Beispiel #1
0
 // OPT: not terribly efficient...
 /// <summary>
 ///
 /// </summary>
 public FrameSet this[int i] {
     get {
         FrameSet[] afrms = new FrameSet[Items.Count];
         Items.Values.CopyTo(afrms, 0);
         return(afrms[i]);
     }
 }
 // OPT: not terribly efficient...
 /// <summary>
 /// 
 /// </summary>
 public FrameSet this[int i]
 {
     get {
         FrameSet[] afrms = new FrameSet[Items.Count];
         Items.Values.CopyTo(afrms, 0);
         return afrms[i];
     }
 }
Beispiel #3
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="strFrameSet"></param>
        /// <param name="strFrame"></param>
        /// <param name="frm"></param>
        /// <returns></returns>
        public bool AddFrame(string strFrameSet, string strFrame, Frame frm)
        {
            FrameSet frms;

            if (Items.Contains(strFrameSet))
            {
                frms = (FrameSet)Items[strFrameSet];
            }
            else
            {
                frms = new FrameSet(strFrameSet);
                Items.Add(strFrameSet, frms);
            }
            frms.Add(frm);
            return(true);
        }
Beispiel #4
0
        // Write the .ani file and create a _ani subdirectory populated with one
        // .png for each frame

        public static bool SaveAs(AnimSet anis, string strFileName)
        {
            if (strFileName == null)
            {
                strFileName = anis.Name + ".ani";
            }
            XmlTextWriter xwtr = new XmlTextWriter(strFileName, null);

            xwtr.Formatting = Formatting.Indented;
            anis.Serialize(xwtr);
            xwtr.Close();

            // Delete/create _ani subdirectory

            string strDir = strFileName.Replace(".ani", "_ani");

            if (Directory.Exists(strDir))
            {
                Directory.Delete(strDir, true);
            }
            Directory.CreateDirectory(strDir);

            // Write all the frames as .png files into the _ani subdir

            foreach (DictionaryEntry deAnimSet in anis.Items)
            {
                Anim ani = (Anim)deAnimSet.Value;
                foreach (DictionaryEntry deAnim in ani.Items)
                {
                    FrameSet frms = (FrameSet)deAnim.Value;
                    foreach (Frame frm in frms)
                    {
                        frm.Bitmap.Save(strDir + @"\" + anis.Name + "_" + ani.Name + "_" + frms.Name + "_" + frm.Index + ".png",
                                        ImageFormat.Png);
                    }
                }
            }

            return(true);
        }
Beispiel #5
0
        void ResetTreeView()
        {
            trvAnimSet.Nodes.Clear();

            foreach (DictionaryEntry deAnimSet in m_anis.Items) {
                Anim ani = (Anim)deAnimSet.Value;
                TreeNode trn = new TreeNode(ani.Name);
                trvAnimSet.Nodes.Add(trn);

                // Sort the framesets using a numeric sort

                FrameSet[] afrms = new FrameSet[ani.Items.Count];

                int i = 0;
                foreach (DictionaryEntry deAnim in ani.Items)
                    afrms[i++] = (FrameSet)deAnim.Value;

                Array.Sort(afrms, new FrameSetComparer());

                // Add the framesets to the tree

                foreach (FrameSet frms in afrms) {
                    trn.Nodes.Add(new TreeNode(frms.Name));
                }
                trn.Expand();
            }
        }
Beispiel #6
0
        // Write the .anir file and .bmps or .tbms, depending on fCrunch

        public static bool Export(AnimSet anis, string strExportPath, Palette pal, bool fCrunch, bool fValidateColors)
        {
            Color      clrTransparent = Color.FromArgb(0xff, 0, 0xff);
            SolidBrush brTransparent  = new SolidBrush(clrTransparent);

            if (strExportPath == null)
            {
                strExportPath = ".";
            }

            ASCIIEncoding enc = new ASCIIEncoding();

            FileStream   stm  = new FileStream(strExportPath + @"\" + anis.Name + ".anir", FileMode.Create, FileAccess.Write);
            BinaryWriter stmw = new BinaryWriter(stm);

            // Count the number of FrameSets (aka Strips)

            ushort cstpd = 0;

            foreach (DictionaryEntry deAnimSet in anis.Items)
            {
                Anim ani = (Anim)deAnimSet.Value;
                cstpd += (ushort)ani.Items.Count;
            }

            // Write AnimationFileHeader.cstpd

            stmw.Write(Misc.SwapUShort(cstpd));

            // Write array of offsets to StripDatas (AnimationFileHeader.aoffStpd)

            ushort    offStpd = (ushort)(2 + (2 * cstpd));
            byte      ibm     = 0;
            ArrayList albm    = new ArrayList();

            foreach (DictionaryEntry deAnimSet in anis.Items)
            {
                Anim ani = (Anim)deAnimSet.Value;
                foreach (DictionaryEntry deAnim in ani.Items)
                {
                    FrameSet frms = (FrameSet)deAnim.Value;
                    stmw.Write(Misc.SwapUShort(offStpd));

                    // Advance offset to where the next StripData will be

                    offStpd += (ushort)((26 + 1 + 1 + 2) /* sizeof(StripData) - sizeof(FrameData) */ +
                                        ((1 + 1 + 1 + 1 + 1 + 1) /* sizeof(FrameData) */ * frms.Count));
                }
            }

            // Write array of StripDatas

            foreach (DictionaryEntry deAnimSet in anis.Items)
            {
                Anim ani = (Anim)deAnimSet.Value;
                foreach (DictionaryEntry deAnim in ani.Items)
                {
                    FrameSet frms = (FrameSet)deAnim.Value;

                    // Write StripData.Name

                    string strName = ani.Name + " " + frms.Name;
                    byte[] abT     = new byte[26];
                    enc.GetBytes(strName, 0, Math.Min(strName.Length, 25), abT, 0);
                    abT[25] = 0;
                    stmw.Write(abT);

                    // Write StripData.cDelay

                    stmw.Write((byte)0);

                    // Write StripData.bfFlags

                    stmw.Write((byte)0);

                    // Write StripData.cfrmd

                    ushort cfrmd = (ushort)frms.Count;
                    stmw.Write(Misc.SwapUShort(cfrmd));

                    // Write array of FrameDatas

                    foreach (Frame frm in frms)
                    {
                        // Write FrameData.ibm (the index of the Bitmap as it will be in the Bitmap array)

                        stmw.Write((byte)ibm);
                        ibm++;

                        // Add the Frame's Bitmap for output

                        Bitmap bm = frm.Bitmap;
                        if (fCrunch)
                        {
                            albm.Add(bm);
                        }
                        else
                        {
                            // If not crunching then we need to go through some special work to preserve
                            // the origin point. Since the origin point is determined by finding the center
                            // of the imported bitmap we preserve it at export by creating a new bitmap
                            // sized so that he origin will be in its center.


                            // The '+2' at the end gives us a pixel of transparent space padding the left
                            // and right sides of the bitmap. We don't require this for any particular
                            // reason but it comes in handy.

                            int cxNew = (Math.Max(frm.OriginX, bm.Width - frm.OriginX) * 2) + 2;

                            // The '+2' at the end is to ensure a single blank scanline at the top
                            // which Import relies on to determine the transparent color.

                            int cyNew = (Math.Max(frm.OriginY, bm.Height - frm.OriginY) * 2) + 2;

                            using (Bitmap bmNew = new Bitmap(cxNew, cyNew, bm.PixelFormat)) {
                                using (Graphics g = Graphics.FromImage(bmNew)) {
                                    g.FillRectangle(brTransparent, 0, 0, cxNew, cyNew);
                                    g.DrawImage(bm, cxNew / 2 - frm.OriginX, cyNew / 2 - frm.OriginY);
                                }
                                strName = anis.Name + "_" + ani.Name + "_" + frms.Name + "_" + frm.Index.ToString();
                                bmNew.Save(strExportPath + @"\" + strName + ".png", ImageFormat.Png);
                            }
                        }

                        // Write FrameData.xOrigin, FrameData.yOrigin

                        stmw.Write((byte)frm.OriginX);
                        stmw.Write((byte)frm.OriginY);

                        // Write FrameData.bCustomData1, FrameData.bCustomData2, FrameData.bCustomData3

                        stmw.Write((byte)0);
                        stmw.Write((byte)0);
                        stmw.Write((byte)0);
                    }
                }
            }

            stmw.Close();

            // Write out .tbm

            if (albm.Count != 0)
            {
                string strFileName = strExportPath + @"\" + anis.Name + ".tbm";
                if (gfSuperVerbose)
                {
                    Console.WriteLine("Crunching and writing " + strFileName);
                }
                TBitmap.Save((Bitmap[])albm.ToArray(typeof(Bitmap)), pal, strFileName);
            }

            return(true);
        }
 /// <summary>
 /// 
 /// </summary>
 /// <param name="strFrameSet"></param>
 /// <param name="strFrame"></param>
 /// <param name="frm"></param>
 /// <returns></returns>
 public bool AddFrame(string strFrameSet, string strFrame, Frame frm)
 {
     FrameSet frms;
     if (Items.Contains(strFrameSet)) {
         frms = (FrameSet)Items[strFrameSet];
     } else {
         frms = new FrameSet(strFrameSet);
         Items.Add(strFrameSet, frms);
     }
     frms.Add(frm);
     return true;
 }