Files
SpineViewer/SpineViewer/Spine/Spine.cs

395 lines
13 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Text.RegularExpressions;
using System.Numerics;
using System.Collections;
using System.Collections.ObjectModel;
using System.ComponentModel;
using System.Reflection;
using System.Diagnostics.CodeAnalysis;
using System.Globalization;
using System.Text.Json.Nodes;
using System.Collections.Immutable;
using SpineViewer.Exporter;
namespace SpineViewer.Spine
{
/// <summary>
/// Spine 基类, 使用静态方法 New 来创建具体版本对象
/// </summary>
public abstract class Spine : ImplementationResolver<Spine, SpineImplementationAttribute, Version>, SFML.Graphics.Drawable, IDisposable
{
/// <summary>
/// 常规骨骼文件后缀集合
/// </summary>
public static readonly ImmutableHashSet<string> CommonSkelSuffix = [".skel", ".json"];
/// <summary>
/// 空动画标记
/// </summary>
public const string EMPTY_ANIMATION = "<Empty>";
/// <summary>
/// 预览图宽
/// </summary>
public const uint PREVIEW_WIDTH = 256;
/// <summary>
/// 预览图高
/// </summary>
public const uint PREVIEW_HEIGHT = 256;
/// <summary>
/// 缩放最小值
/// </summary>
public const float SCALE_MIN = 0.001f;
/// <summary>
/// 尝试检测骨骼文件版本
/// </summary>
/// <param name="skelPath"></param>
/// <returns></returns>
/// <exception cref="InvalidDataException"></exception>
public static Version GetVersion(string skelPath)
{
string versionString = null;
using var input = File.OpenRead(skelPath);
var reader = new SkeletonConverter.BinaryReader(input);
// try json format
try
{
if (JsonNode.Parse(input) is JsonObject root && root.TryGetPropertyValue("skeleton", out var node) &&
node is JsonObject _skeleton && _skeleton.TryGetPropertyValue("spine", out var _version))
versionString = (string)_version;
}
catch { }
// try v4 binary format
if (versionString is null)
{
try
{
input.Position = 0;
var hash = reader.ReadLong();
var versionPosition = input.Position;
var versionByteCount = reader.ReadVarInt();
input.Position = versionPosition;
if (versionByteCount <= 13)
versionString = reader.ReadString();
}
catch { }
}
// try v3 binary format
if (versionString is null)
{
try
{
input.Position = 0;
var hash = reader.ReadString();
versionString = reader.ReadString();
}
catch { }
}
if (versionString is null)
throw new InvalidDataException($"No verison detected: {skelPath}");
return SpineHelper.GetVersion(versionString);
}
/// <summary>
/// 创建特定版本的 Spine
/// </summary>
public static Spine New(Version version, string skelPath, string? atlasPath = null)
{
if (version == Version.Auto) version = GetVersion(skelPath);
var spine = New(version, [skelPath, atlasPath]);
// 统一初始化
spine.initBounds = spine.Bounds;
// XXX: tex 没办法在这里主动 Dispose
// 批量添加在获取预览图的时候极大概率会和预览线程死锁
// 虽然两边不会同时调用 Draw, 但是死锁似乎和 Draw 函数有关
// 除此之外, 似乎还和 tex 的 Dispose 有关
// 如果不对 tex 进行 Dispose, 那么不管是否 Draw 都正常不会死锁
var tex = new SFML.Graphics.RenderTexture(PREVIEW_WIDTH, PREVIEW_HEIGHT);
tex.SetView(spine.InitBounds.GetView(PREVIEW_WIDTH, PREVIEW_HEIGHT));
tex.Clear(SFML.Graphics.Color.Transparent);
tex.Draw(spine);
tex.Display();
using (var img = tex.Texture.CopyToImage())
{
if (img.SaveToMemory(out var imgBuffer, "bmp"))
{
// 必须重复构造一个副本才能摆脱对流的依赖, 否则之后使用会报错
using var stream = new MemoryStream(imgBuffer);
using var bitmap = new Bitmap(stream);
spine.preview = new Bitmap(bitmap);
}
}
// 取最后一个作为初始, 尽可能去显示非默认的内容
spine.Skin = spine.SkinNames.Last();
spine.Track0Animation = spine.AnimationNames.Last();
return spine;
}
/// <summary>
/// 构造函数
/// </summary>
public Spine(string skelPath, string? atlasPath = null)
{
// 获取子类类型
var type = GetType();
var attr = type.GetCustomAttribute<SpineImplementationAttribute>();
if (attr is null)
{
throw new InvalidOperationException($"Class {type.Name} has no SpineImplementationAttribute");
}
atlasPath ??= Path.ChangeExtension(skelPath, ".atlas");
// 设置 Version
Version = attr.ImplementationKey;
AssetsDir = Directory.GetParent(skelPath).FullName;
SkelPath = Path.GetFullPath(skelPath);
AtlasPath = Path.GetFullPath(atlasPath);
Name = Path.GetFileNameWithoutExtension(skelPath);
}
~Spine() { Dispose(false); }
public void Dispose() { Dispose(true); GC.SuppressFinalize(this); }
protected virtual void Dispose(bool disposing) { preview?.Dispose(); }
#region | [0]
/// <summary>
/// 获取所属版本
/// </summary>
[TypeConverter(typeof(VersionConverter))]
[Category("[0] "), DisplayName("")]
public Version Version { get; }
/// <summary>
/// 资源所在完整目录
/// </summary>
[Category("[0] "), DisplayName("")]
public string AssetsDir { get; }
/// <summary>
/// skel 文件完整路径
/// </summary>
[Category("[0] "), DisplayName("skel文件路径")]
public string SkelPath { get; }
/// <summary>
/// atlas 文件完整路径
/// </summary>
[Category("[0] "), DisplayName("atlas文件路径")]
public string AtlasPath { get; }
/// <summary>
/// 名称
/// </summary>
[Category("[0] "), DisplayName("")]
public string Name { get; }
/// <summary>
/// 获取所属文件版本
/// </summary>
[Category("[0] "), DisplayName("")]
public abstract string FileVersion { get; }
#endregion
#region | [1]
/// <summary>
/// 是否被隐藏, 被隐藏的模型将仅仅在列表显示, 不参与其他行为
/// </summary>
[Category("[1] "), DisplayName("")]
public bool IsHidden { get; set; } = false;
/// <summary>
/// 是否使用预乘Alpha
/// </summary>
[Category("[1] "), DisplayName("Alpha通道")]
public bool UsePremultipliedAlpha { get; set; } = true;
#endregion
#region | [2]
/// <summary>
/// 缩放比例
/// </summary>
[Category("[2] "), DisplayName("")]
public abstract float Scale { get; set; }
/// <summary>
/// 位置
/// </summary>
[TypeConverter(typeof(PointFConverter))]
[Category("[2] "), DisplayName("")]
public abstract PointF Position { get; set; }
/// <summary>
/// 水平翻转
/// </summary>
[Category("[2] "), DisplayName("")]
public abstract bool FlipX { get; set; }
/// <summary>
/// 垂直翻转
/// </summary>
[Category("[2] "), DisplayName("")]
public abstract bool FlipY { get; set; }
#endregion
#region | [3]
/// <summary>
/// 包含的所有皮肤名称
/// </summary>
[Browsable(false)]
public ReadOnlyCollection<string> SkinNames { get => skinNames.AsReadOnly(); }
protected List<string> skinNames = [];
/// <summary>
/// 使用的皮肤名称, 如果设置的皮肤不存在则忽略
/// </summary>
[TypeConverter(typeof(SkinConverter))]
[Category("[3] "), DisplayName("")]
public abstract string Skin { get; set; }
/// <summary>
/// 包含的所有动画名称
/// </summary>
[Browsable(false)]
public ReadOnlyCollection<string> AnimationNames { get => animationNames.AsReadOnly(); }
protected List<string> animationNames = [EMPTY_ANIMATION];
/// <summary>
/// 默认轨道动画名称, 如果设置的动画不存在则忽略
/// </summary>
[TypeConverter(typeof(AnimationConverter))]
[Category("[3] "), DisplayName("")]
public abstract string Track0Animation { get; set; }
/// <summary>
/// 默认轨道动画时长
/// </summary>
[Category("[3] "), DisplayName("")]
public float Track0AnimationDuration { get => GetAnimationDuration(Track0Animation); } // TODO: 动画时长变成伪属性在面板显示
#endregion
#region | [4]
/// <summary>
/// 显示调试
/// </summary>
[Browsable(false)]
public bool IsDebug { get; set; } = false;
/// <summary>
/// 包围盒颜色
/// </summary>
protected static readonly SFML.Graphics.Color BoundsColor = new(120, 200, 0);
/// <summary>
/// 包围盒顶点数组
/// </summary>
protected readonly SFML.Graphics.VertexArray boundsVertices = new(SFML.Graphics.PrimitiveType.LineStrip, 5);
/// <summary>
/// 显示纹理
/// </summary>
[Category("[4] "), DisplayName("")]
public bool DebugTexture { get; set; } = true;
/// <summary>
/// 显示包围盒
/// </summary>
[Category("[4] "), DisplayName("")]
public bool DebugBounds { get; set; } = true;
/// <summary>
/// 显示骨骼
/// </summary>
[Category("[4] "), DisplayName("")]
public bool DebugBones { get; set; } = false;
#endregion
/// <summary>
/// 标识符
/// </summary>
public readonly string ID = Guid.NewGuid().ToString();
/// <summary>
/// 是否被选中
/// </summary>
[Browsable(false)]
public bool IsSelected { get; set; } = false;
/// <summary>
/// 骨骼包围盒
/// </summary>
[Browsable(false)]
public abstract RectangleF Bounds { get; }
/// <summary>
/// 初始状态下的骨骼包围盒
/// </summary>
[Browsable(false)]
public RectangleF InitBounds { get => initBounds; }
private RectangleF initBounds;
/// <summary>
/// 骨骼预览图
/// </summary>
[Browsable(false)]
public Image Preview { get => preview; }
private Image preview;
/// <summary>
/// 获取动画时长, 如果动画不存在则返回 0
/// </summary>
public abstract float GetAnimationDuration(string name);
/// <summary>
/// 更新内部状态
/// </summary>
public abstract void Update(float delta);
#region SFML.Graphics.Drawable
/// <summary>
/// 顶点坐标缓冲区
/// </summary>
protected float[] worldVerticesBuffer = new float[1024];
/// <summary>
/// 顶点缓冲区
/// </summary>
protected readonly SFML.Graphics.VertexArray vertexArray = new(SFML.Graphics.PrimitiveType.Triangles);
/// <summary>
/// SFML.Graphics.Drawable 接口实现
/// </summary>
public abstract void Draw(SFML.Graphics.RenderTarget target, SFML.Graphics.RenderStates states);
#endregion
}
}