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graphics.lua
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graphics.lua
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--[[ Copyright (c) 2009 Peter "Corsix" Cawley
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE. --]]
local TH = require("TH")
local pathsep = package.config:sub(1, 1)
--! Layer for loading (and subsequently caching) graphical resources.
--! The Graphics class handles loading and caching of graphics resources.
-- It can adapt as the API to C changes, and hide these changes from most of
-- the other Lua code.
class "Graphics"
---@type Graphics
local Graphics = _G["Graphics"]
local cursors_name = {
default = 1,
clicked = 2,
resize_room = 3,
edit_room = 4,
ns_arrow = 5,
we_arrow = 6,
nswe_arrow = 7,
move_room = 8,
sleep = 9,
kill_rat = 10,
kill_rat_hover = 11,
epidemic_hover = 12,
epidemic = 13,
grab = 14,
quit = 15,
staff = 16,
repair = 17,
patient = 18,
queue = 19,
queue_drag = 20,
bank = 36,
banksummary = 44,
}
local cursors_palette = {
[36] = "Bank01V.pal",
[44] = "Stat01V.pal",
}
function Graphics:Graphics(app)
self.app = app
self.target = self.app.video
-- The cache is used to avoid reloading an object if it is already loaded
self.cache = {
raw = {},
tabled = {},
palette = {},
palette_greyscale_ghost = {},
ghosts = {},
anims = {},
language_fonts = {},
cursors = setmetatable({}, {__mode = "k"}),
}
self.custom_graphics = {}
-- The load info table records how objects were loaded, and is used to
-- persist objects as instructions on how to load them.
self.load_info = setmetatable({}, {__mode = "k"})
-- If the video target changes then resources will need to be reloaded
-- (at least with some rendering engines). Note that reloading is different
-- to loading (as in load_info), as reloading is done while the application
-- is running, upon objects which are already loaded, whereas loading might
-- be done with a different graphics engine, or might only need to grab an
-- object from the cache.
self.reload_functions = setmetatable({}, {__mode = "k"})
-- Cursors and fonts need to be reloaded after sprite sheets, as they are
-- created from sprite sheets.
self.reload_functions_last = setmetatable({}, {__mode = "k"})
self:loadFontFile()
local graphics_folder = nil
if self.app.config.use_new_graphics then
-- Check if the config specifies a place to look for graphics in.
-- Otherwise check in the default "Graphics" folder.
graphics_folder = self.app.config.new_graphics_folder or self.app:getFullPath("Graphics", true)
if graphics_folder:sub(-1) ~= pathsep then
graphics_folder = graphics_folder .. pathsep
end
local graphics_config_file = graphics_folder .. "file_mapping.txt"
local result, err = loadfile_envcall(graphics_config_file)
if not result then
print("Warning: Failed to read custom graphics configuration:\n" .. err)
else
result(self.custom_graphics)
if not self.custom_graphics.file_mapping then
print("Error: An invalid custom graphics mapping file was found")
end
end
end
self.custom_graphics_folder = graphics_folder
end
--! Tries to load the font file given in the config file as unicode_font.
--! If it is not found it tries to find one in the operating system.
function Graphics:loadFontFile()
local lfs = require("lfs")
local function check(path) return path and lfs.attributes(path, "mode") == "file" end
-- Load the Unicode font, if there is one specified.
local config_path = self.app.config.unicode_font
-- Try a font that commonly comes with the operating system.
local os_path, font_file
local windir = os.getenv("WINDIR")
if windir and windir ~= "" then
os_path = windir .. pathsep .. "Fonts" .. pathsep .. "ARIALUNI.TTF"
elseif self.app.os == "macos" then
os_path = "/Library/Fonts/Arial Unicode.ttf"
else
os_path = "/usr/share/fonts/truetype/arphic/uming.ttc"
end
if check(config_path) then font_file = config_path
elseif check(os_path) then
font_file = os_path
print("Configured unicode font not found, using " .. font_file .. " instead.")
print("This will be written to the config file.")
elseif config_path ~= nil then
print("Configured unicode font not found, no fallback available.")
return
end
local font = font_file and io.open(font_file, "rb")
if font then
self.ttf_font_data = font:read("*a")
font:close()
if self.ttf_font_data and self.app.config.unicode_font ~= font_file then
self.app.config.unicode_font = font_file
self.app:saveConfig()
end
end
end
function Graphics:loadMainCursor(id)
if type(id) ~= "number" then
id = cursors_name[id]
end
if id > 20 then -- SPointer cursors
local cursor_palette = self:loadPalette("QData", cursors_palette[id], true)
return self:loadCursor(self:loadSpriteTable("QData", "SPointer", false, cursor_palette), id - 20)
else
return self:loadCursor(self:loadSpriteTable("Data", "MPointer"), id)
end
end
function Graphics:loadCursor(sheet, index, hot_x, hot_y)
local sheet_cache = self.cache.cursors[sheet]
if not sheet_cache then
sheet_cache = {}
self.cache.cursors[sheet] = sheet_cache
end
local cursor = sheet_cache[index]
if not cursor then
hot_x = hot_x or 0
hot_y = hot_y or 0
cursor = TH.cursor()
if not cursor:load(sheet, index, hot_x, hot_y) then
cursor = {
draw = function(canvas, x, y)
sheet:draw(canvas, index, x - hot_x, y - hot_y)
end,
}
else
local function cursor_reloader(res)
assert(res:load(sheet, index, hot_x, hot_y))
end
self.reload_functions_last[cursor] = cursor_reloader
end
sheet_cache[index] = cursor
self.load_info[cursor] = {self.loadCursor, self, sheet, index, hot_x, hot_y}
end
return cursor
end
local function makeGreyscaleGhost(pal)
local remap = {}
-- Convert pal from a string to an array of palette entries
local entries = {}
for i = 1, #pal, 3 do
local entry = {pal:byte(i, i + 2)} -- R, G, B at [1], [2], [3]
entries[(i - 1) / 3] = entry
end
-- For each palette entry, convert it to grey and then find the nearest
-- entry in the palette to that grey.
for i = 0, #entries do
local entry = entries[i]
local grey = entry[1] * 0.299 + entry[2] * 0.587 + entry[3] * 0.114
local grey_index = 0
local grey_diff = 100000 -- greater than 3*63^2 (TH uses 6 bit colour channels)
for j = 0, #entries do
local replace_entry = entries[j]
local diff_r = replace_entry[1] - grey
local diff_g = replace_entry[2] - grey
local diff_b = replace_entry[3] - grey
local diff = diff_r * diff_r + diff_g * diff_g + diff_b * diff_b
if diff < grey_diff then
grey_diff = diff
grey_index = j
end
end
remap[i] = string.char(grey_index)
end
-- Convert remap from an array to a string
return table.concat(remap, "", 0, 255)
end
--! Load a palette file
--!param dir (string) The directory of the palette relative to the HOSPITAL directory
--!param name (string) The name of the palette file
--!param transparent_255 (boolean) Whether the 255th entry in the palette should be transparent
--!return (palette, string) The palette and a string representing the palette converted to greyscale
function Graphics:loadPalette(dir, name, transparent_255)
name = name or "MPalette.dat"
if self.cache.palette[name] then
local li = self.load_info[self.cache.palette[name]]
if li and li[5] ~= transparent_255 then
print("Warning: palette " .. name .. " requested with different flags than stored")
end
return self.cache.palette[name],
self.cache.palette_greyscale_ghost[name]
end
local data = self.app:readDataFile(dir or "Data", name)
local palette = TH.palette()
palette:load(data)
if transparent_255 then
palette:setEntry(255, 0xFF, 0x00, 0xFF)
end
self.cache.palette_greyscale_ghost[name] = makeGreyscaleGhost(data)
self.cache.palette[name] = palette
self.load_info[palette] = {self.loadPalette, self, dir, name, transparent_255}
return palette, self.cache.palette_greyscale_ghost[name]
end
function Graphics:loadGhost(dir, name, index)
local cached = self.cache.ghosts[name]
if not cached then
local data = self.app:readDataFile(dir, name)
cached = data
self.cache.ghosts[name] = cached
end
return cached:sub(index * 256 + 1, index * 256 + 256)
end
--! Load a bitmap from a dat file and palette
--!
--!param name (string) The file name of the bitmap without the .dat extension
--!param width (int) The width of the bitmap. Defaults to 640
--!param height (int) The height of the bitmap. Defaults to 480
--!param dir (string) The directory of the bitmap. Defaults to QData
--!param paldir (string) The directory of the palette.
--!param pal (string) The name of the palette
--!param transparent_255 (boolean) Whether the 255th entry of the palette should be transparent
function Graphics:loadRaw(name, width, height, dir, paldir, pal, transparent_255)
if self.cache.raw[name] then
return self.cache.raw[name]
end
width = width or 640
height = height or 480
dir = dir or "QData"
paldir = paldir or dir
pal = pal or (name .. ".pal")
local data = self.app:readDataFile(dir, name .. ".dat")
data = data:sub(1, width * height)
local bitmap = TH.bitmap()
local palette = self:loadPalette(paldir, pal, transparent_255)
bitmap:setPalette(palette)
assert(bitmap:load(data, width, self.target))
local function bitmap_reloader(bm)
bm:setPalette(palette)
local bitmap_data = self.app:readDataFile(dir, name .. ".dat")
bitmap_data = bitmap_data:sub(1, width * height)
assert(bm:load(bitmap_data, width, self.target))
end
self.reload_functions[bitmap] = bitmap_reloader
self.cache.raw[name] = bitmap
self.load_info[bitmap] = {self.loadRaw, self, name, width, height, dir, paldir, pal, transparent_255}
return bitmap
end
function Graphics:loadBuiltinFont()
local font = self.builtin_font
if not font then
local dat, tab, pal = TH.GetBuiltinFont()
local function dernc(x)
if x:sub(1, 3) == "RNC" then
return rnc.decompress(x)
else
return x
end
end
local palette = TH.palette()
palette:load(dernc(pal))
local sheet = TH.sheet()
sheet:setPalette(palette)
sheet:load(dernc(tab), dernc(dat), true, self.target)
font = TH.bitmap_font()
font:setSheet(sheet)
font:setSeparation(1, 0)
self.load_info[font] = {self.loadBuiltinFont, self}
self.builtin_font = font
end
return font
end
function Graphics:hasLanguageFont(font)
if font == nil then
-- Original game fonts are always present.
return true
else
if not TH.freetype_font then
-- CorsixTH compiled without FreeType2 support, so even if suitable font
-- file exists, it cannot be loaded or drawn.
return false
end
-- TODO: Handle more than one font
return not not self.ttf_font_data
end
end
--! Font proxy meta table wrapping the C++ class.
local font_proxy_mt = {
__index = {
sizeOf = function(self, ...)
return self._proxy:sizeOf(...)
end,
draw = function(self, ...)
return self._proxy:draw(...)
end,
drawWrapped = function(self, ...)
return self._proxy:drawWrapped(...)
end,
drawTooltip = function(self, ...)
return self._proxy:drawTooltip(...)
end,
}
}
function Graphics:onChangeLanguage()
-- Some fonts might need changing between bitmap and freetype
local load_info = self.load_info
self.load_info = {} -- Any newly made objects are temporary, and shouldn't
-- remember reload information (also avoids insertions
-- into a table being iterated over).
for object, info in pairs(load_info) do
if object._proxy then
local fn = info[1]
local new_object = fn(unpack(info, 2))
object._proxy = new_object._proxy
end
end
self.load_info = load_info
end
--! Font reload function.
--!param font The font to (force) reloading.
local function font_reloader(font)
font:clearCache()
end
--! Utility function to return preferred font for main menu ui
function Graphics:loadMenuFont()
local font
if self.language_font then
font = self:loadFont("QData", "Font01V")
else
font = self:loadBuiltinFont()
end
return font
end
function Graphics:loadLanguageFont(name, sprite_table, ...)
local font
if name == nil then
font = self:loadFont(sprite_table, ...)
else
local cache = self.cache.language_fonts[name]
font = cache and cache[sprite_table]
if not font then
font = TH.freetype_font()
-- TODO: Choose face based on "name" rather than always using same face.
font:setFace(self.ttf_font_data)
font:setSheet(sprite_table)
self.reload_functions_last[font] = font_reloader
if not cache then
cache = {}
self.cache.language_fonts[name] = cache
end
cache[sprite_table] = font
end
end
self.load_info[font] = {self.loadLanguageFont, self, name, sprite_table, ...}
return font
end
function Graphics:loadFont(sprite_table, x_sep, y_sep, ...)
-- Allow (multiple) arguments for loading a sprite table in place of the
-- sprite_table argument.
if type(sprite_table) == "string" then
local arg = {sprite_table, x_sep, y_sep, ...}
local n_pass_on_args = #arg
for i = 2, #arg do
if type(arg[i]) == "number" then -- x_sep
n_pass_on_args = i - 1
break
end
end
sprite_table = self:loadSpriteTable(unpack(arg, 1, n_pass_on_args))
if n_pass_on_args < #arg then
x_sep, y_sep = unpack(arg, n_pass_on_args + 1, #arg)
else
x_sep, y_sep = nil, nil
end
end
local use_bitmap_font = true
if not sprite_table:isVisible(46) then -- luacheck: ignore 542
-- The font doesn't contain an uppercase M, so (in all likelihood) is used
-- for drawing special symbols rather than text, so the original bitmap
-- font should be used.
elseif self.language_font then
use_bitmap_font = false
end
local font
if use_bitmap_font then
font = TH.bitmap_font()
font:setSeparation(x_sep or 0, y_sep or 0)
font:setSheet(sprite_table)
else
font = self:loadLanguageFont(self.language_font, sprite_table)
end
-- A change of language might cause the font to change between bitmap and
-- freetype, so wrap it in a proxy object which allows the actual object to
-- be changed easily.
font = setmetatable({_proxy = font}, font_proxy_mt)
self.load_info[font] = {self.loadFont, self, sprite_table, x_sep, y_sep, ...}
return font
end
function Graphics:loadAnimations(dir, prefix)
if self.cache.anims[prefix] then
return self.cache.anims[prefix]
end
--! Load a custom animation file (if it can be found)
--!param path Path to the file.
local function loadCustomAnims(path)
local file, err = io.open(path, "rb")
if not file then
return nil, err
end
local data = file:read("*a")
file:close()
return data
end
local sheet = self:loadSpriteTable(dir, prefix .. "Spr-0")
local anims = TH.anims()
anims:setSheet(sheet)
if not anims:load(
self.app:readDataFile(dir, prefix .. "Start-1.ani"),
self.app:readDataFile(dir, prefix .. "Fra-1.ani"),
self.app:readDataFile(dir, prefix .. "List-1.ani"),
self.app:readDataFile(dir, prefix .. "Ele-1.ani"))
then
error("Cannot load original animations " .. prefix)
end
if self.custom_graphics_folder and self.custom_graphics.file_mapping then
for _, fname in pairs(self.custom_graphics.file_mapping) do
anims:setCanvas(self.target)
local data, err = loadCustomAnims(self.custom_graphics_folder .. fname)
if not data then
print("Error when loading custom animations:\n" .. err)
elseif not anims:loadCustom(data) then
print("Warning: custom animations loading failed")
end
end
end
self.cache.anims[prefix] = anims
self.load_info[anims] = {self.loadAnimations, self, dir, prefix}
return anims
end
function Graphics:loadSpriteTable(dir, name, complex, palette)
local cached = self.cache.tabled[name]
if cached then
return cached
end
local function sheet_reloader(sheet)
sheet:setPalette(palette or self:loadPalette())
local data_tab, data_dat
data_tab = self.app:readDataFile(dir, name .. ".tab")
data_dat = self.app:readDataFile(dir, name .. ".dat")
if not sheet:load(data_tab, data_dat, complex, self.target) then
error("Cannot load sprite sheet " .. dir .. ":" .. name)
end
end
local sheet = TH.sheet()
self.reload_functions[sheet] = sheet_reloader
sheet_reloader(sheet)
if name ~= "SPointer" then
self.cache.tabled[name] = sheet
end
self.load_info[sheet] = {self.loadSpriteTable, self, dir, name, complex, palette}
return sheet
end
function Graphics:updateTarget(target)
self.target = target
for _, res_set in ipairs({"reload_functions", "reload_functions_last"}) do
for resource, reloader in pairs(self[res_set]) do
reloader(resource)
end
end
end
--! Utility class for setting animation markers and querying animation length.
class "AnimationManager"
---@type AnimationManager
local AnimationManager = _G["AnimationManager"]
function AnimationManager:AnimationManager(anims)
self.anim_length_cache = {}
self.anims = anims
end
--! For overriding animations which have builtin repeats or excess frames
function AnimationManager:setAnimLength(anim, length)
self.anim_length_cache[anim] = length
end
function AnimationManager:getAnimLength(anim)
local anims = self.anims
if not self.anim_length_cache[anim] then
local length = 0
local seen = {}
local frame = anims:getFirstFrame(anim)
while not seen[frame] do
seen[frame] = true
length = length + 1
frame = anims:getNextFrame(frame)
end
self.anim_length_cache[anim] = length
end
return self.anim_length_cache[anim]
end
--[[ Markers can be set using a variety of different arguments:
setMarker(anim_number, position)
setMarker(anim_number, start_position, end_position)
setMarker(anim_number, keyframe_1, keyframe_1_position, keyframe_2, ...)
position should be a table; {x, y} for a tile position, {x, y, "px"} for a
pixel position, with (0, 0) being the origin in both cases.
The first variant of setMarker sets the same marker for each frame.
The second variant does linear interpolation of the two positions between
the first frame and the last frame.
The third variant does linear interpolation between keyframes, and then the
final position for frames after the last keyframe. The keyframe arguments
should be 0-based integers, as in the animation viewer.
To set the markers for multiple animations at once, the anim_number argument
can be a table, in which case the marker is set for all values in the table.
Alternatively, the values function (defined in utility.lua) can be used in
conjection with a for loop to set markers for multiple things.
--]]
function AnimationManager:setMarker(anim, ...)
return self:setMarkerRaw(anim, "setFrameMarker", ...)
end
local function TableToPixels(t)
if t[3] == "px" then
return t[1], t[2]
else
local x, y = Map:WorldToScreen(t[1] + 1, t[2] + 1)
return math.floor(x), math.floor(y)
end
end
function AnimationManager:setMarkerRaw(anim, fn, arg1, arg2, ...)
if type(anim) == "table" then
for _, val in pairs(anim) do
self:setMarkerRaw(val, fn, arg1, arg2, ...)
end
return
end
local tp_arg1 = type(arg1)
local anim_length = self:getAnimLength(anim)
local anims = self.anims
local frame = anims:getFirstFrame(anim)
if tp_arg1 == "table" then
if arg2 then
-- Linear-interpolation positions
local x1, y1 = TableToPixels(arg1)
local x2, y2 = TableToPixels(arg2)
for i = 0, anim_length - 1 do
local n = math.floor(i / (anim_length - 1))
anims[fn](anims, frame, (x2 - x1) * n + x1, (y2 - y1) * n + y1)
frame = anims:getNextFrame(frame)
end
else
-- Static position
local x, y = TableToPixels(arg1)
for _ = 1, anim_length do
anims[fn](anims, frame, x, y)
frame = anims:getNextFrame(frame)
end
end
elseif tp_arg1 == "number" then
-- Keyframe positions
local f1, x1, y1 = 0, 0, 0
local args
if arg1 == 0 then
x1, y1 = TableToPixels(arg2)
args = {...}
else
args = {arg1, arg2, ...}
end
local f2, x2, y2
local args_i = 1
for f = 0, anim_length - 1 do
if f2 and f == f2 then
f1, x1, y1 = f2, x2, y2
f2, x2, y2 = nil, nil, nil
end
if not f2 then
f2 = args[args_i]
if f2 then
x2, y2 = TableToPixels(args[args_i + 1])
args_i = args_i + 2
end
end
if f2 then
local n = math.floor((f - f1) / (f2 - f1))
anims[fn](anims, frame, (x2 - x1) * n + x1, (y2 - y1) * n + y1)
else
anims[fn](anims, frame, x1, y1)
end
frame = anims:getNextFrame(frame)
end
elseif tp_arg1 == "string" then
error("TODO")
else
error("Invalid arguments to setMarker", 2)
end
end