backend-infra-engineer: Pre-0.2.2 2024 Q3 snapshot
This commit is contained in:
396
src/app/editor/sprite/zsprite.h
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396
src/app/editor/sprite/zsprite.h
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#ifndef YAZE_APP_EDITOR_SPRITE_ZSPRITE_H
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#define YAZE_APP_EDITOR_SPRITE_ZSPRITE_H
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#include "imgui/imgui.h"
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#include <algorithm>
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#include <cstdint>
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#include <fstream>
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#include <string>
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#include <vector>
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#include "absl/status/status.h"
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#include "app/gfx/snes_tile.h"
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namespace yaze {
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namespace app {
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namespace editor {
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/**
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* @brief Namespace for the ZSprite format from Zarby's ZSpriteMaker.
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*/
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namespace zsprite {
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struct OamTile {
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OamTile(uint8_t x, uint8_t y, bool mx, bool my, uint16_t id, uint8_t pal,
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bool s, uint8_t p)
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: x(x),
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y(y),
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mirror_x(mx),
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mirror_y(my),
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id(id),
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palette(pal),
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size(s),
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priority(p) {}
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uint8_t x;
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uint8_t y;
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bool mirror_x;
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bool mirror_y;
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uint16_t id;
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uint8_t palette;
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bool size;
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uint8_t priority;
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uint8_t z;
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};
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struct AnimationGroup {
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AnimationGroup() = default;
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AnimationGroup(uint8_t fs, uint8_t fe, uint8_t fsp, std::string fn)
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: frame_start(fs), frame_end(fe), frame_speed(fsp), frame_name(fn) {}
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std::string frame_name;
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uint8_t frame_start;
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uint8_t frame_end;
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uint8_t frame_speed;
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std::vector<OamTile> Tiles;
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};
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struct UserRoutine {
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UserRoutine(std::string n, std::string c) : name(n), code(c) {}
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std::string name;
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std::string code;
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int Count;
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};
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struct SubEditor {
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std::vector<AnimationGroup> Frames;
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std::vector<UserRoutine> user_routines;
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};
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struct SpriteProperty {
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bool IsChecked;
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std::string Text;
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};
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struct ZSprite {
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public:
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absl::Status Load(const std::string& filename) {
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std::ifstream fs(filename, std::ios::binary);
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if (!fs.is_open()) {
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return absl::NotFoundError("File not found");
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}
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std::vector<char> buffer(std::istreambuf_iterator<char>(fs), {});
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int animation_count = *reinterpret_cast<int32_t*>(&buffer[0]);
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int offset = sizeof(int);
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for (int i = 0; i < animation_count; i++) {
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std::string aname = std::string(&buffer[offset]);
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offset += aname.size() + 1;
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uint8_t afs = *reinterpret_cast<uint8_t*>(&buffer[offset]);
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offset += sizeof(uint8_t);
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uint8_t afe = *reinterpret_cast<uint8_t*>(&buffer[offset]);
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offset += sizeof(uint8_t);
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uint8_t afspeed = *reinterpret_cast<uint8_t*>(&buffer[offset]);
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offset += sizeof(uint8_t);
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animations.push_back(AnimationGroup(afs, afe, afspeed, aname));
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}
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// RefreshAnimations();
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int frame_count = *reinterpret_cast<int32_t*>(&buffer[offset]);
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offset += sizeof(int);
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for (int i = 0; i < frame_count; i++) {
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// editor.Frames[i] = new Frame();
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editor.Frames.emplace_back();
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// editor.AddUndo(i);
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int tCount = *reinterpret_cast<int*>(&buffer[offset]);
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offset += sizeof(int);
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for (int j = 0; j < tCount; j++) {
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ushort tid = *reinterpret_cast<ushort*>(&buffer[offset]);
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offset += sizeof(ushort);
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uint8_t tpal = *reinterpret_cast<uint8_t*>(&buffer[offset]);
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offset += sizeof(uint8_t);
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bool tmx = *reinterpret_cast<bool*>(&buffer[offset]);
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offset += sizeof(bool);
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bool tmy = *reinterpret_cast<bool*>(&buffer[offset]);
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offset += sizeof(bool);
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uint8_t tprior = *reinterpret_cast<uint8_t*>(&buffer[offset]);
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offset += sizeof(uint8_t);
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bool tsize = *reinterpret_cast<bool*>(&buffer[offset]);
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offset += sizeof(bool);
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uint8_t tx = *reinterpret_cast<uint8_t*>(&buffer[offset]);
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offset += sizeof(uint8_t);
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uint8_t ty = *reinterpret_cast<uint8_t*>(&buffer[offset]);
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offset += sizeof(uint8_t);
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uint8_t tz = *reinterpret_cast<uint8_t*>(&buffer[offset]);
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offset += sizeof(uint8_t);
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OamTile to(tx, ty, tmx, tmy, tid, tpal, tsize, tprior);
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to.z = tz;
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editor.Frames[i].Tiles.push_back(to);
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}
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}
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// all sprites properties
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property_blockable.IsChecked = *reinterpret_cast<bool*>(&buffer[offset]);
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offset += sizeof(bool);
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property_canfall.IsChecked = *reinterpret_cast<bool*>(&buffer[offset]);
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offset += sizeof(bool);
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property_collisionlayer.IsChecked =
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*reinterpret_cast<bool*>(&buffer[offset]);
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offset += sizeof(bool);
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property_customdeath.IsChecked = *reinterpret_cast<bool*>(&buffer[offset]);
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offset += sizeof(bool);
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property_damagesound.IsChecked = *reinterpret_cast<bool*>(&buffer[offset]);
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offset += sizeof(bool);
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property_deflectarrows.IsChecked =
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*reinterpret_cast<bool*>(&buffer[offset]);
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offset += sizeof(bool);
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property_deflectprojectiles.IsChecked =
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*reinterpret_cast<bool*>(&buffer[offset]);
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offset += sizeof(bool);
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property_fast.IsChecked = *reinterpret_cast<bool*>(&buffer[offset]);
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offset += sizeof(bool);
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property_harmless.IsChecked = *reinterpret_cast<bool*>(&buffer[offset]);
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offset += sizeof(bool);
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property_impervious.IsChecked = *reinterpret_cast<bool*>(&buffer[offset]);
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offset += sizeof(bool);
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property_imperviousarrow.IsChecked =
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*reinterpret_cast<bool*>(&buffer[offset]);
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offset += sizeof(bool);
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property_imperviousmelee.IsChecked =
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*reinterpret_cast<bool*>(&buffer[offset]);
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offset += sizeof(bool);
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property_interaction.IsChecked = *reinterpret_cast<bool*>(&buffer[offset]);
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offset += sizeof(bool);
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property_isboss.IsChecked = *reinterpret_cast<bool*>(&buffer[offset]);
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offset += sizeof(bool);
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property_persist.IsChecked = *reinterpret_cast<bool*>(&buffer[offset]);
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offset += sizeof(bool);
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property_shadow.IsChecked = *reinterpret_cast<bool*>(&buffer[offset]);
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offset += sizeof(bool);
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property_smallshadow.IsChecked = *reinterpret_cast<bool*>(&buffer[offset]);
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offset += sizeof(bool);
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property_statis.IsChecked = *reinterpret_cast<bool*>(&buffer[offset]);
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offset += sizeof(bool);
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property_statue.IsChecked = *reinterpret_cast<bool*>(&buffer[offset]);
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offset += sizeof(bool);
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property_watersprite.IsChecked = *reinterpret_cast<bool*>(&buffer[offset]);
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offset += sizeof(bool);
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property_prize.Text =
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std::to_string(*reinterpret_cast<uint8_t*>(&buffer[offset]));
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offset += sizeof(uint8_t);
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property_palette.Text =
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std::to_string(*reinterpret_cast<uint8_t*>(&buffer[offset]));
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offset += sizeof(uint8_t);
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property_oamnbr.Text =
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std::to_string(*reinterpret_cast<uint8_t*>(&buffer[offset]));
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offset += sizeof(uint8_t);
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property_hitbox.Text =
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std::to_string(*reinterpret_cast<uint8_t*>(&buffer[offset]));
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offset += sizeof(uint8_t);
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property_health.Text =
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std::to_string(*reinterpret_cast<uint8_t*>(&buffer[offset]));
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offset += sizeof(uint8_t);
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property_damage.Text =
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std::to_string(*reinterpret_cast<uint8_t*>(&buffer[offset]));
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offset += sizeof(uint8_t);
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if (offset != buffer.size()) {
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property_sprname.Text = std::string(&buffer[offset]);
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offset += property_sprname.Text.size() + 1;
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int actionL = buffer[offset];
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offset += sizeof(int);
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for (int i = 0; i < actionL; i++) {
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std::string a = std::string(&buffer[offset]);
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offset += a.size() + 1;
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std::string b = std::string(&buffer[offset]);
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offset += b.size() + 1;
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userRoutines.push_back(UserRoutine(a, b));
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}
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}
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if (offset != buffer.size()) {
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property_sprid.Text = std::string(&buffer[offset]);
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fs.close();
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}
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// UpdateUserRoutines();
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// userroutinesListbox.SelectedIndex = 0;
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// RefreshScreen();
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return absl::OkStatus();
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}
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absl::Status Save(const std::string& filename) {
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std::ofstream fs(filename, std::ios::binary);
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if (fs.is_open()) {
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// Write data to the file
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fs.write(reinterpret_cast<const char*>(animations.size()), sizeof(int));
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for (const AnimationGroup& anim : animations) {
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fs.write(anim.frame_name.c_str(), anim.frame_name.size() + 1);
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fs.write(reinterpret_cast<const char*>(&anim.frame_start),
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sizeof(uint8_t));
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fs.write(reinterpret_cast<const char*>(&anim.frame_end),
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sizeof(uint8_t));
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fs.write(reinterpret_cast<const char*>(&anim.frame_speed),
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sizeof(uint8_t));
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}
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fs.write(reinterpret_cast<const char*>(editor.Frames.size()),
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sizeof(int));
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for (int i = 0; i < editor.Frames.size(); i++) {
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fs.write(reinterpret_cast<const char*>(editor.Frames[i].Tiles.size()),
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sizeof(int));
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for (int j = 0; j < editor.Frames[i].Tiles.size(); j++) {
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fs.write(reinterpret_cast<const char*>(&editor.Frames[i].Tiles[j].id),
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sizeof(ushort));
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fs.write(
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reinterpret_cast<const char*>(&editor.Frames[i].Tiles[j].palette),
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sizeof(uint8_t));
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fs.write(reinterpret_cast<const char*>(
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&editor.Frames[i].Tiles[j].mirror_x),
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sizeof(bool));
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fs.write(reinterpret_cast<const char*>(
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&editor.Frames[i].Tiles[j].mirror_y),
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sizeof(bool));
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fs.write(reinterpret_cast<const char*>(
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&editor.Frames[i].Tiles[j].priority),
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sizeof(uint8_t));
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fs.write(
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reinterpret_cast<const char*>(&editor.Frames[i].Tiles[j].size),
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sizeof(bool));
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fs.write(reinterpret_cast<const char*>(&editor.Frames[i].Tiles[j].x),
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sizeof(uint8_t));
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fs.write(reinterpret_cast<const char*>(&editor.Frames[i].Tiles[j].y),
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sizeof(uint8_t));
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fs.write(reinterpret_cast<const char*>(&editor.Frames[i].Tiles[j].z),
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sizeof(uint8_t));
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}
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}
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// Write other properties
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fs.write(reinterpret_cast<const char*>(&property_blockable.IsChecked),
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sizeof(bool));
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fs.write(reinterpret_cast<const char*>(&property_canfall.IsChecked),
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sizeof(bool));
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fs.write(
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reinterpret_cast<const char*>(&property_collisionlayer.IsChecked),
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sizeof(bool));
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fs.write(reinterpret_cast<const char*>(&property_customdeath.IsChecked),
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sizeof(bool));
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fs.write(reinterpret_cast<const char*>(&property_damagesound.IsChecked),
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sizeof(bool));
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fs.write(reinterpret_cast<const char*>(&property_deflectarrows.IsChecked),
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sizeof(bool));
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fs.write(
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reinterpret_cast<const char*>(&property_deflectprojectiles.IsChecked),
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sizeof(bool));
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fs.write(reinterpret_cast<const char*>(&property_fast.IsChecked),
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sizeof(bool));
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fs.write(reinterpret_cast<const char*>(&property_harmless.IsChecked),
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sizeof(bool));
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fs.write(reinterpret_cast<const char*>(&property_impervious.IsChecked),
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sizeof(bool));
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fs.write(
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reinterpret_cast<const char*>(&property_imperviousarrow.IsChecked),
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sizeof(bool));
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fs.write(
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reinterpret_cast<const char*>(&property_imperviousmelee.IsChecked),
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sizeof(bool));
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fs.write(reinterpret_cast<const char*>(&property_interaction.IsChecked),
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sizeof(bool));
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fs.write(reinterpret_cast<const char*>(&property_isboss.IsChecked),
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sizeof(bool));
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fs.write(reinterpret_cast<const char*>(&property_persist.IsChecked),
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sizeof(bool));
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fs.write(reinterpret_cast<const char*>(&property_shadow.IsChecked),
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sizeof(bool));
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fs.write(reinterpret_cast<const char*>(&property_smallshadow.IsChecked),
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sizeof(bool));
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fs.write(reinterpret_cast<const char*>(&property_statis.IsChecked),
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sizeof(bool));
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fs.write(reinterpret_cast<const char*>(&property_statue.IsChecked),
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sizeof(bool));
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fs.write(reinterpret_cast<const char*>(&property_watersprite.IsChecked),
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sizeof(bool));
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fs.write(reinterpret_cast<const char*>(&property_prize.Text),
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sizeof(uint8_t));
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fs.write(reinterpret_cast<const char*>(&property_palette.Text),
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sizeof(uint8_t));
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fs.write(reinterpret_cast<const char*>(&property_oamnbr.Text),
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sizeof(uint8_t));
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fs.write(reinterpret_cast<const char*>(&property_hitbox.Text),
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sizeof(uint8_t));
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fs.write(reinterpret_cast<const char*>(&property_health.Text),
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sizeof(uint8_t));
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fs.write(reinterpret_cast<const char*>(&property_damage.Text),
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sizeof(uint8_t));
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fs.write(sprName.c_str(), sprName.size() + 1);
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fs.write(reinterpret_cast<const char*>(userRoutines.size()), sizeof(int));
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for (const UserRoutine& userR : userRoutines) {
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fs.write(userR.name.c_str(), userR.name.size() + 1);
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fs.write(userR.code.c_str(), userR.code.size() + 1);
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}
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fs.write(reinterpret_cast<const char*>(&property_sprid.Text),
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sizeof(property_sprid.Text));
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fs.close();
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}
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return absl::OkStatus();
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}
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std::string sprName;
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std::vector<AnimationGroup> animations;
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std::vector<UserRoutine> userRoutines;
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SubEditor editor;
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SpriteProperty property_blockable;
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SpriteProperty property_canfall;
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SpriteProperty property_collisionlayer;
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SpriteProperty property_customdeath;
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SpriteProperty property_damagesound;
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SpriteProperty property_deflectarrows;
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SpriteProperty property_deflectprojectiles;
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SpriteProperty property_fast;
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SpriteProperty property_harmless;
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SpriteProperty property_impervious;
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SpriteProperty property_imperviousarrow;
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SpriteProperty property_imperviousmelee;
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SpriteProperty property_interaction;
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SpriteProperty property_isboss;
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SpriteProperty property_persist;
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SpriteProperty property_shadow;
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SpriteProperty property_smallshadow;
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SpriteProperty property_statis;
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SpriteProperty property_statue;
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SpriteProperty property_watersprite;
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SpriteProperty property_sprname;
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SpriteProperty property_prize;
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SpriteProperty property_palette;
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SpriteProperty property_oamnbr;
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SpriteProperty property_hitbox;
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SpriteProperty property_health;
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SpriteProperty property_damage;
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SpriteProperty property_sprid;
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};
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} // namespace zsprite
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} // namespace editor
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} // namespace app
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} // namespace yaze
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#endif // YAZE_APP_EDITOR_SPRITE_ZSPRITE_H
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