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use crate::{ composite_renderer::{Command, Image}, sprite_sheet_asset_protocol::SpriteSheetAsset, }; use core::{ assets::{ asset::{Asset, AssetId}, database::AssetsDatabase, protocol::{AssetLoadResult, AssetProtocol, AssetVariant, Meta}, }, Ignite, Scalar, }; use serde::{Deserialize, Serialize}; use std::{any::Any, collections::HashMap}; #[derive(Ignite, Debug, Clone, Serialize, Deserialize)] pub struct LayerObject { pub name: String, pub object_type: String, pub visible: bool, pub x: isize, pub y: isize, pub width: usize, pub height: usize, } #[derive(Ignite, Debug, Clone, Serialize, Deserialize)] pub enum LayerData { Tiles(Vec<usize>), Objects(Vec<LayerObject>), } impl LayerData { pub fn tiles(&self) -> Option<&[usize]> { if let LayerData::Tiles(data) = self { Some(data) } else { None } } pub fn objects(&self) -> Option<&[LayerObject]> { if let LayerData::Objects(data) = self { Some(data) } else { None } } } #[derive(Ignite, Debug, Clone, Serialize, Deserialize)] pub struct Layer { pub name: String, pub data: LayerData, } #[derive(Ignite, Debug, Clone, Serialize, Deserialize)] pub struct Map { pub cols: usize, pub rows: usize, pub tile_width: usize, pub tile_height: usize, pub sprite_sheets: Vec<String>, pub tiles_mapping: HashMap<usize, (String, String)>, pub layers: Vec<Layer>, } impl Map { pub fn size(&self) -> (usize, usize) { (self.cols * self.tile_width, self.rows * self.tile_height) } pub fn layer_by_name(&self, name: &str) -> Option<&Layer> { self.layers.iter().find(|layer| layer.name == name) } pub fn build_render_commands_from_layer_by_name<'a>( &self, name: &str, chunk_offset: (usize, usize), chunk_size: Option<(usize, usize)>, assets: &AssetsDatabase, ) -> Option<Vec<Command<'a>>> { let index = self.layers.iter().position(|layer| layer.name == name)?; self.build_render_commands_from_layer(index, chunk_offset, chunk_size, assets) } pub fn build_render_commands_from_layer<'a>( &self, index: usize, chunk_offset: (usize, usize), chunk_size: Option<(usize, usize)>, assets: &AssetsDatabase, ) -> Option<Vec<Command<'a>>> { if self.tiles_mapping.is_empty() { return None; } let layer = self.layers.get(index)?; if let LayerData::Tiles(data) = &layer.data { let atlases = self .sprite_sheets .iter() .map(|s| { let info = assets .asset_by_path(&format!("atlas://{}", s))? .get::<SpriteSheetAsset>()? .info(); Some((s.clone(), info)) }) .collect::<Option<HashMap<_, _>>>()?; let mut commands = Vec::with_capacity(2 + self.cols * self.rows); commands.push(Command::Store); let width = self.tile_width as Scalar; let height = self.tile_height as Scalar; let chunk_size = chunk_size.unwrap_or((self.cols, self.rows)); let cols_start = chunk_offset.0.min(self.cols); let cols_end = (chunk_offset.0 + chunk_size.0).min(self.cols); let rows_start = chunk_offset.1.min(self.rows); let rows_end = (chunk_offset.1 + chunk_size.1).min(self.rows); for col in cols_start..cols_end { for row in rows_start..rows_end { let i = self.cols * row + col; let id = data.get(i).unwrap_or(&0); if let Some((sprite_sheet, name)) = &self.tiles_mapping.get(id) { let info = atlases.get(sprite_sheet)?; let x = width * col as Scalar; let y = height * row as Scalar; let frame = info.frames.get(name)?.frame; commands.push(Command::Draw( Image::new_owned(info.meta.image_name()) .source(Some(frame)) .destination(Some([x, y, width, height].into())) .into(), )); } } } commands.push(Command::Restore); Some(commands) } else { None } } } pub struct MapAsset { map: Map, sprite_sheet_assets: Vec<AssetId>, } impl MapAsset { pub fn map(&self) -> &Map { &self.map } pub fn sprite_sheet_assets(&self) -> &[AssetId] { &self.sprite_sheet_assets } } pub struct MapAssetProtocol; impl AssetProtocol for MapAssetProtocol { fn name(&self) -> &str { "map" } fn on_load(&mut self, data: Vec<u8>) -> AssetLoadResult { let map: Map = bincode::deserialize(&data).unwrap(); let list = map .sprite_sheets .iter() .map(|s| (s.clone(), format!("atlas://{}", s))) .collect::<Vec<_>>(); AssetLoadResult::Yield(Some(Box::new(map)), list) } fn on_resume(&mut self, payload: Meta, list: &[(&str, &Asset)]) -> AssetLoadResult { let map = *(payload.unwrap() as Box<dyn Any + Send>) .downcast::<Map>() .unwrap(); let sprite_sheet_assets = list.iter().map(|(_, asset)| asset.id()).collect::<Vec<_>>(); AssetLoadResult::Data(Box::new(MapAsset { map, sprite_sheet_assets, })) } fn on_unload(&mut self, asset: &Asset) -> Option<Vec<AssetVariant>> { asset.get::<MapAsset>().map(|asset| { asset .sprite_sheet_assets .iter() .map(|a| AssetVariant::Id(*a)) .collect::<Vec<_>>() }) } }