Files
RobustToolbox/Robust.Client/GameObjects/EntitySystems/SpriteSystem.Specifier.cs
2023-09-11 19:17:28 +10:00

139 lines
4.6 KiB
C#

using System;
using System.Collections.Generic;
using JetBrains.Annotations;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Client.Utility;
using Robust.Shared.Graphics;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations;
using Robust.Shared.Utility;
namespace Robust.Client.GameObjects;
public sealed partial class SpriteSystem
{
private readonly Dictionary<string, IRsiStateLike> _cachedPrototypeIcons = new();
public Texture Frame0(EntityPrototype prototype)
{
return GetPrototypeIcon(prototype).Default;
}
public Texture Frame0(SpriteSpecifier specifier)
{
return RsiStateLike(specifier).Default;
}
public IRsiStateLike RsiStateLike(SpriteSpecifier specifier)
{
switch (specifier)
{
case SpriteSpecifier.Texture tex:
return tex.GetTexture(_resourceCache);
case SpriteSpecifier.Rsi rsi:
return GetState(rsi);
case SpriteSpecifier.EntityPrototype prototypeIcon:
return GetPrototypeIcon(prototypeIcon.EntityPrototypeId);
default:
throw new NotSupportedException();
}
}
public Texture GetIcon(IconComponent icon)
{
return GetState(icon.Icon).Frame0;
}
/// <summary>
/// Returns an icon for a given <see cref="EntityPrototype"/> ID, or a fallback in case of an error.
/// This method caches the result based on the prototype identifier.
/// </summary>
public IRsiStateLike GetPrototypeIcon(string prototype)
{
// Check if this prototype has been cached before, and if so return the result.
if (_cachedPrototypeIcons.TryGetValue(prototype, out var cachedResult))
return cachedResult;
if (!_proto.TryIndex<EntityPrototype>(prototype, out var entityPrototype))
{
// The specified prototype doesn't exist, return the fallback "error" sprite.
_sawmill.Error("Failed to load PrototypeIcon {0}", prototype);
return GetFallbackState();
}
// Generate the icon and cache it in case it's ever needed again.
var result = GetPrototypeIcon(entityPrototype);
_cachedPrototypeIcons[prototype] = result;
return result;
}
/// <summary>
/// Returns an icon for a given <see cref="EntityPrototype"/> ID, or a fallback in case of an error.
/// This method does NOT cache the result.
/// </summary>
public IRsiStateLike GetPrototypeIcon(EntityPrototype prototype)
{
// IconComponent takes precedence. If it has a valid icon, return that. Otherwise, continue as normal.
if (prototype.Components.TryGetValue("Icon", out var compData)
&& compData.Component is IconComponent icon)
{
return GetIcon(icon);
}
// If the prototype doesn't have a SpriteComponent, then there's nothing we can do but return the fallback.
if (!prototype.Components.ContainsKey("Sprite"))
{
return GetFallbackState();
}
// Finally, we use spawn a dummy entity to get its icon.
var dummy = Spawn(prototype.ID, MapCoordinates.Nullspace);
var spriteComponent = EnsureComp<SpriteComponent>(dummy);
var result = spriteComponent.Icon ?? GetFallbackState();
Del(dummy);
return result;
}
[Pure]
public RSI.State GetFallbackState()
{
return _resourceCache.GetFallback<RSIResource>().RSI["error"];
}
[Pure]
public RSI.State GetState(SpriteSpecifier.Rsi rsiSpecifier)
{
if (_resourceCache.TryGetResource<RSIResource>(
SpriteSpecifierSerializer.TextureRoot / rsiSpecifier.RsiPath,
out var theRsi) &&
theRsi.RSI.TryGetState(rsiSpecifier.RsiState, out var state))
{
return state;
}
_sawmill.Error("Failed to load RSI {0}", rsiSpecifier.RsiPath);
return GetFallbackState();
}
private void OnPrototypesReloaded(PrototypesReloadedEventArgs protoReloaded)
{
// Check if any EntityPrototype has been changed.
if (!protoReloaded.ByType.TryGetValue(typeof(EntityPrototype), out var changedSet))
return;
// Remove all changed prototypes from the cache, if they're there.
foreach (var (prototype, _) in changedSet.Modified)
{
// Let's be lazy and not regenerate them until something needs them again.
_cachedPrototypeIcons.Remove(prototype);
}
}
}