PerlRPG/PerlRPG/Assets.pm

225 lines
5.0 KiB
Perl

package PerlRPG::Assets;
use strict;
require Exporter;
use SDL;
use SDL::Event;
use SDLx::App;
use SDLx::Sprite;
use SDLx::Sprite::Animated;
use PerlRPG::Console;
use PerlRPG::Game;
use vars qw/%files @ISA @EXPORT @EXPORT_OK/;
@ISA = qw/Exporter/;
@EXPORT = qw/ScanDirectory GetAsset GetAssetType LoadAssets UnloadAsset/;
@EXPORT_OK = ();
# Check %files cache for file location, otherwise search in path
sub FindFile {
my $filename=shift(@_);
if(exists $files{$filename}) {
return $files{$filename}{'Location'};
}
my $full = FindFileInDir(GetOption('ResourceDir'), $filename);
if($full) {
$files{$filename}={
'Loaded' => 0,
'Location' => $full,
};
LogData(DEBUG, "Located '$filename' at '$full'");
return $full;
}
LogData(WARN, "Unable to locate file '$filename' in Resource Path");
return undef;
}
# Search for filename in path given and all sub-directories (Recursive)
sub FindFileInDir {
my($dir, $filename)=@_;
if(-f "$dir/$filename") {
return "$dir/$filename";
}
foreach my $file (<$dir/*>) {
next unless(-d $file);
if(my $res = FindFileInDir($file, $filename)) {
return $res;
}
}
return undef;
}
# Scan every file in path given and add to %files (Recursive)
sub ScanDirectory {
my $path = shift(@_);
foreach my $file (<$path/*>) {
if(-d $file) {
ScanDirectory($file);
} else {
my($fname)=$file=~/.+\/(.+?)$/;
$files{$fname}={
'Loaded' => 0,
'Location' => $file,
};
}
}
}
# Load all assets with given file extension
sub LoadAssets {
my @res;
foreach my $ext (@_) {
LogData(DEBUG, "Loading *.$ext assets");
foreach my $file (grep { /\.$ext$/i } (keys %files)) {
LoadAsset($file, $files{$file}{'Location'}) unless($files{$file}{'Loaded'});
push @res, $file;
}
}
return @res;
}
# Return the asset object
sub GetAsset {
my($file)=@_;
if(!exists $files{$file} || !$files{$file}{'Loaded'}) {
if(!LoadAsset($file)) {
return undef;
}
}
return $files{$file}{ $files{$file}{'Type'} };
}
# Return asset object type
sub GetAssetType {
my($file)=@_;
if(!exists $files{$file} || !$files{$file}{'Loaded'}) {
if(!LoadAsset($file)) {
return undef;
}
}
return $files{$file}{'Type'};
}
sub UnloadAsset {
my($file)=@_;
if(exists $files{$file}) {
$files{$file}{'Loaded'} = 0;
delete $files{$file}{ $files{$file}{'Type'} };
$files{$file}{'Type'} = '';
}
}
sub LoadAsset {
my($file, $filename)=@_;
if(!$filename && !($filename = FindFile($file))) {
LogData(FATAL, "Unable to load asset file '$file'; Unable to find file.");
SetOption('Running', 0);
}
if(exists $files{$file}) {
if($files{$file}{'Loaded'}) {
return $files{$file};
}
} else {
$files{$file}={
'Loaded' => 0,
'Location' => $filename,
};
}
my($ext)=$file=~/.+\.(.+?)$/;
$ext = lc($ext);
if(grep { $_ eq $ext } (qw/png jpg jpeg bmp/)) {
$files{$file}{'Type'} = 'Sprite';
my $sprite = SDLx::Sprite->new(
image => $files{$file}{'Location'},
);
if(!$sprite) {
LogData(ERROR, "Unable to load sprite '$filename': $!");
return undef;
}
$files{$file}{'Sprite'} = $sprite;
} elsif($ext eq 'vs') {
unless(open(IN, $filename)) {
LogData(ERROR, "Unable to load '$filename': $!");
return undef;
}
my @frames = <IN>;
chomp(@frames);
close(IN);
LoadVirtualSprite($file, @frames);
} elsif($ext eq 'gs') {
unless(open(IN, $filename)) {
LogData(ERROR, "Unable to load '$filename': $!");
return undef;
}
$files{$file}{'Type'} = 'Script';
$files{$file}{'Script'} = [<IN>];
close(IN);
chomp @{$files{$file}{'Script'}};
} else {
LogData(WARN, "Unable to pre-load asset of type '$ext'");
return undef;
}
$files{$file}{'Loaded'} = 1;
return $files{$file};
}
sub LoadVirtualSprite {
my($name, @files)=@_;
if(exists $files{$name} && $files{$name}{'Loaded'}) {
return $files{$name};
}
foreach (@files) {
if(!LoadAsset($_)) {
LogData(ERROR, "Unable to load virtual sprite, error loading one or more assets.");
return undef;
}
LogData(DEBUG, "Adding asset $_ to virtual sprite $name");
}
my @frames = map { $files{$_}{'Sprite'}->surface() } (@files);
my $h = $frames[0]->height();
my $hp = 0;
my $newsurface = SDLx::Surface->new( width => $frames[0]->width(),
height => $h * (@frames-0),
format => $frames[0]->format(),
pitch => $frames[0]->pitch(),
flags => $frames[0]->flags(),
);
$newsurface->draw_rect( [0, 0, $newsurface->width(), $newsurface->height()], [0, 0, 0, 255]);
#SDL::Video::set_alpha( $newsurface, SDL::Video::SDL_SRCALPHA, 0);
foreach (@frames) {
#SDL::Video::set_alpha( $_, SDL::Video::SDL_SRCALPHA, 255);
#FIXME - This call ignores the source alpha channel
$_->blit( $newsurface, undef, [0, $hp, $_->width(), $_->height()]);
$hp += $h;
}
my $anim = SDLx::Sprite::Animated->new( surface => $newsurface,
width => $newsurface->width(),
height => $h,
step_x => $newsurface->width(),
step_y => $h,
);
$files{$name}{'Loaded'} = 1;
$files{$name}{'Type'} = 'ASprite';
$files{$name}{'ASprite'} = $anim;
return $anim;
}
1;