Files
RobustToolbox/Robust.Client/GameObjects/Components/Renderable/SpriteComponent.cs

1635 lines
55 KiB
C#

using Robust.Client.Graphics;
using Robust.Client.Graphics.ClientEye;
using Robust.Client.Graphics.Drawing;
using Robust.Client.Graphics.Shaders;
using Robust.Client.Interfaces.GameObjects;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Client.Interfaces.ResourceManagement;
using Robust.Client.ResourceManagement;
using Robust.Client.Utility;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components.Renderable;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using Robust.Shared.Animations;
using Robust.Shared.Interfaces.Reflection;
using Robust.Shared.ViewVariables;
namespace Robust.Client.GameObjects
{
public sealed class SpriteComponent : SharedSpriteComponent, ISpriteComponent, IClickTargetComponent,
IComponentDebug
{
private bool _visible = true;
[ViewVariables(VVAccess.ReadWrite)]
public bool Visible
{
get => _visible;
set => _visible = value;
}
private DrawDepth drawDepth = DrawDepth.Objects;
/// <summary>
/// Z-index for drawing.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public DrawDepth DrawDepth
{
get => drawDepth;
set => drawDepth = value;
}
private Vector2 scale = Vector2.One;
/// <summary>
/// A scale applied to all layers.
/// </summary>
[Animatable]
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 Scale
{
get => scale;
set => scale = value;
}
private Angle rotation;
[Animatable]
[ViewVariables(VVAccess.ReadWrite)]
public Angle Rotation
{
get => rotation;
set => rotation = value;
}
private Vector2 offset = Vector2.Zero;
/// <summary>
/// Offset applied to all layers.
/// </summary>
[Animatable]
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 Offset
{
get => offset;
set => offset = value;
}
private Color color = Color.White;
[Animatable]
[ViewVariables]
public Color Color
{
get => color;
set => color = value;
}
/// <summary>
/// Controls whether we use RSI directions to rotate, or just get angular rotation applied.
/// If true, all rotation to this sprite component is negated (that is rotation from say the owner being rotated).
/// Rotation transformations on individual layers still apply.
/// If false, all layers get locked to south and rotation is a transformation.
/// </summary>
[ViewVariables]
public bool Directional
{
get => _directional;
set => _directional = value;
}
private bool _directional = true;
private RSI _baseRsi;
[ViewVariables]
public RSI BaseRSI
{
get => _baseRsi;
set
{
_baseRsi = value;
if (Layers == null)
{
return;
}
for (var i = 0; i < Layers.Count; i++)
{
var layer = Layers[i];
if (!layer.State.IsValid || layer.RSI != null)
{
continue;
}
if (value.TryGetState(layer.State, out var state))
{
layer.AnimationTimeLeft = state.GetDelay(0);
}
else
{
Logger.ErrorS(LogCategory,
"Layer '{0}'no longer has state '{1}' due to base RSI change. Trace:\n{2}",
i, layer.State, Environment.StackTrace);
layer.Texture = null;
}
}
}
}
public ShaderInstance PostShader { get; set; }
[ViewVariables] private Dictionary<object, int> LayerMap = new Dictionary<object, int>();
[ViewVariables] private bool _layerMapShared;
[ViewVariables] private List<Layer> Layers;
#pragma warning disable 649
[Dependency] private readonly IResourceCache resourceCache;
[Dependency] private readonly IPrototypeManager prototypes;
[Dependency] private readonly IReflectionManager reflectionManager;
#pragma warning restore 649
[ViewVariables(VVAccess.ReadWrite)]
public uint RenderOrder { get; set; }
private static ShaderInstance _defaultShader;
[ViewVariables]
private ShaderInstance DefaultShader => _defaultShader ??
(_defaultShader = prototypes
.Index<ShaderPrototype>("shaded")
.Instance());
public const string LogCategory = "go.comp.sprite";
const string LayerSerializationCache = "spritelayer";
const string LayerMapSerializationCache = "spritelayermap";
[ViewVariables(VVAccess.ReadWrite)]
public bool IsInert { get; private set; }
/// <inheritdoc />
public void LayerMapSet(object key, int layer)
{
if (layer < 0 || layer >= Layers.Count)
{
throw new ArgumentOutOfRangeException();
}
_layerMapEnsurePrivate();
LayerMap.Add(key, layer);
}
/// <inheritdoc />
public void LayerMapRemove(object key)
{
_layerMapEnsurePrivate();
LayerMap.Remove(key);
}
/// <inheritdoc />
public int LayerMapGet(object key)
{
return LayerMap[key];
}
/// <inheritdoc />
public bool LayerMapTryGet(object key, out int layer)
{
return LayerMap.TryGetValue(key, out layer);
}
private void _layerMapEnsurePrivate()
{
if (!_layerMapShared)
{
return;
}
LayerMap = LayerMap.ShallowClone();
_layerMapShared = false;
}
public void LayerMapReserveBlank(object key)
{
if (LayerMapTryGet(key, out var _))
{
return;
}
LayerMapSet(key, AddBlankLayer());
}
public int AddBlankLayer(int? newIndex = null)
{
var layer = new Layer {Visible = false};
return AddLayer(layer, newIndex);
}
public int AddLayer(string texturePath, int? newIndex = null)
{
return AddLayer(new ResourcePath(texturePath), newIndex);
}
public int AddLayer(ResourcePath texturePath, int? newIndex = null)
{
if (!resourceCache.TryGetResource<TextureResource>(TextureRoot / texturePath, out var texture))
{
if (texturePath.Extension == "rsi")
{
Logger.ErrorS(LogCategory, "Expected texture but got rsi '{0}', did you mean 'sprite:' instead of 'texture:'?", texturePath);
}
Logger.ErrorS(LogCategory, "Unable to load texture '{0}'. Trace:\n{1}", texturePath,
Environment.StackTrace);
}
return AddLayer(texture, newIndex);
}
public int AddLayer(Texture texture, int? newIndex = null)
{
var layer = new Layer {Texture = texture};
return AddLayer(layer, newIndex);
}
public int AddLayer(RSI.StateId stateId, int? newIndex = null)
{
var layer = new Layer {State = stateId};
if (BaseRSI != null && BaseRSI.TryGetState(stateId, out var state))
{
layer.AnimationTimeLeft = state.GetDelay(0);
}
else
{
Logger.ErrorS(LogCategory, "State does not exist in RSI: '{0}'. Trace:\n{1}", stateId,
Environment.StackTrace);
}
return AddLayer(layer, newIndex);
}
public int AddLayerState(string stateId, int? newIndex = null)
{
return AddLayer(new RSI.StateId(stateId), newIndex);
}
public int AddLayer(RSI.StateId stateId, string rsiPath, int? newIndex = null)
{
return AddLayer(stateId, new ResourcePath(rsiPath), newIndex);
}
public int AddLayerState(string stateId, string rsiPath, int? newIndex = null)
{
return AddLayer(new RSI.StateId(stateId), rsiPath, newIndex);
}
public int AddLayer(RSI.StateId stateId, ResourcePath rsiPath, int? newIndex = null)
{
if (!resourceCache.TryGetResource<RSIResource>(TextureRoot / rsiPath, out var res))
{
Logger.ErrorS(LogCategory, "Unable to load RSI '{0}'. Trace:\n{1}", rsiPath, Environment.StackTrace);
}
return AddLayer(stateId, res?.RSI);
}
public int AddLayerState(string stateId, ResourcePath rsiPath, int? newIndex = null)
{
return AddLayer(new RSI.StateId(stateId), rsiPath, newIndex);
}
public int AddLayer(RSI.StateId stateId, RSI rsi, int? newIndex = null)
{
var layer = new Layer {State = stateId, RSI = rsi};
if (rsi.TryGetState(stateId, out var state))
{
layer.AnimationTimeLeft = state.GetDelay(0);
}
else
{
Logger.ErrorS(LogCategory, "State does not exist in RSI: '{0}'. Trace:\n{1}", stateId,
Environment.StackTrace);
}
return AddLayer(layer, newIndex);
}
public int AddLayerState(string stateId, RSI rsi, int? newIndex = null)
{
return AddLayer(new RSI.StateId(stateId), rsi, newIndex);
}
public int AddLayer(SpriteSpecifier specifier, int? newIndex = null)
{
switch (specifier)
{
case SpriteSpecifier.Texture tex:
return AddLayer(tex.TexturePath, newIndex);
case SpriteSpecifier.Rsi rsi:
return AddLayerState(rsi.RsiState, rsi.RsiPath, newIndex);
default:
throw new NotImplementedException();
}
}
private int AddLayer(Layer layer, int? newIndex)
{
int index;
if (newIndex.HasValue)
{
Layers.Insert(newIndex.Value, layer);
foreach (var kv in LayerMap)
{
if (kv.Value >= newIndex.Value)
{
LayerMap[kv.Key] = kv.Value + 1;
}
}
index = newIndex.Value;
}
else
{
Layers.Add(layer);
index = Layers.Count - 1;
}
UpdateIsInert();
return index;
}
public void RemoveLayer(int layer)
{
if (Layers.Count <= layer)
{
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot remove! Trace:\n{1}", layer,
Environment.StackTrace);
return;
}
Layers.RemoveAt(layer);
foreach (var kv in LayerMap)
{
if (kv.Value == layer)
{
LayerMap.Remove(kv.Key);
}
else if (kv.Value > layer)
{
LayerMap[kv.Key] = kv.Value - 1;
}
}
UpdateIsInert();
}
public void RemoveLayer(object layerKey)
{
if (!LayerMapTryGet(layerKey, out var layer))
{
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot remove! Trace:\n{1}", layerKey,
Environment.StackTrace);
return;
}
RemoveLayer(layer);
}
public void LayerSetShader(int layer, ShaderInstance shader)
{
if (Layers.Count <= layer)
{
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot set shader! Trace:\n{1}",
layer, Environment.StackTrace);
return;
}
var theLayer = Layers[layer];
theLayer.Shader = shader;
}
public void LayerSetShader(object layerKey, ShaderInstance shader)
{
if (!LayerMapTryGet(layerKey, out var layer))
{
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set shader! Trace:\n{1}",
layerKey, Environment.StackTrace);
return;
}
LayerSetShader(layer, shader);
}
public void LayerSetShader(int layer, string shaderName)
{
if (!prototypes.TryIndex<ShaderPrototype>(shaderName, out var prototype))
{
Logger.ErrorS(LogCategory, "Shader prototype '{0}' does not exist. Trace:\n{1}", shaderName,
Environment.StackTrace);
}
// This will set the shader to null if it does not exist.
LayerSetShader(layer, prototype?.Instance());
}
public void LayerSetShader(object layerKey, string shaderName)
{
if (!LayerMapTryGet(layerKey, out var layer))
{
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set shader! Trace:\n{1}",
layerKey, Environment.StackTrace);
return;
}
LayerSetShader(layer, shaderName);
}
public void LayerSetSprite(int layer, SpriteSpecifier specifier)
{
if (Layers.Count <= layer)
{
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot set sprite! Trace:\n{1}",
layer, Environment.StackTrace);
return;
}
switch (specifier)
{
case SpriteSpecifier.Texture tex:
LayerSetTexture(layer, tex.TexturePath);
break;
case SpriteSpecifier.Rsi rsi:
LayerSetState(layer, rsi.RsiState, rsi.RsiPath);
break;
default:
throw new NotImplementedException();
}
}
public void LayerSetSprite(object layerKey, SpriteSpecifier specifier)
{
if (!LayerMapTryGet(layerKey, out var layer))
{
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set sprite! Trace:\n{1}",
layerKey, Environment.StackTrace);
return;
}
LayerSetSprite(layer, specifier);
}
public void LayerSetTexture(int layer, Texture texture)
{
if (Layers.Count <= layer)
{
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot set texture! Trace:\n{1}",
layer, Environment.StackTrace);
return;
}
var theLayer = Layers[layer];
theLayer.State = null;
theLayer.Texture = texture;
UpdateIsInert();
}
public void LayerSetTexture(object layerKey, Texture texture)
{
if (!LayerMapTryGet(layerKey, out var layer))
{
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set texture! Trace:\n{1}",
layerKey, Environment.StackTrace);
return;
}
LayerSetTexture(layer, texture);
}
public void LayerSetTexture(int layer, string texturePath)
{
LayerSetTexture(layer, new ResourcePath(texturePath));
}
public void LayerSetTexture(object layerKey, string texturePath)
{
LayerSetTexture(layerKey, new ResourcePath(texturePath));
}
public void LayerSetTexture(int layer, ResourcePath texturePath)
{
if (!resourceCache.TryGetResource<TextureResource>(TextureRoot / texturePath, out var texture))
{
if (texturePath.Extension == "rsi")
{
Logger.ErrorS(LogCategory, "Expected texture but got rsi '{0}', did you mean 'sprite:' instead of 'texture:'?", texturePath);
}
Logger.ErrorS(LogCategory, "Unable to load texture '{0}'. Trace:\n{1}", texturePath,
Environment.StackTrace);
}
LayerSetTexture(layer, texture);
}
public void LayerSetTexture(object layerKey, ResourcePath texturePath)
{
if (!LayerMapTryGet(layerKey, out var layer))
{
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set texture! Trace:\n{1}",
layerKey, Environment.StackTrace);
return;
}
LayerSetTexture(layer, texturePath);
}
public void LayerSetState(int layer, RSI.StateId stateId)
{
if (Layers.Count <= layer)
{
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot set state! Trace:\n{1}",
layer, Environment.StackTrace);
return;
}
var theLayer = Layers[layer];
if (theLayer.State == stateId)
{
return;
}
theLayer.State = stateId;
RSI.State state;
var rsi = theLayer.RSI ?? BaseRSI;
if (rsi == null)
{
state = GetFallbackState();
Logger.ErrorS(LogCategory, "No RSI to pull new state from! Trace:\n{0}", Environment.StackTrace);
}
else
{
if (!rsi.TryGetState(stateId, out state))
{
state = GetFallbackState();
Logger.ErrorS(LogCategory, "State '{0}' does not exist in RSI. Trace:\n{1}", stateId,
Environment.StackTrace);
}
}
theLayer.AnimationFrame = 0;
theLayer.AnimationTime = 0;
theLayer.AnimationTimeLeft = state.GetDelay(0);
UpdateIsInert();
}
public void LayerSetState(object layerKey, RSI.StateId stateId)
{
if (!LayerMapTryGet(layerKey, out var layer))
{
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set state! Trace:\n{1}",
layerKey, Environment.StackTrace);
return;
}
LayerSetState(layer, stateId);
}
public void LayerSetState(int layer, RSI.StateId stateId, RSI rsi)
{
if (Layers.Count <= layer)
{
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot set state! Trace:\n{1}",
layer, Environment.StackTrace);
return;
}
var theLayer = Layers[layer];
theLayer.State = stateId;
theLayer.RSI = rsi;
var actualRsi = theLayer.RSI ?? BaseRSI;
if (actualRsi == null)
{
Logger.ErrorS(LogCategory, "No RSI to pull new state from! Trace:\n{0}", Environment.StackTrace);
theLayer.Texture = null;
}
else
{
if (actualRsi.TryGetState(stateId, out var state))
{
theLayer.AnimationFrame = 0;
theLayer.AnimationTime = 0;
theLayer.AnimationTimeLeft = state.GetDelay(0);
}
else
{
Logger.ErrorS(LogCategory, "State '{0}' does not exist in RSI. Trace:\n{1}", stateId,
Environment.StackTrace);
theLayer.Texture = null;
}
}
}
public void LayerSetState(object layerKey, RSI.StateId stateId, RSI rsi)
{
if (!LayerMapTryGet(layerKey, out var layer))
{
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set state! Trace:\n{1}",
layerKey, Environment.StackTrace);
return;
}
LayerSetState(layer, stateId, rsi);
}
public void LayerSetState(int layer, RSI.StateId stateId, string rsiPath)
{
LayerSetState(layer, stateId, new ResourcePath(rsiPath));
}
public void LayerSetState(object layerKey, RSI.StateId stateId, string rsiPath)
{
LayerSetState(layerKey, stateId, new ResourcePath(rsiPath));
}
public void LayerSetState(int layer, RSI.StateId stateId, ResourcePath rsiPath)
{
if (!resourceCache.TryGetResource<RSIResource>(TextureRoot / rsiPath, out var res))
{
Logger.ErrorS(LogCategory, "Unable to load RSI '{0}'. Trace:\n{1}", rsiPath, Environment.StackTrace);
}
LayerSetState(layer, stateId, res?.RSI);
}
public void LayerSetState(object layerKey, RSI.StateId stateId, ResourcePath rsiPath)
{
if (!LayerMapTryGet(layerKey, out var layer))
{
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set state! Trace:\n{1}",
layerKey, Environment.StackTrace);
return;
}
LayerSetState(layer, stateId, rsiPath);
}
public void LayerSetRSI(int layer, RSI rsi)
{
if (Layers.Count <= layer)
{
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot set RSI! Trace:\n{1}", layer,
Environment.StackTrace);
return;
}
var theLayer = Layers[layer];
theLayer.RSI = rsi;
if (!theLayer.State.IsValid)
{
return;
}
// Gotta do this because somebody might use null as argument (totally valid).
var actualRsi = theLayer.RSI ?? BaseRSI;
if (actualRsi == null)
{
Logger.ErrorS(LogCategory, "No RSI to pull new state from! Trace:\n{0}", Environment.StackTrace);
theLayer.Texture = null;
}
else
{
if (rsi.TryGetState(theLayer.State, out var state))
{
theLayer.AnimationTimeLeft = state.GetDelay(0);
}
else
{
Logger.ErrorS(LogCategory, "State '{0}' does not exist in set RSI. Trace:\n{1}", theLayer.State,
Environment.StackTrace);
theLayer.Texture = null;
}
}
UpdateIsInert();
}
public void LayerSetRSI(object layerKey, RSI rsi)
{
if (!LayerMapTryGet(layerKey, out var layer))
{
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set RSI! Trace:\n{1}", layerKey,
Environment.StackTrace);
return;
}
LayerSetRSI(layer, rsi);
}
public void LayerSetRSI(int layer, string rsiPath)
{
LayerSetRSI(layer, new ResourcePath(rsiPath));
}
public void LayerSetRSI(object layerKey, string rsiPath)
{
LayerSetRSI(layerKey, new ResourcePath(rsiPath));
}
public void LayerSetRSI(int layer, ResourcePath rsiPath)
{
if (!resourceCache.TryGetResource<RSIResource>(TextureRoot / rsiPath, out var res))
{
Logger.ErrorS(LogCategory, "Unable to load RSI '{0}'. Trace:\n{1}", rsiPath, Environment.StackTrace);
}
LayerSetRSI(layer, res?.RSI);
}
public void LayerSetRSI(object layerKey, ResourcePath rsiPath)
{
if (!LayerMapTryGet(layerKey, out var layer))
{
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set RSI! Trace:\n{1}", layerKey,
Environment.StackTrace);
return;
}
LayerSetRSI(layer, rsiPath);
}
public void LayerSetScale(int layer, Vector2 scale)
{
if (Layers.Count <= layer)
{
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot set scale! Trace:\n{1}",
layer, Environment.StackTrace);
return;
}
var theLayer = Layers[layer];
theLayer.Scale = scale;
}
public void LayerSetScale(object layerKey, Vector2 scale)
{
if (!LayerMapTryGet(layerKey, out var layer))
{
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set scale! Trace:\n{1}",
layerKey, Environment.StackTrace);
return;
}
LayerSetScale(layer, scale);
}
public void LayerSetRotation(int layer, Angle rotation)
{
if (Layers.Count <= layer)
{
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot set rotation! Trace:\n{1}",
layer, Environment.StackTrace);
return;
}
var theLayer = Layers[layer];
theLayer.Rotation = rotation;
}
public void LayerSetRotation(object layerKey, Angle rotation)
{
if (!LayerMapTryGet(layerKey, out var layer))
{
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set rotation! Trace:\n{1}",
layerKey, Environment.StackTrace);
return;
}
LayerSetRotation(layer, rotation);
}
public void LayerSetVisible(int layer, bool visible)
{
if (Layers.Count <= layer)
{
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot set visibility! Trace:\n{1}",
layer, Environment.StackTrace);
return;
}
var theLayer = Layers[layer];
theLayer.Visible = visible;
UpdateIsInert();
}
public void LayerSetVisible(object layerKey, bool visible)
{
if (!LayerMapTryGet(layerKey, out var layer))
{
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set visibility! Trace:\n{1}",
layerKey, Environment.StackTrace);
return;
}
LayerSetVisible(layer, visible);
}
public void LayerSetColor(int layer, Color color)
{
if (Layers.Count <= layer)
{
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot set color! Trace:\n{1}",
layer, Environment.StackTrace);
return;
}
var theLayer = Layers[layer];
theLayer.Color = color;
}
public void LayerSetColor(object layerKey, Color color)
{
if (!LayerMapTryGet(layerKey, out var layer))
{
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set color! Trace:\n{1}",
layerKey, Environment.StackTrace);
return;
}
LayerSetColor(layer, color);
}
public void LayerSetDirOffset(int layer, DirectionOffset offset)
{
if (Layers.Count <= layer)
{
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot set dir offset! Trace:\n{1}",
layer, Environment.StackTrace);
return;
}
var theLayer = Layers[layer];
theLayer.DirOffset = offset;
}
public void LayerSetDirOffset(object layerKey, DirectionOffset offset)
{
if (!LayerMapTryGet(layerKey, out var layer))
{
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set dir offset! Trace:\n{1}",
layerKey, Environment.StackTrace);
return;
}
LayerSetDirOffset(layer, offset);
}
public void LayerSetAnimationTime(int layer, float animationTime)
{
if (Layers.Count <= layer)
{
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot set animation time! Trace:\n{1}",
layer, Environment.StackTrace);
return;
}
var theLayer = Layers[layer];
if (!theLayer.State.IsValid)
{
return;
}
// TODO: This could throw exceptions which shouldn't happen I think.
var state = (theLayer.RSI ?? BaseRSI)[theLayer.State];
if (animationTime > theLayer.AnimationTime)
{
// Handle advancing differently from going backwards.
theLayer.AnimationTimeLeft -= (animationTime - theLayer.AnimationTime);
}
else
{
// Going backwards we re-calculate from zero.
// Definitely possible to optimize this for going backwards but I'm too lazy to figure that out.
theLayer.AnimationTimeLeft = -animationTime + state.GetDelay(0);
theLayer.AnimationFrame = 0;
}
theLayer.AnimationTime = animationTime;
// After setting timing data correctly, run advance to get to the correct frame.
_advanceFrameAnimation(theLayer, state);
}
public void LayerSetAnimationTime(object layerKey, float animationTime)
{
if (!LayerMapTryGet(layerKey, out var layer))
{
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set animation time! Trace:\n{1}",
layerKey, Environment.StackTrace);
return;
}
LayerSetAnimationTime(layer, animationTime);
}
public void LayerSetAutoAnimated(int layer, bool autoAnimated)
{
if (Layers.Count <= layer)
{
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot set auto animated! Trace:\n{1}",
layer, Environment.StackTrace);
return;
}
var theLayer = Layers[layer];
theLayer.AutoAnimated = autoAnimated;
UpdateIsInert();
}
public void LayerSetAutoAnimated(object layerKey, bool autoAnimated)
{
if (!LayerMapTryGet(layerKey, out var layer))
{
Logger.ErrorS(LogCategory, "Layer with key '{0}' does not exist, cannot set auto animated! Trace:\n{1}",
layerKey, Environment.StackTrace);
return;
}
LayerSetAutoAnimated(layer, autoAnimated);
}
/// <inheritdoc />
public RSI.StateId LayerGetState(int layer)
{
if (Layers.Count <= layer)
{
Logger.ErrorS(LogCategory, "Layer with index '{0}' does not exist, cannot get state! Trace:\n{1}",
layer, Environment.StackTrace);
return null;
}
var thelayer = Layers[layer];
return thelayer.State;
}
public RSI LayerGetActualRSI(int layer)
{
if (Layers.Count <= layer)
{
throw new ArgumentOutOfRangeException(nameof(layer), $"Layer '{layer}' does not exist.");
}
var theLayer = Layers[layer];
return BaseRSI ?? theLayer.RSI;
}
public RSI LayerGetActualRSI(object layerKey)
{
if (!LayerMapTryGet(layerKey, out var layer))
{
throw new KeyNotFoundException($"Layer '{layerKey}' does not exist.");
}
return LayerGetActualRSI(layer);
}
internal void Render(DrawingHandleWorld drawingHandle, in Matrix3 worldTransform, Angle worldRotation, Direction? overrideDirection=null)
{
var angle = Rotation;
if (Directional)
{
angle -= worldRotation;
}
else
{
angle -= new Angle(MathHelper.PiOver2);
}
var mOffset = Matrix3.CreateTranslation(Offset);
var mRotation = Matrix3.CreateRotation(angle);
Matrix3.Multiply(ref mRotation, ref mOffset, out var transform);
transform.Multiply(worldTransform);
RenderInternal(drawingHandle, worldRotation, overrideDirection, transform);
}
internal void Render(DrawingHandleWorld drawingHandle, Angle worldRotation, Direction? overrideDirection = null)
{
RenderInternal(drawingHandle, worldRotation, overrideDirection, Matrix3.Identity);
}
private void RenderInternal(DrawingHandleWorld drawingHandle, Angle worldRotation, Direction? overrideDirection,
in Matrix3 transform)
{
drawingHandle.SetTransform(transform);
foreach (var layer in Layers)
{
if (!layer.Visible)
{
continue;
}
// TODO: Implement layer-specific rotation and scale.
var texture = layer.Texture;
if (layer.State.IsValid)
{
// Pull texture from RSI state instead.
var rsi = layer.RSI ?? BaseRSI;
if (rsi == null || !rsi.TryGetState(layer.State, out var state))
{
state = GetFallbackState();
}
RSI.State.Direction layerSpecificDir;
if (state.Directions == RSI.State.DirectionType.Dir1)
{
layerSpecificDir = RSI.State.Direction.South;
}
else
{
RSI.State.Direction dir;
if (overrideDirection != null)
{
dir = overrideDirection.Value.Convert(state.Directions);
}
else
{
dir = GetDir(state.Directions, worldRotation);
}
layerSpecificDir = OffsetRsiDir(dir, layer.DirOffset);
}
texture = state.GetFrame(layerSpecificDir, layer.AnimationFrame);
}
texture ??= resourceCache.GetFallback<TextureResource>();
if (layer.Shader != null)
{
drawingHandle.UseShader(layer.Shader);
}
drawingHandle.DrawTexture(texture, -(Vector2) texture.Size / (2f * EyeManager.PixelsPerMeter),
color * layer.Color);
if (layer.Shader != null)
{
drawingHandle.UseShader(null);
}
}
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataFieldCached(ref scale, "scale", Vector2.One);
serializer.DataFieldCached(ref rotation, "rotation", Angle.Zero);
serializer.DataFieldCached(ref offset, "offset", Vector2.Zero);
serializer.DataFieldCached(ref drawDepth, "drawdepth", DrawDepth.Objects);
serializer.DataFieldCached(ref color, "color", Color.White);
serializer.DataFieldCached(ref _directional, "directional", true);
serializer.DataFieldCached(ref _visible, "visible", true);
// TODO: Writing?
if (!serializer.Reading)
{
return;
}
{
var rsi = serializer.ReadDataField<string>("sprite", null);
if (!string.IsNullOrWhiteSpace(rsi))
{
var rsiPath = TextureRoot / rsi;
try
{
BaseRSI = resourceCache.GetResource<RSIResource>(rsiPath).RSI;
}
catch (Exception e)
{
Logger.ErrorS(LogCategory, "Unable to load RSI '{0}'. Trace:\n{1}", rsiPath, e);
}
}
}
static List<Layer> CloneLayers(List<Layer> source)
{
var clone = new List<Layer>(source.Count);
foreach (var layer in source)
{
clone.Add(new Layer(layer));
}
return clone;
}
if (serializer.TryGetCacheData<List<Layer>>(LayerSerializationCache, out var layers))
{
LayerMap = serializer.GetCacheData<Dictionary<object, int>>(LayerMapSerializationCache);
_layerMapShared = true;
Layers = CloneLayers(layers);
UpdateIsInert();
return;
}
layers = new List<Layer>();
var layerMap = new Dictionary<object, int>();
var layerData =
serializer.ReadDataField("layers", new List<PrototypeLayerData>());
{
var baseState = serializer.ReadDataField<string>("state", null);
var texturePath = serializer.ReadDataField<string>("texture", null);
if (baseState != null || texturePath != null)
{
layerData.Insert(0, new PrototypeLayerData
{
TexturePath = string.IsNullOrWhiteSpace(texturePath) ? null : texturePath,
State = string.IsNullOrWhiteSpace(baseState) ? null : baseState,
Color = Color.White,
Scale = Vector2.One,
Visible = true,
});
}
}
foreach (var layerDatum in layerData)
{
var anyTextureAttempted = false;
var layer = new Layer();
if (!string.IsNullOrWhiteSpace(layerDatum.RsiPath))
{
var path = TextureRoot / layerDatum.RsiPath;
try
{
layer.RSI = resourceCache.GetResource<RSIResource>(path).RSI;
}
catch
{
Logger.ErrorS(LogCategory, "Unable to load layer RSI '{0}'.", path);
}
}
if (!string.IsNullOrWhiteSpace(layerDatum.State))
{
anyTextureAttempted = true;
var theRsi = layer.RSI ?? BaseRSI;
if (theRsi == null)
{
Logger.ErrorS(LogCategory,
"Layer has no RSI to load states from."
+ "cannot use 'state' property. Prototype: '{0}'", Owner.Prototype.ID);
}
else
{
var stateid = new RSI.StateId(layerDatum.State);
layer.State = stateid;
if (theRsi.TryGetState(stateid, out var state))
{
// Always use south because this layer will be cached in the serializer.
layer.AnimationTimeLeft = state.GetDelay(0);
}
else
{
Logger.ErrorS(LogCategory,
"State not found in layer RSI: '{0}'.",
stateid);
}
}
}
if (!string.IsNullOrWhiteSpace(layerDatum.TexturePath))
{
anyTextureAttempted = true;
if (layer.State.IsValid)
{
Logger.ErrorS(LogCategory,
"Cannot specify 'texture' on a layer if it has an RSI state specified."
);
}
else
{
layer.Texture =
resourceCache.GetResource<TextureResource>(TextureRoot / layerDatum.TexturePath);
}
}
if (!string.IsNullOrWhiteSpace(layerDatum.Shader))
{
if (prototypes.TryIndex<ShaderPrototype>(layerDatum.Shader, out var prototype))
{
layer.Shader = prototype.Instance();
}
else
{
Logger.ErrorS(LogCategory,
"Shader prototype '{0}' does not exist. Prototype: '{1}'",
layerDatum.Shader, Owner.Prototype.ID);
}
}
layer.Color = layerDatum.Color;
layer.Rotation = layerDatum.Rotation;
// If neither state: nor texture: were provided we assume that they want a blank invisible layer.
layer.Visible = anyTextureAttempted && layerDatum.Visible;
layer.Scale = layerDatum.Scale;
layers.Add(layer);
if (layerDatum.MapKeys != null)
{
var index = layers.Count - 1;
foreach (var keyString in layerDatum.MapKeys)
{
object key;
if (reflectionManager.TryParseEnumReference(keyString, out var @enum))
{
key = @enum;
}
else
{
key = keyString;
}
if (layerMap.ContainsKey(key))
{
Logger.ErrorS(LogCategory, "Duplicate layer map key definition: {0}", key);
continue;
}
layerMap.Add(key, index);
}
}
}
Layers = layers;
LayerMap = layerMap;
_layerMapShared = true;
serializer.SetCacheData(LayerSerializationCache, CloneLayers(Layers));
serializer.SetCacheData(LayerMapSerializationCache, layerMap);
UpdateIsInert();
}
public void FrameUpdate(float delta)
{
foreach (var t in Layers)
{
var layer = t;
// Since StateId is a struct, we can't null-check it directly.
if (!layer.State.IsValid || !layer.Visible || !layer.AutoAnimated)
{
continue;
}
var rsi = layer.RSI ?? BaseRSI;
if (rsi == null || !rsi.TryGetState(layer.State, out var state))
{
state = GetFallbackState();
}
if (!state.IsAnimated)
{
continue;
}
layer.AnimationTime += delta;
layer.AnimationTimeLeft -= delta;
_advanceFrameAnimation(layer, state);
}
}
private static void _advanceFrameAnimation(Layer layer, RSI.State state)
{
var delayCount = state.DelayCount;
while (layer.AnimationTimeLeft < 0)
{
layer.AnimationFrame += 1;
if (layer.AnimationFrame >= delayCount)
{
layer.AnimationFrame = 0;
layer.AnimationTime = -layer.AnimationTimeLeft;
}
layer.AnimationTimeLeft += state.GetDelay(layer.AnimationFrame);
}
}
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
{
if (curState == null)
return;
var thestate = (SpriteComponentState) curState;
Visible = thestate.Visible;
DrawDepth = thestate.DrawDepth;
Scale = thestate.Scale;
Rotation = thestate.Rotation;
Offset = thestate.Offset;
Color = thestate.Color;
Directional = thestate.Directional;
RenderOrder = thestate.RenderOrder;
if (thestate.BaseRsiPath != null && BaseRSI != null)
{
if (resourceCache.TryGetResource<RSIResource>(TextureRoot / thestate.BaseRsiPath, out var res))
{
if (BaseRSI != res.RSI)
{
BaseRSI = res.RSI;
}
}
else
{
Logger.ErrorS(LogCategory, "Hey server, RSI '{0}' doesn't exist.", thestate.BaseRsiPath);
}
}
// Maybe optimize this to NOT full clear.
Layers.Clear();
for (var i = 0; i < thestate.Layers.Count; i++)
{
var netlayer = thestate.Layers[i];
var layer = new Layer
{
// These are easy so do them here.
Scale = netlayer.Scale,
Rotation = netlayer.Rotation,
Visible = netlayer.Visible,
Color = netlayer.Color
};
Layers.Add(layer);
// Using the public API to handle errors.
// Probably slow as crap.
// Who am I kidding, DEFINITELY.
if (netlayer.Shader != null)
{
LayerSetShader(i, netlayer.Shader);
}
if (netlayer.RsiPath != null)
{
LayerSetRSI(i, netlayer.RsiPath);
}
if (netlayer.TexturePath != null)
{
LayerSetTexture(i, netlayer.TexturePath);
}
else if (netlayer.State != null)
{
LayerSetState(i, netlayer.State);
}
}
}
private RSI.State.Direction GetDir(RSI.State.DirectionType type, Angle worldRotation)
{
if (!Directional)
{
return RSI.State.Direction.South;
}
var angle = new Angle(worldRotation);
return angle.GetDir().Convert(type);
}
private void UpdateIsInert()
{
IsInert = true;
foreach (var layer in Layers)
{
// Since StateId is a struct, we can't null-check it directly.
if (!layer.State.IsValid || !layer.Visible || !layer.AutoAnimated)
{
continue;
}
var rsi = layer.RSI ?? BaseRSI;
if (rsi == null || !rsi.TryGetState(layer.State, out var state))
{
state = GetFallbackState();
}
if (state.IsAnimated)
{
IsInert = false;
break;
}
}
}
private RSI.State GetFallbackState()
{
var rsi = resourceCache.GetResource<RSIResource>("/Textures/error.rsi").RSI;
return rsi["error"];
}
private static RSI.State.Direction OffsetRsiDir(RSI.State.Direction dir, DirectionOffset offset)
{
// There is probably a better way to do this.
// Eh.
switch (offset)
{
case DirectionOffset.None:
return dir;
case DirectionOffset.Clockwise:
switch (dir)
{
case RSI.State.Direction.North:
return RSI.State.Direction.East;
case RSI.State.Direction.East:
return RSI.State.Direction.South;
case RSI.State.Direction.South:
return RSI.State.Direction.West;
case RSI.State.Direction.West:
return RSI.State.Direction.North;
default:
throw new NotImplementedException();
}
case DirectionOffset.CounterClockwise:
switch (dir)
{
case RSI.State.Direction.North:
return RSI.State.Direction.West;
case RSI.State.Direction.East:
return RSI.State.Direction.North;
case RSI.State.Direction.South:
return RSI.State.Direction.East;
case RSI.State.Direction.West:
return RSI.State.Direction.South;
default:
throw new NotImplementedException();
}
case DirectionOffset.Flip:
switch (dir)
{
case RSI.State.Direction.North:
return RSI.State.Direction.South;
case RSI.State.Direction.East:
return RSI.State.Direction.West;
case RSI.State.Direction.South:
return RSI.State.Direction.North;
case RSI.State.Direction.West:
return RSI.State.Direction.East;
default:
throw new NotImplementedException();
}
default:
throw new NotImplementedException();
}
}
public string GetDebugString()
{
var builder = new StringBuilder();
builder.AppendFormat(
"vis/depth/scl/rot/ofs/col/diral/dir: {0}/{1}/{2}/{3}/{4}/{5}/{6}/{7}\n",
Visible, DrawDepth, Scale, Rotation, Offset,
Color, Directional, GetDir(RSI.State.DirectionType.Dir8, Owner.Transform.WorldRotation)
);
foreach (var layer in Layers)
{
builder.AppendFormat(
"shad/tex/rsi/state/ant/anf/scl/rot/vis/col/dofs: {0}/{1}/{2}/{3}/{4}/{5}/{6}/{7}/{8}/{9}/{10}\n",
// These are references and don't include useful data for knowing where they came from, sadly.
// "is one set" is better than nothing at least.
layer.Shader != null, layer.Texture != null, layer.RSI != null,
layer.State,
layer.AnimationTimeLeft, layer.AnimationFrame, layer.Scale, layer.Rotation, layer.Visible,
layer.Color, layer.DirOffset
);
}
return builder.ToString();
}
/// <summary>
/// Enum to "offset" a cardinal direction.
/// </summary>
public enum DirectionOffset
{
/// <summary>
/// No offset.
/// </summary>
None = 0,
/// <summary>
/// Rotate direction clockwise. (North -> East, etc...)
/// </summary>
Clockwise = 1,
/// <summary>
/// Rotate direction counter-clockwise. (North -> West, etc...)
/// </summary>
CounterClockwise = 2,
/// <summary>
/// Rotate direction 180 degrees, so flip. (North -> South, etc...)
/// </summary>
Flip = 3,
}
private class Layer
{
public ShaderInstance Shader;
public Texture Texture;
public RSI RSI;
public RSI.StateId State;
public float AnimationTimeLeft;
public float AnimationTime;
public int AnimationFrame;
public Vector2 Scale = Vector2.One;
public Angle Rotation;
public bool Visible = true;
public Color Color = Color.White;
public DirectionOffset DirOffset;
public bool AutoAnimated = true;
public Layer()
{
Visible = true;
Scale = Vector2.One;
Color = Color.White;
AutoAnimated = true;
}
public Layer(Layer toClone)
{
Shader = toClone.Shader;
Texture = toClone.Texture;
RSI = toClone.RSI;
State = toClone.State;
AnimationTimeLeft = toClone.AnimationTimeLeft;
AnimationTime = toClone.AnimationTime;
AnimationFrame = toClone.AnimationFrame;
Scale = toClone.Scale;
Rotation = toClone.Rotation;
Visible = toClone.Visible;
Color = toClone.Color;
DirOffset = toClone.DirOffset;
AutoAnimated = toClone.AutoAnimated;
}
}
void IAnimationProperties.SetAnimatableProperty(string name, object value)
{
if (!name.StartsWith("layer/"))
{
AnimationHelper.SetAnimatableProperty(this, name, value);
return;
}
var delimiter = name.IndexOf("/", 6, StringComparison.Ordinal);
var indexString = name.Substring(6, delimiter - 6);
var index = int.Parse(indexString, CultureInfo.InvariantCulture);
var layerProp = name.Substring(delimiter+1);
switch (layerProp)
{
case "texture":
LayerSetTexture(index, (string) value);
return;
case "state":
LayerSetState(index, (string) value);
return;
case "color":
LayerSetColor(index, (Color) value);
return;
default:
throw new ArgumentException($"Unknown layer property '{layerProp}'");
}
}
}
}