public AseLayerChunk(AseFrame frame, AseReader reader) : base(frame) { Flags = (LayerChunkFlags)reader.ReadWORD(); Type = (LayerType)reader.ReadWORD(); ChildLevel = reader.ReadWORD(); // Ignore next two words reader.ReadWORD(); reader.ReadWORD(); BlendMode = (BlendMode)reader.ReadWORD(); Opacity = reader.ReadBYTE(); if ((frame.AseFile.Header.Flags & HeaderFlags.HasLayerOpacity) == 0) { // Assume full opacity Opacity = 255; } // Ignore next three bytes reader.ReadBYTEs(3); Name = reader.ReadSTRING(); }
public AseDummyChunk(AseFrame frame, AseReader reader, ChunkType type, int size) : base(frame) { m_ChunkType = type; ChunkSize = size; Bytes = reader.ReadBYTEs(size); }
public AseFile(AseReader reader) { Header = new AseHeader(reader); Frames = Enumerable.Repeat<AseFrame>(null, Header.NumFrames).ToList(); for (int i = 0; i < Header.NumFrames; i++) { Frames[i] = new AseFrame(this, reader); } }
public static AseChunk ReadChunk(AseFrame frame, ChunkType type, int size, AseReader reader) { var pos = reader.Position; AseChunk chunk = null; switch (type) { // Chunk types we care about case ChunkType.Palette: chunk = new AsePaletteChunk(frame, reader); break; case ChunkType.Layer: chunk = new AseLayerChunk(frame, reader); break; case ChunkType.Cel: chunk = new AseCelChunk(frame, reader, size); break; case ChunkType.ColorProfile: chunk = new AseColorProfileChunk(frame, reader); break; case ChunkType.FrameTags: chunk = new AseFrameTagsChunk(frame, reader); break; case ChunkType.Slice: chunk = new AseSliceChunk(frame, reader); break; case ChunkType.UserData: chunk = new AseUserDataChunk(frame, reader); break; // Chunk types we don't care about case ChunkType.OldPalette: chunk = new AseDummyChunk(frame, reader, type, size); break; // Chunk types we haven't handled yet. Indicates a bug that should be fixed. default: chunk = new AseDummyChunk(frame, reader, type, size); Debug.LogErrorFormat("Unhandled chunk type: {0}", ((ushort)type).ToString("X4")); break; } // Check that we read the right amount of bytes Assert.IsTrue((reader.Position - pos) == size, string.Format("Chunk {0} read {1} bytes but we were expected {2} bytes read", type, reader.Position - pos, size)); reader.LastChunk = chunk; return(chunk); }
public AseFrameTagsChunk(AseFrame frame, AseReader reader) : base(frame) { NumTags = reader.ReadWORD(); // Ignore next 8 bytes reader.ReadBYTEs(8); Entries = Enumerable.Repeat <AseFrameTagEntry>(null, NumTags).ToList(); for (int i = 0; i < (int)NumTags; i++) { Entries[i] = new AseFrameTagEntry(reader); } }
public void EndFrameVisit(AseFrame frame) { // We should have everything we need to make a sprite and add it to our asset // The texture should be ready to be added to our asset m_Texture2D.Apply(); m_Context.AddObjectToAsset(m_Texture2D.name, m_Texture2D); // Make a sprite out of the texture var pivot = m_Pivot ?? new Vector2(0.5f, 0.5f); var sprite = Sprite.Create(m_Texture2D, new Rect(0, 0, m_Texture2D.width, m_Texture2D.height), pivot, m_PixelsPerUnit); sprite.name = string.Format("{0}_sprite_{1}", Path.GetFileNameWithoutExtension(assetPath), m_Sprites.Count); m_Sprites.Add(sprite); m_Context.AddObjectToAsset(sprite.name, sprite); }
public void BeginFrameVisit(AseFrame frame) { var width = m_AseFile.Header.Width; var height = m_AseFile.Header.Height; m_Texture2D = new Texture2D(width, height, TextureFormat.RGBA32, false); m_Texture2D.wrapMode = TextureWrapMode.Clamp; m_Texture2D.filterMode = FilterMode.Point; m_Texture2D.name = string.Format("{0}_tex2d_{1}", Path.GetFileNameWithoutExtension(assetPath), m_Frames.Count); // Texture starts off blank m_Texture2D.SetPixels(0, 0, width, height, m_ClearPixels); m_Texture2D.Apply(); m_Frames.Add(frame); }
public AsePaletteChunk(AseFrame frame, AseReader reader) : base(frame) { PaletteSize = (int)reader.ReadDWORD(); FirstIndex = (int)reader.ReadDWORD(); LastIndex = (int)reader.ReadDWORD(); // Next 8 bytes are ignored reader.ReadBYTEs(8); Entries = Enumerable.Repeat <AsePaletteEntry>(null, LastIndex + 1).ToList(); for (int i = FirstIndex; i <= LastIndex; i++) { Entries[i] = new AsePaletteEntry(reader); } }
public AseSliceChunk(AseFrame frame, AseReader reader) : base(frame) { NumSliceKeys = reader.ReadDWORD(); Flags = (SliceFlags)reader.ReadDWORD(); // Ignore next dword reader.ReadDWORD(); Name = reader.ReadSTRING(); Entries = Enumerable.Repeat <AseSliceEntry>(null, (int)NumSliceKeys).ToList(); for (int i = 0; i < (int)NumSliceKeys; i++) { Entries[i] = new AseSliceEntry(reader, Flags); } }
public AseColorProfileChunk(AseFrame frame, AseReader reader) : base(frame) { ColorProfileType = (ColorProfileType)reader.ReadWORD(); ColorProfileFlags = (ColorProfileFlags)reader.ReadWORD(); GammaFixed = reader.ReadDWORD(); // Next 8 bytes are reserved reader.ReadBYTEs(8); // fixit - what to do with color profile data? if (ColorProfileType == ColorProfileType.EmbeddedICC) { var length = (int)reader.ReadDWORD(); reader.ReadBYTEs(length); } }
public AseColorProfileChunk(AseFrame frame, AseReader reader) : base(frame) { ColorProfileType = (ColorProfileType)reader.ReadWORD(); ColorProfileFlags = (ColorProfileFlags)reader.ReadWORD(); GammaFixed = reader.ReadDWORD(); // Next 8 bytes are reserved reader.ReadBYTEs(8); // Do we need to do anything with color profile data? // For now, just keep on truckin' if (ColorProfileType == ColorProfileType.EmbeddedICC) { var length = (int)reader.ReadDWORD(); reader.ReadBYTEs(length); } }
public AseCelChunk(AseFrame frame, AseReader reader, int size) : base(frame) { // Keep track of read position var pos = reader.Position; LayerIndex = reader.ReadWORD(); PositionX = reader.ReadSHORT(); PositionY = reader.ReadSHORT(); Opacity = reader.ReadBYTE(); CelType = (CelType)reader.ReadWORD(); // Ignore next 7 bytes reader.ReadBYTEs(7); if (CelType == CelType.Raw) { Width = reader.ReadWORD(); Height = reader.ReadWORD(); var bytesRead = reader.Position - pos; PixelBytes = reader.ReadBYTEs(size - bytesRead); } else if (CelType == CelType.Linked) { FramePositionLink = reader.ReadWORD(); // Get a reference to our linked cell. It should be in a previous frame with a matching layer index. Debug.Assert(Frame.AseFile.Frames.Count > FramePositionLink); LinkedCel = Frame.AseFile.Frames[FramePositionLink].Chunks.OfType <AseCelChunk>().FirstOrDefault(c => c.LayerIndex == LayerIndex); Debug.Assert(LinkedCel != null); } else if (CelType == CelType.CompressedImage) { Width = reader.ReadWORD(); Height = reader.ReadWORD(); var bytesRead = reader.Position - pos; var compressed = reader.ReadBYTEs(size - bytesRead); PixelBytes = ZlibDeflate(compressed); } }
public AseUserDataChunk(AseFrame frame, AseReader reader) : base(frame) { Flags = (UserDataFlags)reader.ReadDWORD(); if ((Flags & UserDataFlags.HasText) != 0) { Text = reader.ReadSTRING(); } if ((Flags & UserDataFlags.HasColor) != 0) { ColorRGBA = reader.ReadBYTEs(4); } // Place the user data in the last chunk if (reader.LastChunk != null) { reader.LastChunk.UserText = Text; reader.LastChunk.UserColor = ColorRGBA; } }
protected AseChunk(AseFrame frame) { Frame = frame; }