Пример #1
0
 //, Stream stream)
 /// <summary>
 /// Initializes a new <see cref="SpriteFrame"/>.
 /// </summary>
 /// <param name="parentSprite">The <see cref="Sprite"/> containing this <see cref="SpriteFrame"/></param>
 /// <param name="stream"></param>
 public SpriteFrame(Sprite parentSprite)
 {
     this.ParentSprite = parentSprite;
     //this.SprBitmapOffset = (int) stream.Position;
     this.GameSetDataRows = new List<DataRow>();
     //this.FrameRawData = GameDataHandlers.SprStreamToSpriteFrame(stream);
     //ReadSprData(stream);
     //BuildBitmapFromSpr();
 }
Пример #2
0
        //public SpriteFrame AddFrame(SpriteFrame sf)
        //{
        //    this._spriteObject.Frames.Add(sf);
        //    //sf.FrameUpdated += SpriteFrameUpdated;
        //    return sf;
        //}
        /// <summary>
        /// Iterates through all the rows in the <see cref="Sprite"/>'s <see cref="GameSetDataTable"/> and 
        /// sets each of this sprite's <see cref="SpriteFrame"/>'s <see cref="SpriteFrame.GameSetDataRows"/>
        /// property to the DataRow with a BITMAPPTR matching <see cref="SpriteFrame.SprBitmapOffset"/>.
        /// </summary>
        /// <returns>False if any frame did not have a match in the DataView. True otherwise.</returns>
        internal bool MatchFrameOffsets(Sprite spr)
        {
            foreach (DataRowView drv in this.SpriteDataView)
            {
                int offset = Convert.ToInt32(drv.Row.ItemArray[9]);
                SpriteFrame sf = spr.Frames.Find(f => f.SprBitmapOffset == offset);

                if (sf == null)
                {
                    Trace.WriteLine(string.Format("Unable to find matching offset in Sprite.Frames for {0} and offset: {1}.\n\nDid you forget to load the proper SET file for this sprite?", spr.SpriteId, offset.ToString()));
                    return false;
                }

                if (sf != null)
                    sf.GameSetDataRows.Add(drv.Row);
            }

            return true;
        }
Пример #3
0
        public static Bitmap SpriteToBmp(Sprite spr)
        {
            int totalFrames = spr.Frames.Count;
            int spriteWidth = 0, spriteHeight = 0, high = 0, low = 0;

            double sqrt = Math.Sqrt((double) totalFrames);

            if (totalFrames % 1 != 0) //totalFrames is a perfect square
            {
                low = (int) sqrt;
                high = (int) sqrt;
            }
            else
            {
                low = (int) Math.Floor(sqrt) + 1; //adds an additional row
                high = (int) Math.Ceiling(sqrt);
            }

            //need the largest height and width to tile the export
            foreach (SpriteFrame sf in spr.Frames)
            {
                if (sf.Width > spriteWidth)
                    spriteWidth = sf.Width;
                if (sf.Height > spriteHeight)
                    spriteHeight = sf.Height;
            }

            //calculated height and width of the bitmap
            //based on tiles of the largest possible size
            int exportWidth = high * spriteWidth,
                exportHeight = low * spriteHeight;

            using (Bitmap bitmap = new Bitmap(exportWidth, exportHeight))
            {
                using (Graphics g = Graphics.FromImage(bitmap))
                {
                    int frameIndex = 0;

                    for (int y = 0; y < exportHeight; y += spriteHeight)
                    {
                        //once we hit the max frames, just break
                        for (int x = 0; x < exportWidth && frameIndex < spr.Frames.Count; x += spriteWidth)
                        {
                            g.DrawImage(spr.Frames[frameIndex].ImageBmp, new Point(x, y));
                            frameIndex++;
                        }
                    }
                }

                return bitmap;
            }
        }
Пример #4
0
        /// <summary>
        /// Opens an SPR file and creates a <see cref="SpriteResource"/> object for it
        /// </summary>
        /// <param name="filepath">The absolute path to the SPR file to open</param>
        /// <returns>The newly-created <see cref="Sprite"/></returns>
        /// <remarks>
        /// The original game code for reading SPR files can be found <code>ResourceDb::init_imported()</code> 
        /// in src/ORESDB.cpp around line 72. The <code>resName</code> will be "sprite\\NAME.SPR". (There's 
        /// no need to follow the call into <code>File::file_open()</code> in OFILE.cpp. Though the files are 
        /// well-structured, they are considered FLAT by 7KAA.
        /// </remarks>
        public void LoadSprite(string filepath)
        {
            if (this.ActivePalette == null)
                throw new Exception("Cannot load a Sprite if the ActivePalette is null.");

            //cant use the property here or we'll fire the event before we've finished loading
            Sprite spr = new Sprite(this.ActivePalette);
            //this._activeSprite = new Sprite(this.ActivePalette);
            
            using (FileStream spritestream = File.OpenRead(filepath))
            {
                while (spritestream.Position < spritestream.Length)
                {
                    SpriteFrame sf = new SpriteFrame(spr);
                    SprDataHandlers.SprStreamToSpriteFrame(sf, spritestream);
                    sf.ImageBmp = SprDataHandlers.FrameSprToBmp(sf, this.ActivePalette);
                    spr.Frames.Add(sf);
                }
            }

            spr.Resource.FileName = Path.GetFileName(filepath);
            spr.SpriteId = Path.GetFileNameWithoutExtension(filepath);
            DataView dv = this.ActiveGameSet.GetSpriteDataView(spr.SpriteId);
            spr.SetSpriteDataView(dv);
            this.ActiveSprite = spr;
        }