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#include "spritemanager.h"
#include <framework/core/resourcemanager.h>
#include <framework/graphics/graphics.h>
SpriteManager g_sprites;
SpriteManager::SpriteManager()
{
m_spritesCount = 0;
m_signature = 0;
}
bool SpriteManager::load(const std::string &filename)
{
g_resources.loadFile(filename, m_fin);
m_signature = fw::getu32(m_fin);
m_spritesCount = fw::getu16(m_fin);
m_sprites.resize(m_spritesCount);
return true;
}
void SpriteManager::unload()
{
m_sprites.clear();
m_spritesCount = 0;
m_signature = 0;
}
TexturePtr SpriteManager::loadSprite(int id)
{
m_fin.seekg(((id-1) * 4) + 6, std::ios_base::beg);
uint32 spriteAddress = fw::getu32(m_fin);
// no sprite? return an empty texture
if(spriteAddress == 0)
return g_graphics.getEmptyTexture();
m_fin.seekg(spriteAddress, std::ios_base::beg);
assert(m_fin.good());
// skip color key
fw::getu8(m_fin);
fw::getu8(m_fin);
fw::getu8(m_fin);
uint16 pixelDataSize = fw::getu16(m_fin);
uchar pixels[4096];
int writePos = 0;
int read = 0;
// decompress pixels
while(read < pixelDataSize) {
uint16 transparentPixels, coloredPixels;
m_fin.read((char*)&transparentPixels, 2);
m_fin.read((char*)&coloredPixels, 2);
for(int i = 0; i < transparentPixels; i++) {
pixels[writePos + 0] = 0x00;
pixels[writePos + 1] = 0x00;
pixels[writePos + 2] = 0x00;
pixels[writePos + 3] = 0x00;
writePos += 4;
}
for(int i = 0; i < coloredPixels; i++) {
pixels[writePos + 0] = fw::getu8(m_fin);
pixels[writePos + 1] = fw::getu8(m_fin);
pixels[writePos + 2] = fw::getu8(m_fin);
pixels[writePos + 3] = 0xFF;
writePos += 4;
}
read += 4 + (3 * coloredPixels);
}
// fill remaining pixels with alpha
while(writePos < 4096) {
pixels[writePos + 0] = 0x00;
pixels[writePos + 1] = 0x00;
pixels[writePos + 2] = 0x00;
pixels[writePos + 3] = 0x00;
writePos += 4;
}
return TexturePtr(new Texture(32, 32, 4, pixels));
}
TexturePtr SpriteManager::getSpriteTexture(int id)
{
if(id == 0)
return g_graphics.getEmptyTexture();
assert(id <= m_spritesCount);
// load sprites on demand
TexturePtr texture = m_sprites[id-1];
if(!texture) {
texture = loadSprite(id);
m_sprites[id-1] = texture;
}
//TODO: release unused sprites textures after X seconds
// to avoid massive texture allocations
return texture;
}