
{
if (!FilePath.IsNullOrEmpty()) //file can be empty if the sprite is created directly from a Texture2D instance
{
Identifier pathKey = FullPath.ToIdentifier();
if (!pathKey.IsEmpty && textureRefCounts.ContainsKey(pathKey))
{
textureRefCounts[pathKey].RefCount--;
if (textureRefCounts[pathKey].RefCount <= 0)
{
textureRefCounts.Remove(pathKey);
}
else
{
texture = null;
FilePath = ContentPath.Empty;
return;
}
}
}
}
//if not, free the texture
CrossThread.RequestExecutionOnMainThread(() =>
{
texture.Dispose();
});
texture = null;
}
}
}
}