migrant .ani a .yaml
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@@ -124,18 +124,96 @@ auto SurfaceAnimatedSprite::loadAnimationsFromYAML(const std::string& file_path,
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return animations;
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}
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// Constructor con datos pre-cargados del cache
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SurfaceAnimatedSprite::SurfaceAnimatedSprite(const ResourceAnimation& cached_data)
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: SurfaceMovingSprite(cached_data.surface) {
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// Copiar datos pre-cargados del cache
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animations_ = cached_data.animations;
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setWidth(cached_data.frame_width);
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setHeight(cached_data.frame_height);
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// Constructor con bytes YAML del cache (parsing lazy)
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SurfaceAnimatedSprite::SurfaceAnimatedSprite(const ResourceAnimation& cached_data) {
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// Parsear YAML desde los bytes cargados en cache
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std::string yaml_content(cached_data.yaml_data.begin(), cached_data.yaml_data.end());
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try {
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auto yaml = fkyaml::node::deserialize(yaml_content);
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// Variables para almacenar configuración global
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float frame_width = 0.0F;
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float frame_height = 0.0F;
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// --- Parse global configuration ---
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if (yaml.contains("tileSetFile")) {
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std::string tile_set_file = yaml["tileSetFile"].get_value<std::string>();
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// Ahora SÍ podemos acceder al cache (ya está completamente cargado)
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surface_ = Resource::Cache::get()->getSurface(tile_set_file);
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}
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if (yaml.contains("frameWidth")) {
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frame_width = static_cast<float>(yaml["frameWidth"].get_value<int>());
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}
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if (yaml.contains("frameHeight")) {
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frame_height = static_cast<float>(yaml["frameHeight"].get_value<int>());
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}
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// Calculate sprite sheet parameters
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int frames_per_row = 1;
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int max_tiles = 1;
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if (surface_) {
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frames_per_row = surface_->getWidth() / static_cast<int>(frame_width);
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const int W = surface_->getWidth() / static_cast<int>(frame_width);
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const int H = surface_->getHeight() / static_cast<int>(frame_height);
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max_tiles = W * H;
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}
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// --- Parse animations array ---
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if (yaml.contains("animations") && yaml["animations"].is_sequence()) {
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const auto& animations_node = yaml["animations"];
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for (const auto& anim_node : animations_node) {
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AnimationData animation;
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// Parse animation name
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if (anim_node.contains("name")) {
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animation.name = anim_node["name"].get_value<std::string>();
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}
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// Parse speed (seconds per frame)
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if (anim_node.contains("speed")) {
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animation.speed = anim_node["speed"].get_value<float>();
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}
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// Parse loop frame index
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if (anim_node.contains("loop")) {
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animation.loop = anim_node["loop"].get_value<int>();
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}
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// Parse frames array
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if (anim_node.contains("frames") && anim_node["frames"].is_sequence()) {
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animation.frames = convertYAMLFramesToRects(
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anim_node["frames"],
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frame_width,
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frame_height,
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frames_per_row,
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max_tiles
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);
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}
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animations_.push_back(animation);
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}
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}
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// Set dimensions
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setWidth(frame_width);
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setHeight(frame_height);
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// Inicializar con la primera animación si existe
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if (!animations_.empty() && !animations_[0].frames.empty()) {
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setClip(animations_[0].frames[0]);
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}
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} catch (const fkyaml::exception& e) {
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std::cerr << "YAML parsing error in animation " << cached_data.name << ": " << e.what() << '\n';
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throw;
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} catch (const std::exception& e) {
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std::cerr << "Error loading animation " << cached_data.name << ": " << e.what() << '\n';
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throw;
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}
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}
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@@ -301,13 +301,11 @@ void Cache::loadAnimations() {
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for (const auto& l : list) {
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auto name = getFileName(l);
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// Parsear YAML y almacenar datos pre-cargados
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std::shared_ptr<Surface> surface;
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float frame_width = 0.0F;
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float frame_height = 0.0F;
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auto animation_data = SurfaceAnimatedSprite::loadAnimationsFromYAML(l, surface, frame_width, frame_height);
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// Cargar bytes del archivo YAML sin parsear (carga lazy)
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auto yaml_bytes = Helper::loadFile(l);
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animations_.emplace_back(name, animation_data, surface, frame_width, frame_height);
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animations_.emplace_back(name, yaml_bytes);
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printWithDots("Animation : ", name, "[ LOADED ]");
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updateLoadingProgress();
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}
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}
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@@ -81,18 +81,12 @@ struct ResourceText {
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// Estructura para almacenar ficheros animaciones y su nombre
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struct ResourceAnimation {
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std::string name; // Nombre del fichero
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std::vector<SurfaceAnimatedSprite::AnimationData> animations; // Datos de animaciones parseadas desde YAML
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std::shared_ptr<Surface> surface; // Surface asociada al sprite sheet
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float frame_width{0.0F}; // Ancho de cada frame
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float frame_height{0.0F}; // Alto de cada frame
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std::vector<uint8_t> yaml_data; // Bytes del archivo YAML sin parsear
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// Constructor
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ResourceAnimation(std::string name, std::vector<SurfaceAnimatedSprite::AnimationData> animations, std::shared_ptr<Surface> surface, float frame_width, float frame_height)
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ResourceAnimation(std::string name, std::vector<uint8_t> yaml_data)
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: name(std::move(name)),
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animations(std::move(animations)),
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surface(std::move(surface)),
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frame_width(frame_width),
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frame_height(frame_height) {}
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yaml_data(std::move(yaml_data)) {}
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};
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// Estructura para almacenar ficheros con el mapa de tiles de una habitación y su nombre
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@@ -250,7 +244,7 @@ class Cache {
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// Obtiene el objeto de texto a partir de un nombre
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auto getText(const std::string& name) -> std::shared_ptr<Text>;
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// Obtiene los datos de animación parseados a partir de un nombre
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// Obtiene los bytes YAML de animación a partir de un nombre (parsing lazy)
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auto getAnimationData(const std::string& name) -> const ResourceAnimation&;
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// Obtiene el mapa de tiles a partir de un nombre
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