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Aquaria/BBGE/Tileset.cpp

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#include "Tileset.h"
#include "SimpleIStringStream.h"
#include "Base.h"
#include "ttvfs_stdio.h"
#include "TextureMgr.h"
#include "Core.h"
Tileset::Tileset()
{
}
Tileset::~Tileset()
{
clear();
}
bool Tileset::loadFile(const char *fn, const unsigned char *usedIdx, size_t usedIdxLen)
{
clear();
InStream in(fn);
if(!in)
return false;
bool warn = false;
std::string line, gfx;
while (std::getline(in, line))
{
gfx.clear();
int idx=-1, w=0, h=0;
SimpleIStringStream is(line.c_str(), SimpleIStringStream::REUSE);
is >> idx >> gfx >> w >> h;
if(idx >= 0 && !gfx.empty())
{
if(idx < 1024)
{
ElementTemplate *et = new ElementTemplate;
et->idx = idx;
et->gfx = gfx;
et->w = w;
et->h = h;
elementTemplates.push_back(et);
}
else
warn = true;
}
}
in.close();
if(warn)
errorLog("Tileset indices of 1024 and above are reserved; ignored during load");
std::sort(elementTemplates.begin(), elementTemplates.end());
// begin preloading textures
std::vector<std::string> usedTex;
usedTex.reserve(elementTemplates.size()); // optimistically assume all textures in the tileset are used
for (size_t i = 0; i < elementTemplates.size(); i++)
{
size_t idx = elementTemplates[i]->idx;
if (!usedIdx || (idx < usedIdxLen && usedIdx[idx]))
usedTex.push_back(elementTemplates[i]->gfx);
}
std::sort(usedTex.begin(), usedTex.end());
// drop duplicates
usedTex.resize(std::distance(usedTex.begin(), std::unique(usedTex.begin(), usedTex.end())));
{
std::ostringstream os;
os << "Loading " << usedTex.size()
<< " used textures out of the " << elementTemplates.size() << " tileset entries";
debugLog(os.str());
}
// preload all used textures
size_t loaded = 0;
if(usedTex.size())
loaded = core->texmgr.loadBatch(NULL, &usedTex[0], usedTex.size());
{
std::ostringstream os;
os << "Loaded " << loaded << " textures successfully";
debugLog(os.str());
}
// finalize
size_t nfailed = 0;
std::ostringstream failed;
for (size_t i = 0; i < elementTemplates.size(); i++)
{
ElementTemplate *et = elementTemplates[i];
// only check those that are actualy loaded; otherwise this would load in textures
// that we didn't bother to batch-load above
if(!usedIdx || (et->idx < usedIdxLen && usedIdx[et->idx]))
{
et->finalize(); // assigns width/height and caches texture pointer
if(!et->tex)
{
++nfailed;
failed << et->gfx << " ";
}
}
}
if(nfailed)
{
std::ostringstream os;
os << "The following " << nfailed << " textures failed to load and would be used by tiles:";
debugLog(os.str());
debugLog(failed.str());
}
return true;
}
void Tileset::clear()
{
for(size_t i = 0; i < dummies.size(); ++i)
delete dummies[i];
dummies.clear();
for(size_t i = 0; i < elementTemplates.size(); ++i)
delete elementTemplates[i];
elementTemplates.clear();
}
const ElementTemplate *Tileset::getByIdx(size_t idx)
{
for (size_t i = 0; i < elementTemplates.size(); i++)
{
ElementTemplate *et = elementTemplates[i];
if (et->idx == idx)
{
et->finalize(); // HACK: make sure the texture is loaded before this gets used
return et;
}
}
// a tile that gets an ET attached must remember its tileset id even if the entry is not present
// in the tileset. since the tile does not store the idx as an integer, we need to return a dummy element.
for (size_t i = 0; i < dummies.size(); i++)
{
ElementTemplate *et = dummies[i];
if (et->idx == idx)
return et;
}
{
std::ostringstream os;
os << "Tileset idx " << idx << " not found, creating dummy";
debugLog(os.str());
}
ElementTemplate *dummy = new ElementTemplate;
dummy->idx = idx;
dummy->finalize();
dummies.push_back(dummy);
return dummy;
}
const ElementTemplate* Tileset::getAdjacent(size_t idx, int direction, bool wraparound)
{
ElementTemplate *et = _getAdjacent(idx, direction, wraparound);
if(et)
et->finalize(); // load just in case
return et;
}
ElementTemplate::~ElementTemplate()
{
if(ownsVertexbuf)
delete const_cast<DynamicGPUBuffer*>(vertexbuf);
}
void ElementTemplate::finalize()
{
if(!gfx.empty())
tex = core->getTexture(gfx); // may end up NULL
if(tex)
{
if(!w)
w = tex->width;
if(!h)
h = tex->height;
}
else
{
if(!w)
w = 64;
if(!h)
h = 64;
}
if(tu1 == 0 && tv1 == 0 && tu2 == 1 && tv2 == 1)
{
// this avoids buffer switches later on
vertexbuf = core->getDefaultQuadVertexBuffer();
ownsVertexbuf = false;
}
else
{
DynamicGPUBuffer *vb = ownsVertexbuf
? const_cast<DynamicGPUBuffer*>(vertexbuf)
: new DynamicGPUBuffer(GPUBUF_STATIC | GPUBUF_VERTEXBUF);
vb->initQuadVertices(tu1, tv1, tu2, tv2);
vertexbuf = vb;
ownsVertexbuf = true;
}
}
ElementTemplate * Tileset::_getAdjacent(size_t idx, int direction, bool wraparound)
{
assert(direction == 1 || direction == -1);
const size_t maxn = elementTemplates.size();
size_t closest = 0;
int mindiff = 0;
for (size_t i = 0; i < maxn; i++)
{
if (elementTemplates[i]->idx == idx)
{
if(wraparound)
{
if(!i && direction < 0)
return elementTemplates.back();
if(i + direction >= maxn)
return elementTemplates[0];
}
else
i += direction; // may underflow
return i < maxn ? elementTemplates[i] : NULL;
}
int diff = labs((int)elementTemplates[i]->idx - (int)idx);
if(diff < mindiff || !mindiff)
{
mindiff = diff;
closest = i;
}
}
// not found? pick whatever was closest to the non-existing idx, and go back/forward from there
// avoid going "twice" in the given direction
if(closest < idx && direction < 0)
direction = 0; // this is already a step back, don't step again
else if(closest > idx && direction > 0)
direction = 0; // this is already a step forward, don't step again
else if(wraparound)
{
if(!closest && direction < 0)
return elementTemplates.back();
if(closest + direction >= maxn)
return elementTemplates[0];
}
size_t i = closest + direction;
return i < maxn ? elementTemplates[i] : NULL;
}