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MLEM/MLEM.Data/DataTextureAtlas.cs

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using System;
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using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Text.RegularExpressions;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
using MLEM.Misc;
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using MLEM.Textures;
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#if FNA
using MLEM.Extensions;
#endif
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namespace MLEM.Data {
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/// <summary>
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/// <para>
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/// This class represents an atlas of <see cref="TextureRegion"/> objects which are loaded from a special texture atlas file.
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/// To load a data texture atlas, you can use <see cref="DataTextureAtlasExtensions.LoadTextureAtlas"/>.
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/// </para>
/// <para>
/// Data texture atlases are designed to be easy to write by hand. Because of this, their structure is very simple.
/// Each texture region defined in the atlas consists of its names (where multiple names can be separated by whitespace), followed by a set of possible instructions and their arguments, also separated by whitespace.
/// <list type="bullet">
/// <item><description>The <c>loc</c> (or <c>location</c>) instruction defines the <see cref="TextureRegion.Area"/> of the texture region as a rectangle whose origin is its top-left corner. It requires four arguments: x, y, width and height of the rectangle.</description></item>
/// <item><description>The (optional) <c>piv</c> (or <c>pivot</c>) instruction defines the <see cref="TextureRegion.PivotPixels"/> of the texture region. It requires two arguments: x and y. If it is not supplied, the pivot defaults to the top-left corner of the texture region.</description></item>
/// <item><description>The (optional) <c>off</c> (of <c>offset</c>) instruction defines an offset that is added onto the location and pivot of this texture region. This is useful when duplicating a previously defined texture region to create a second region that has a constant offset. It requires two arguments: The x and y offset.</description></item>
/// <item><description>The (optional and repeatable) <c>cpy</c> (or <c>copy</c>) instruction defines an additional texture region that should also be generated from the same data, but with a given offset that will be applied to the location and pivot. It requires three arguments: the copy region's name and the x and y offsets.</description></item>
/// <item><description>The (optional and repeatable) <c>dat</c> (or <c>data</c>) instruction defines a custom data point that can be added to the resulting <see cref="TextureRegion"/>'s <see cref="GenericDataHolder"/> data. It requires two arguments: the data point's name and the data point's value, the latter of which is also stored as a string value.</description></item>
/// </list>
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/// </para>
/// <example>
/// The following entry defines a texture region with the names <c>LongTableRight</c> and <c>LongTableUp</c>, whose <see cref="TextureRegion.Area"/> will be a rectangle with X=32, Y=30, Width=64, Height=48, and whose <see cref="TextureRegion.PivotPixels"/> will be a vector with X=80, Y=46.
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/// <code>
/// LongTableRight LongTableUp
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/// loc 32 30 64 48
/// piv 80 46
/// </code>
/// </example>
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/// </summary>
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/// <remarks>
/// To see a Data Texture Atlas in action, you can check out the sandbox project: https://github.com/Ellpeck/MLEM/blob/main/Sandbox/Content/Textures/Furniture.atlas.
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/// Additionally, if you are using Aseprite, there is a script to automatically populate it: https://gist.github.com/Ellpeck/e597c1412465c10f41a42050ec117ea2.
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/// </remarks>
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public class DataTextureAtlas {
/// <summary>
/// The texture to use for this atlas
/// </summary>
public readonly TextureRegion Texture;
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/// <summary>
/// Returns the texture region with the given name, or null if it does not exist.
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/// </summary>
/// <param name="name">The region's name</param>
public TextureRegion this[string name] {
get {
this.regions.TryGetValue(name, out var ret);
return ret;
}
}
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/// <summary>
/// Returns an enumerable of all of the <see cref="TextureRegion"/> values in this atlas.
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/// </summary>
public IEnumerable<TextureRegion> Regions => this.regions.Values;
/// <summary>
/// Returns an enumerable of all of the <see cref="TextureRegion"/> names in this atlas.
/// </summary>
public IEnumerable<string> RegionNames => this.regions.Keys;
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private readonly Dictionary<string, TextureRegion> regions = new Dictionary<string, TextureRegion>();
private DataTextureAtlas(TextureRegion texture) {
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this.Texture = texture;
}
/// <summary>
/// Loads a <see cref="DataTextureAtlas"/> from the given loaded texture and texture data file.
/// For more information on data texture atlases, see the <see cref="DataTextureAtlas"/> type documentation.
/// </summary>
/// <param name="texture">The texture to use for this data texture atlas</param>
/// <param name="content">The content manager to use for loading</param>
/// <param name="infoPath">The path, including extension, to the atlas info file</param>
/// <param name="pivotRelative">If this value is true, then the pivot points passed in the info file will be relative to the coordinates of the texture region, not relative to the entire texture's origin.</param>
/// <returns>A new data texture atlas with the given settings</returns>
public static DataTextureAtlas LoadAtlasData(TextureRegion texture, ContentManager content, string infoPath, bool pivotRelative = false) {
var info = Path.Combine(content.RootDirectory, infoPath);
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string text;
try {
if (Path.IsPathRooted(info)) {
text = File.ReadAllText(info);
} else {
using (var reader = new StreamReader(TitleContainer.OpenStream(info)))
text = reader.ReadToEnd();
}
} catch (Exception e) {
throw new ContentLoadException($"Couldn't load data texture atlas data from {info}", e);
}
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var atlas = new DataTextureAtlas(texture);
var words = Regex.Split(text, @"\s+");
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var namesOffsets = new List<(string, Vector2)>();
var customData = new Dictionary<string, string>();
var location = Rectangle.Empty;
var pivot = Vector2.Zero;
var offset = Vector2.Zero;
for (var i = 0; i < words.Length; i++) {
var word = words[i];
try {
switch (word) {
case "loc":
case "location":
location = new Rectangle(
int.Parse(words[i + 1], CultureInfo.InvariantCulture), int.Parse(words[i + 2], CultureInfo.InvariantCulture),
int.Parse(words[i + 3], CultureInfo.InvariantCulture), int.Parse(words[i + 4], CultureInfo.InvariantCulture));
i += 4;
break;
case "piv":
case "pivot":
pivot = new Vector2(
float.Parse(words[i + 1], CultureInfo.InvariantCulture),
float.Parse(words[i + 2], CultureInfo.InvariantCulture));
i += 2;
break;
case "off":
case "offset":
offset = new Vector2(
float.Parse(words[i + 1], CultureInfo.InvariantCulture),
float.Parse(words[i + 2], CultureInfo.InvariantCulture));
i += 2;
break;
case "cpy":
case "copy":
var copyOffset = new Vector2(
float.Parse(words[i + 2], CultureInfo.InvariantCulture),
float.Parse(words[i + 3], CultureInfo.InvariantCulture));
namesOffsets.Add((words[i + 1], copyOffset));
i += 3;
break;
case "dat":
case "data":
customData.Add(words[i + 1], words[i + 2]);
i += 2;
break;
default:
// if we have data for the previous regions, they're valid so we add them
AddCurrentRegions();
// we're starting a new region (or adding another name for a new region), so clear old data
namesOffsets.Add((word.Trim(), Vector2.Zero));
customData.Clear();
location = Rectangle.Empty;
pivot = Vector2.Zero;
offset = Vector2.Zero;
break;
}
} catch (Exception e) {
throw new ContentLoadException($"Couldn't parse data texture atlas instruction {word} for region(s) {string.Join(", ", namesOffsets)}", e);
}
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}
// add the last region that was started on
AddCurrentRegions();
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return atlas;
void AddCurrentRegions() {
// the location is the only mandatory instruction, which is why we check it here
if (location == Rectangle.Empty || namesOffsets.Count <= 0)
return;
foreach (var (name, addedOff) in namesOffsets) {
var loc = location;
var piv = pivot;
var off = offset + addedOff;
loc.Offset(off);
if (piv != Vector2.Zero) {
piv += off;
if (!pivotRelative)
piv -= loc.Location.ToVector2();
}
var region = new TextureRegion(texture, loc) {
PivotPixels = piv,
Name = name
};
foreach (var kv in customData)
region.SetData(kv.Key, kv.Value);
atlas.regions.Add(name, region);
}
// we only clear names offsets if the location was valid, otherwise we ignore multiple names for a region
namesOffsets.Clear();
}
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}
}
/// <summary>
/// A set of extension methods for dealing with <see cref="DataTextureAtlas"/>.
/// </summary>
public static class DataTextureAtlasExtensions {
/// <summary>
/// Loads a <see cref="DataTextureAtlas"/> from the given texture and texture data file.
/// For more information on data texture atlases, see the <see cref="DataTextureAtlas"/> type documentation.
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/// </summary>
/// <param name="content">The content manager to use for loading</param>
/// <param name="texturePath">The path to the texture file</param>
/// <param name="infoPath">The path, including extension, to the atlas info file, or null if "<paramref name="texturePath"/>.atlas" should be used</param>
/// <param name="pivotRelative">If this value is true, then the pivot points passed in the info file will be relative to the coordinates of the texture region, not relative to the entire texture's origin.</param>
/// <returns>A new data texture atlas with the given settings</returns>
public static DataTextureAtlas LoadTextureAtlas(this ContentManager content, string texturePath, string infoPath = null, bool pivotRelative = false) {
var texture = new TextureRegion(content.Load<Texture2D>(texturePath));
return DataTextureAtlas.LoadAtlasData(texture, content, infoPath ?? $"{texturePath}.atlas", pivotRelative);
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}
}
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}