Files
yaze/src/app/editor/sprite/zsprite.h
2025-09-27 00:25:45 -04:00

392 lines
14 KiB
C++

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