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otyaSMILEBASIC/SMILEBASIC/sprite.d

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module otya.smilebasic.sprite;
import otya.smilebasic.petitcomputer;
import otya.smilebasic.error;
import derelict.sdl2.sdl;
import derelict.opengl3.gl;
enum SpriteAttr
{
none = 0,
show = 0b00001,
rotate90 = 0b00010,
rotate180 = 0b00100,
rotate270 = 0b00110,
hflip = 0b01000,//yoko
vflip = 0b10000,//tate
}
enum SpriteAnimTarget
{
XY = 0,
Z,
UV,
I,
R,
S,
C,
V,
relative = 8,
}
struct SpriteAnimState
{
union
{
struct
{
double x, y;
}
struct
{
double z;
}
struct
{
int u, v;
}
struct
{
int i;
}
struct
{
double r;
}
struct
{
double scalex, scaley;
}
struct
{
uint c;
}
struct
{
double var;
}
}
}
struct SpriteAnimData
{
bool relative;//相対座標として扱うか
int frame;//何フレームごとに動かすか
int elapse;//何フレーム目か
//int repeatcount;//何回目のループか
//int loop;//何回ループするか(0で無限ループ)
bool interpolation;//線形補完するかどうか
SpriteAnimState data;
SpriteAnimState old;
int load(int i, ref SpriteData sprite, SpriteAnimTarget target, double[] data)
{
this.frame = cast(int)data[i];
if(this.frame < 0)
{
this.frame = -this.frame;
interpolation = true;
}
if(this.frame == 0)
{
throw new IllegalFunctionCall("SPANIM");
}
i++;
switch(target)
{
case SpriteAnimTarget.XY:
this.data.x = cast(int)data[i++];
this.data.y = cast(int)data[i++];
this.old.x = sprite.x;
this.old.y = sprite.y;
break;
case SpriteAnimTarget.Z:
this.data.z = cast(int)data[i++];
this.old.z = sprite.z;
break;
case SpriteAnimTarget.UV:
this.data.u = cast(int)data[i++];
this.data.v = cast(int)data[i++];
this.old.u = sprite.u;
this.old.v = sprite.v;
break;
case SpriteAnimTarget.I:
this.data.i = cast(int)data[i++];
this.old.i = sprite.defno;
break;
case SpriteAnimTarget.R:
this.data.r = data[i++];
break;
case SpriteAnimTarget.S:
this.data.scalex = data[i++];
this.data.scaley = data[i++];
this.old.scalex = sprite.scalex;
this.old.scaley = sprite.scaley;
break;
case SpriteAnimTarget.C:
this.data.c = cast(uint)data[i++];
break;
case SpriteAnimTarget.V:
this.data.var = data[i++];
break;
default:
throw new IllegalFunctionCall("SPANIM");
}
return i;
}
}
struct SpriteDef
{
int u, v, w, h, hx, hy;
SpriteAttr a;
}
struct SpriteData
{
bool isAnim;
int id;
int defno;
double x, y;
int homex, homey;
double z;/*!*/
int u, v, w, h;//個々で保持してるみたい,SPSETをして後でSPDEFをしても変化しない
uint color;
double[8] var;
SpriteAttr attr;
bool define;//定義されてればtrue
double scalex;
double scaley;
this(bool flag)
{
define = false;
}
this(int id, int defno)
{
x = 0;
y = 0;
this.id = id;
this.defno = defno;
this.color = -1;
this.attr = SpriteAttr.show;
this.define = true;
scalex = 1;
scaley = 1;
}
this(int id, int u, int v, int w, int h)
{
x = 0;
y = 0;
this.id = id;
this.u = u;
this.v = v;
this.w = w;
this.h = h;
this.color = -1;
this.attr = SpriteAttr.show;
this.define = true;
scalex = 1;
scaley = 1;
}
this(int id, ref SpriteDef spdef, int defno)
{
x = 0;
y = 0;
this.id = id;
this.u = spdef.u;
this.v = spdef.v;
this.w = spdef.w;
this.h = spdef.h;
this.color = -1;
this.attr = spdef.a;
this.homex = spdef.hx;
this.homey = spdef.hy;
this.define = true;
scalex = 1;
scaley = 1;
this.defno = defno;
}
SpriteAnimData[][SpriteAnimTarget.V] anim;
int[SpriteAnimTarget.V] animindex;
int[SpriteAnimTarget.V] animloop;
int[SpriteAnimTarget.V] animloopcnt;
void setAnimation(SpriteAnimData[] anim, SpriteAnimTarget sat, int loop)
{
this.anim[sat] = anim;
if(loop < 0)
{
throw new IllegalFunctionCall("SPANIM");
}
animloop[sat] = loop;
animloopcnt[sat] = 0;
isAnim = true;
}
void clear()
{
this.define = false;
this.attr = SpriteAttr.none;
}
void change(SpriteDef s)
{
this.u = s.u;
this.v = s.v;
this.w = s.w;
this.h = s.h;
this.homex = s.hx;
this.homey = s.hy;
this.attr = s.a;
}
}
class Sprite
{
SpriteDef[] SPDEFTable;
SpriteData[] sprites;
PetitComputer petitcom;
string spdefTableFile = "spdef.csv";
void initUVTable()
{
SPDEFTable = new SpriteDef[4096];
//UVTable[] = SDL_Rect(0, 0, 16, 16);//Ichigo
for(int i = 0; i < 4096; i++)
{
SPDEFTable[i] = SpriteDef(0, 0, 16, 16, 0, 0, SpriteAttr.show);
}
SPDEFTable[4095] = SpriteDef(192, 480, 96, 32, 48, 16, SpriteAttr.show);
//UVTable[] = SDL_Rect(192, 480, 96, 32);
import std.csv;
import std.typecons;//I X Y W H HX HY ATTR
import std.file;
import std.stdio;
import std.algorithm;
auto file = File(spdefTableFile, "r");
file.readln();//一行読み飛ばす
auto csv = file.byLine.joiner("\n").csvReader!(Tuple!(int, "I", int, "X" ,int, "Y", int, "W", int, "H", int, "HX", int, "HY", int, "ATTR"));
foreach(record; csv)
{
SPDEFTable[record.I] = SpriteDef(record.X, record.Y, record.W, record.H, record.HX, record.HY, cast(SpriteAttr)record.ATTR);
}
}
void spchr(int i, int d)
{
sprites[i].change(SPDEFTable[d]);
}
this(PetitComputer petitcom)
{
sprites = new SpriteData[512];
sprites[] = SpriteData(false);
initUVTable;
this.petitcom = petitcom;
}
void animation(ref SpriteData sprite)
{
foreach(i, ref d; sprite.anim)
{
if(!d) continue;//未定義
SpriteAnimTarget target = cast(SpriteAnimTarget)i;
int index = sprite.animindex[i];
SpriteAnimData* data = &d[index];
data.elapse = data.elapse + 1;
auto frame = data.elapse;
if(data.interpolation)
{
//線形補完する奴
switch(target)
{
case SpriteAnimTarget.XY:
sprite.x = data.old.x + ((data.data.x - data.old.x) / data.frame) * frame;
sprite.y = data.old.y + ((data.data.y - data.old.y) / data.frame) * frame;
break;
case SpriteAnimTarget.Z:
sprite.z = data.old.z + ((data.data.z - data.old.z) / data.frame) * frame;
break;
case SpriteAnimTarget.UV:
sprite.u = data.old.u + ((data.data.u - data.old.u) / data.frame) * frame;
sprite.v = data.old.v + ((data.data.v - data.old.v) / data.frame) * frame;
break;
case SpriteAnimTarget.I:
sprite.defno = data.old.i + ((data.data.i - data.old.i) / data.frame) * frame;
spchr(sprite.id, sprite.defno);
break;
case SpriteAnimTarget.R:
break;
case SpriteAnimTarget.S:
sprite.scalex = data.old.scalex + ((data.data.scalex - data.old.scalex) / data.frame) * frame;
sprite.scaley = data.old.scaley + ((data.data.scaley - data.old.scaley) / data.frame) * frame;
break;
case SpriteAnimTarget.C:
break;
case SpriteAnimTarget.V:
break;
default:
break;
}
}
if(frame >= data.frame)
{
if(!data.interpolation)
{
switch(target)
{
case SpriteAnimTarget.XY:
sprite.x = data.data.x;
sprite.y = data.data.y;
break;
case SpriteAnimTarget.Z:
sprite.z = data.data.z;
break;
case SpriteAnimTarget.UV:
sprite.u = data.data.u;
sprite.v = data.data.v;
break;
case SpriteAnimTarget.I:
sprite.defno = data.data.i;
spchr(sprite.id, sprite.defno);
break;
case SpriteAnimTarget.R:
break;
case SpriteAnimTarget.S:
sprite.scalex = data.data.scalex;
sprite.scaley = data.data.scaley;
break;
case SpriteAnimTarget.C:
break;
case SpriteAnimTarget.V:
break;
default:
break;
}
}
sprite.animindex[i] = (sprite.animindex[i] + 1) % d.length;
data.elapse = 0;
if(sprite.animloop[i] == 0)
{
continue;
}
sprite.animloop[i]++;
if(sprite.animloop[i] >= sprite.animloopcnt[i])
{
sprite.anim[i] = null;
continue;
}
continue;
}
}
}
bool lll;
double d = 0;
import std.algorithm;
void render()
{
auto texture = petitcom.GRP[petitcom.sppage].glTexture;
float z = -0.01f;
glBindTexture(GL_TEXTURE_2D, texture);
glEnable(GL_TEXTURE_2D);
// glDisable(GL_TEXTURE_2D);
foreach(i,ref sprite; sprites)
{
//定義されてたら動かす
if(sprite.define)
{
animation(sprite);
}
if(sprite.attr & SpriteAttr.show)
{
int x = cast(int)sprite.x - cast(int)(sprite.homex * sprite.scalex);
int y = cast(int)sprite.y - cast(int)(sprite.homey * sprite.scaley);
int w = sprite.w;
int h = sprite.h;
if((sprite.attr & SpriteAttr.rotate90) == SpriteAttr.rotate90)
{
swap(w, h);
}
int x2 = cast(int)x + w;//-1
int y2 = cast(int)y + h;
int u = cast(int)sprite.u;
int v = cast(int)sprite.v;
int u2 = cast(int)sprite.u + sprite.w;//-1
int v2 = cast(int)sprite.v + sprite.h;
float flipx = cast(float)sprite.scalex, flipy = cast(float)sprite.scaley, flipx2 = x, flipy2 = y;
if(sprite.attr & SpriteAttr.hflip)
{
flipx = -flipx;
flipx2 = x2;
}
if(sprite.attr & SpriteAttr.hflip)
{
flipy = -flipy;
flipy2 = y2;
}
glTranslatef((flipx2) / 200f - 1,1 - ((flipy2) / 120f), z);
glScalef(flipx, flipy, 1f);
glRotatef(d, 0.0f, 0.0f, 1.0f );
glBegin(GL_QUADS);
glColor3f(1.0, 1.0, 1.0);
if(sprite.attr == SpriteAttr.show)
{
//d+=0.01;
glTexCoord2f(u / 512f - 1, v / 512f - 1);
glVertex3f(0, 0, z);//1
glTexCoord2f(u / 512f - 1 , v2 / 512f - 1);
glVertex3f(0, -(sprite.h / 120f), z);//2
glTexCoord2f(u2 / 512f - 1, v2 / 512f - 1);
glVertex3f(sprite.w / 200f, -(sprite.h / 120f), z);//3
glTexCoord2f(u2 / 512f - 1, v / 512f - 1);
glVertex3f(sprite.w / 200f, 0, z);//4
glEnd();
glLoadIdentity();
continue;
}
if((sprite.attr & SpriteAttr.rotate270) == SpriteAttr.rotate270)
{
glTexCoord2f(u2 / 512f - 1, v / 512f - 1);//3
glVertex3f(0, 0, z);//1
glTexCoord2f(u / 512f - 1, v / 512f - 1);//1
glVertex3f(0, -(h / 120f), z);//
glTexCoord2f(u / 512f - 1 , v2 / 512f - 1);//2
glVertex3f(w / 200f, -(h / 120f), z);//3
glTexCoord2f(u2 / 512f - 1, v2 / 512f - 1);//4
glVertex3f(w / 200f, 0, z);//4
glEnd();
glLoadIdentity();
continue;
}
if((sprite.attr & SpriteAttr.rotate90) == SpriteAttr.rotate90)
{
glTexCoord2f(u / 512f - 1 , v2 / 512f - 1);//2
glVertex3f(0, 0, z);//1
glTexCoord2f(u2 / 512f - 1, v2 / 512f - 1);//3
glVertex3f(0, -(h / 120f), z);//2
glTexCoord2f(u2 / 512f - 1, v / 512f - 1);//4
glVertex3f(w / 200f, -(h / 120f), z);//3
glTexCoord2f(u / 512f - 1, v / 512f - 1);//1
glVertex3f(w / 200f, 0, z);//4
glEnd();
glLoadIdentity();
continue;
}
if((sprite.attr & SpriteAttr.rotate180) == SpriteAttr.rotate180)
{
glTexCoord2f(u2 / 512f - 1, v2 / 512f - 1);//4
glVertex3f(0, 0, z);//1
glTexCoord2f(u2 / 512f - 1, v / 512f - 1);//3
glVertex3f(0, -(h / 120f), z);//2
glTexCoord2f(u / 512f - 1, v / 512f - 1);//1
glVertex3f(w / 200f, -(h / 120f), z);//3
glTexCoord2f(u / 512f - 1 , v2 / 512f - 1);//2
glVertex3f(w / 200f, 0, z);//4
glEnd();
glLoadIdentity();
continue;
}
glEnd();
glLoadIdentity();
continue;
}
}
}
void spset(int id, int defno)
{
sprites[id] = SpriteData(id, SPDEFTable[defno], defno);
}
void spofs(int id, int x, int y)
{
sprites[id].x = x;
sprites[id].y = y;
}
void sphide(int id)
{
sprites[id].attr ^= SpriteAttr.show;
}
void spshow(int id)
{
sprites[id].attr |= SpriteAttr.show;
}
void spanim(int id, wstring target, double[] data)
{
bool relative = false;
if(target[$ - 1..$] == "+")
{
target = target[0..$-1];
relative = true;
}
spanim(id, spriteAnimTarget[target] | (relative ? SpriteAnimTarget.relative : cast(SpriteAnimTarget)0), data);
}
static SpriteAnimTarget[wstring] spriteAnimTarget;
static this()
{
spriteAnimTarget = [
"XY": SpriteAnimTarget.XY,
"Z": SpriteAnimTarget.Z,
"UV": SpriteAnimTarget.UV,
"I": SpriteAnimTarget.I,
"R": SpriteAnimTarget.R,
"S": SpriteAnimTarget.S,
"C": SpriteAnimTarget.C,
"V": SpriteAnimTarget.V,
];
}
void spanim(int id, SpriteAnimTarget target, double[] data)
{
bool relative;
if(SpriteAnimTarget.relative & target)
{
relative = true;
target ^= SpriteAnimTarget.relative;
}
int animcount = data.length / ((target == SpriteAnimTarget.XY || target == SpriteAnimTarget.UV) ? 3 : 2);
SpriteAnimData[] animdata = new SpriteAnimData[animcount];
int j;
int loop = 1;
for(int i = 0; i < data.length;)
{
i = animdata[j++].load(i, sprites[id], target, data);
if(data.length - i == 1)
{
//loop
loop = cast(int)data[i];
break;
}
}
sprites[id].setAnimation(animdata, target, loop);
}
void spclr(int id)
{
sprites[id].clear;
}
void spclr()
{
for(int i = 0; i < sprites.length; i++)
{
spclr(i);
}
}
void sphome(int i, int hx, int hy)
{
sprites[i].homex = hx;
sprites[i].homey = hy;
}
void spscale(int i, int x, int y)
{
sprites[i].scalex = x;
sprites[i].scaley = y;
}
}