SpriteLibrary/SpriteLibrary/SpriteDatabase.cs
2017-09-21 13:00:21 -05:00

482 lines
22 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Drawing;
using System.Xml;
using System.Xml.Serialization;
using System.Resources;
using System.IO;
using System.Collections;
using System.Windows.Forms;
namespace SpriteLibrary
{
internal struct ImageStruct
{
internal Image TheImage;
internal string ImageName;
}
/// <summary>
/// Store Sprite information in a database. You can preload your database with sprite definitions, and then
/// create the sprites as needed. This can drastically reduce the initial load time of a game or something.
/// Though, what it really does is spread out the load time. It still takes the same amount of time to
/// load all the sprites, it just loads them on-demand. Using a dictionary often hides any load time issues.
/// </summary>
public class SpriteDatabase
{
/// <summary>
/// This is the list of SpriteInfo records that the database knows about. You can create your own list,
/// modify this list, or whatever. The database has some reasonable functions for loading and saving a
/// sprite database.
/// </summary>
public List<SpriteInfo> SpriteInfoList = new List<SpriteInfo>();
List<ImageStruct> TheImages = new List<ImageStruct>();
ResourceManager myResourceManager = null;
string Filename = "";
Size SnapGridSize = new Size(5, 5);
System.Drawing.Icon LibIcon = null;
/// <summary>
/// The sprite database instantiation function. The filename can either be a file on the computer or it
/// can be the string name of a resource (the filename without the extension. If your file is accessed
/// by Properties.Resources.MySprites, the "filename" would be "MySprites")
/// </summary>
/// <param name="theResourceManager">The ResourceManager for your project. Usually
/// Properties.Resources.ResourceManager</param>
/// <param name="filename">Either a path and file (like: @"c:\users\me\Desktop\myfile.xml") or
/// the name of a resource (like: "myfile")</param>
public SpriteDatabase(ResourceManager theResourceManager, string filename)
{
myResourceManager = theResourceManager;
Filename = filename;
Load();
}
internal void Load()
{
LoadSpriteInfo();
}
internal ResourceManager GetResourceManager()
{
return myResourceManager;
}
/// <summary>
/// Tell the database to save the sprite definitions. Use this while you are creating your game.
/// When you are done, you will usually want to take your sprite definition file and add it to the
/// resources of your game. The resources cannot be saved to, so you cannot continue to add new sprites
/// once you are loading and saving them from a resources file. But, the resources file is included with
/// the program when you build it.
/// </summary>
public void Save()
{
if(!DoesResourceExist(Filename))
{
//we will try to save it as a file
try
{
WriteToXmlFile<List<SpriteInfo>>(Filename, SpriteInfoList);
}
catch (Exception e)
{
throw new Exception("SpriteDatabase failed to save: Filename:" + Filename +"\n" + "ERROR: " + e.ToString(), e);
}
}
}
/// <summary>
/// Change the Icon for the SpriteEntryForm
/// </summary>
/// <param name="toSet">An icon image</param>
public void SetIcon(System.Drawing.Icon toSet)
{
LibIcon = toSet;
}
/// <summary>
/// The SnapGrid is the block-size that your sprite will be. For example, I will often have sprites with
/// a snapgrid of 50,50. This means that the sprite can be 50x50, 100x50, or anything with a step-size
/// specified in the snap-grid. It takes a "Size" specified by System.Drawing.Size.
/// </summary>
/// <param name="GridSize">The size of the grid space to snap to when dragging</param>
public void SetSnapGridSize(Size GridSize)
{
if (GridSize.Width <= 0) return;
if (GridSize.Height <= 0) return;
if (GridSize.Width > 500) return;
if (GridSize.Height > 500) return;
SnapGridSize = GridSize;
}
//*******************************
//**** Sprite Info Functions ***
//*******************************
#region SpriteInfo Functions
void LoadSpriteInfo()
{
if (DoesResourceExist(Filename))
{
//This clears out the old list, as it gets replaced.
SpriteInfoList = LoadObjectFromXmlFile<List<SpriteInfo>>(Filename, myResourceManager);
}
else
{
//try loading it from an actual filename
if (File.Exists(Filename))
SpriteInfoList = ReadFromXmlFile<List<SpriteInfo>>(Filename);
}
//If neither works, we end up with an empty file.
//If it fails, SpriteInfoList is null and things explode.
if (SpriteInfoList == null)
SpriteInfoList = new List<SpriteInfo>(); //make an empty one so things do not explode.
}
/// <summary>
/// Return a list of the SpriteNames that this Database knows how to create.
/// </summary>
/// <returns>A list of strings, each one is the name of a sprite</returns>
public List<string> SpriteNames()
{
List<string> theNames = new List<string>();
foreach (SpriteInfo si in SpriteInfoList)
{
theNames.Add(si.SpriteName);
}
return theNames;
}
internal bool DoesResourceExist(string resourcename)
{
if (myResourceManager == null) return false;
if (myResourceManager.GetObject(resourcename) != null)
return true;
return false;
}
/// <summary>
/// Open a Sprite Edit Window. This window does not let you draw a sprite. What it does is to help
/// you define your sprites and makes the process of using Sprites in your program a lot easier.
/// </summary>
/// <example>
/// This is an example of how to use a SpriteDatabase.
/// When you begin developing your project, you want to start by creating a SpriteDatabase and pointing
/// it to a file, and then opening up an EditorWindow.
/// <code lang="C#">
/// public partial class MyGameForm : Form
/// {
/// SpriteController mySpriteController = null;
/// SpriteDatabase mySpriteDatabase = null;
///
/// public MyGameForm()
/// {
/// InitializeComponent();
/// MainDrawingArea.BackgroundImage = Properties.Resources.Background;
/// MainDrawingArea.BackgroundImageLayout = ImageLayout.Stretch;
///
/// string Desktop = Environment.GetFolderPath(Environment.SpecialFolder.Desktop);
/// string MyFile = Path.Combine(Desktop, "myFile.xml");
/// mySpriteDatabase = new SpriteDatabase(Properties.Resources.ResourceManager, MyFile);
///
/// mySpriteController = new SpriteController(MainDrawingArea, mySpriteDatabase);
///
/// mySpriteDatabase.OpenEditWindow();
/// mySpriteDatabase.Save();
/// }
/// }
/// </code>
/// The Editor Window will let you find the sprites that are contained in the various images you have
/// as resources in your program, and it will save a file with those sprite templates. Any SpriteController
/// that you have instantiated with a Sprite Database (see <see cref="SpriteController(PictureBox, SpriteDatabase)"/>)
/// will now be able to create named sprites from the templates defined in the database. After the first use, the
/// named sprites will be accessible from within that controller just like any other named sprites.
///
/// After you have created your SpriteDatabase file, you will want to add your file to your program resources.
/// Then, you will change the SpriteDatabase to use the resource instead of a file. If we named the file
/// "MySpriteDatabase.xml", and it got added to your resources with the name "MySpriteDatabase", you would
/// pass "MySpriteDatabase" to the database instantiation.
/// <code lang="C#">
/// public partial class MyGameForm : Form
/// {
/// SpriteController mySpriteController = null;
/// SpriteDatabase mySpriteDatabase = null;
///
/// public MyGameForm()
/// {
/// InitializeComponent();
/// MainDrawingArea.BackgroundImage = Properties.Resources.Background;
/// MainDrawingArea.BackgroundImageLayout = ImageLayout.Stretch;
///
/// //string Desktop = Environment.GetFolderPath(Environment.SpecialFolder.Desktop);
/// //string MyFile = Path.Combine(Desktop, "myFile.xml");
/// //mySpriteDatabase = new SpriteDatabase(Properties.Resources.ResourceManager, MyFile);
/// mySpriteDatabase = new SpriteDatabase(Properties.Resources.ResourceManager, "MySpriteDatabase");
///
/// mySpriteController = new SpriteController(MainDrawingArea, mySpriteDatabase);
///
/// //mySpriteDatabase.OpenEditWindow();
/// //mySpriteDatabase.Save();
/// }
/// }
/// </code>
/// </example>
/// <param name="FirstItemIndex"></param>
public void OpenEditWindow(int FirstItemIndex=-1)
{
SpriteEntryForm SEF = new SpriteEntryForm(this, SpriteInfoList, SnapGridSize);
SEF.SetInitialSprite(FirstItemIndex);
if (LibIcon != null) SEF.SetIcon(LibIcon);
SEF.ShowDialog();
//Use the updated list returned from the form.
SpriteInfoList.Clear();
SpriteInfoList.AddRange(SEF.GetUpdatedList());
}
/// <summary>
/// Generate a new, named sprite from a sprite template stored in the database. Most of the time you do
/// not want to use this yourself. SpriteControllers that are defined with a database will automatically
/// look up sprite templates that they do not have sprites for. This function is just a wrapper for SmartDuplicateSprite.
/// </summary>
/// <param name="Name">The name of the sprite to load. Names are case-sensitive.</param>
/// <param name="ControllerToUse">The sprite controller that will store the sprite in its cache</param>
/// <returns>A new, named sprite, or null if no such template is found.</returns>
public Sprite SpriteFromName(string Name, SpriteController ControllerToUse)
{
return SmartDuplicateSprite(ControllerToUse, Name, true);
}
#endregion
#region General Functions
/// <summary>
/// This function returns an image from the Properties.Resources. If we tell it to UseSmartImages, then
/// it caches the image in memory. This makes it a little faster to return. If you have a lot of sprites
/// to load, using this system can speed up things a fair bit. But, try to remember not to change the
/// image that this returns unless you duplicate it first. Otherwise you will end up changing the image
/// for all the other times you reference it. This is usualy a bad thing.
/// </summary>
/// <param name="Name">The string name of the image. If your image is usually named
/// Properties.Resources.mySpriteImage, you will want to have "mySpriteImage" as the Name passed
/// to GetImageFromName</param>
/// <param name="UseSmartImages">A parameter stating whether we should cache the image in memory
/// or simply retrieve it from the resource manager.</param>
/// <returns>The resource image with the specified name</returns>
public Image GetImageFromName(string Name, bool UseSmartImages)
{
Image MyImage = null;
if (UseSmartImages)
{
foreach (ImageStruct IS in TheImages)
{
if (IS.ImageName.Equals(Name, StringComparison.InvariantCultureIgnoreCase))
{
MyImage = IS.TheImage;
break;
}
}
}
if (MyImage == null)
{
ResourceManager rm = myResourceManager;
MyImage = (Bitmap)rm.GetObject(Name);
if (UseSmartImages)
{
ImageStruct NewIS = new ImageStruct();
NewIS.ImageName = Name;
NewIS.TheImage = MyImage;
TheImages.Add(NewIS);
}
}
return MyImage;
}
/// <summary>
/// Return a list of the image names in the Properties.Resources
/// </summary>
/// <returns>A list of image names in the Properties.Resources</returns>
public List<string> GetImageNames()
{
List<string> Names = new List<string>();
if (myResourceManager == null) return Names;
ResourceSet Rs = myResourceManager.GetResourceSet(System.Globalization.CultureInfo.CurrentCulture, true, true);
foreach (DictionaryEntry entry in Rs)
{
string resourceKey = entry.Key.ToString(); //The name
object resource = entry.Value; //The object itself
if (resource is Image) Names.Add(resourceKey);
}
return Names;
}
/// <summary>
/// This code is mostly handled by the sprite controller. If the SpriteController has a SpriteDatabase
/// registered, then it will automatically ask the SpriteDatabase to create any sprite it does not already
/// have.
/// </summary>
/// <param name="theController">The controller that will manage the newly created Sprite</param>
/// <param name="SpriteName">The name of the sprite to look up and then create</param>
/// <param name="UseSmartImages">Whether or not we should cache images to give a very small increase in speed</param>
/// <returns></returns>
internal Sprite SmartDuplicateSprite(SpriteController theController, string SpriteName, bool UseSmartImages = true)
{
Sprite DestSprite = theController.SpriteFromNameInternal(SpriteName);
if (DestSprite != null) return new Sprite(DestSprite);
//If it does not exist, make it
foreach (SpriteInfo SI in SpriteInfoList)
{
if (SI.SpriteName == SpriteName)
{
SI.CreateSprite(theController, this);
return theController.DuplicateSprite(SpriteName);
}
}
return null;
}
#endregion
#region Generic XML Funcs
/// <summary>
/// Load in an XML serialized item from the specified ResourceManager. You will usually make one of these by
/// creating an object and using <see cref="WriteToXmlFile{T}(string, T)"/> SpriteDatabase.WriteToXmlFile to
/// save it to a file on your desktop. Then you can drag and drop that file into your project and then use this
/// LoadObjectFromXmlFile function.
/// </summary>
/// <typeparam name="T">The type of object to load. It could be something as simple as an int, a class, or a list of classes.</typeparam>
/// <param name="XMLResourceToLoad">The resource item to load. If you would access it like: properties.resources.myFile,
/// the correct value to put here would be "myFile"</param>
/// <param name="MyManager">The resource manager. Usually Properties.Resources.ResourceManager</param>
/// <returns>An object of the value you specified. Or null if it fails.</returns>
public static T LoadObjectFromXmlFile<T>(string XMLResourceToLoad, ResourceManager MyManager) where T : new()
{
//Load in the sprite data
XmlSerializer serializer = new XmlSerializer(typeof(T));
// Retrieves String and Image resources.
object titem = MyManager.GetObject(XMLResourceToLoad);
byte[] item = (byte[])System.Text.Encoding.UTF8.GetBytes((string)titem);
try
{
return (T)serializer.Deserialize(new MemoryStream(item));
}
finally
{
}
}
/// <summary>
/// Writes the given object instance to an XML file.
/// Only Public properties and variables will be written to the file. These can be any type though, even other classes.
/// If there are public properties/variables that you do not want written to the file, decorate them with the [XmlIgnore] attribute.
/// Object type must have a parameterless constructor.
/// </summary>
/// <typeparam name="T">The type of object being written to the file.</typeparam>
/// <param name="filePath">The file path to write the object instance to.</param>
/// <param name="objectToWrite">The object instance to write to the file.</param>
public static void WriteToXmlFile<T>(string filePath, T objectToWrite) where T : new()
{
TextWriter writer = null;
try
{
var serializer = new XmlSerializer(typeof(T));
writer = new StreamWriter(filePath);
serializer.Serialize(writer, objectToWrite);
}
finally
{
if (writer != null)
writer.Close();
}
}
/// <summary>
/// Reads an object instance from an XML file.
/// <para>Object type must have a parameterless constructor.</para>
/// </summary>
/// <typeparam name="T">The type of object to read from the file.</typeparam>
/// <param name="filePath">The file path to read the object instance from.</param>
/// <returns>Returns a new instance of the object read from the XML file.</returns>
public static T ReadFromXmlFile<T>(string filePath) where T : new()
{
TextReader reader = null;
try
{
var serializer = new XmlSerializer(typeof(T));
reader = new StreamReader(filePath);
return (T)serializer.Deserialize(reader);
}
finally
{
if (reader != null)
reader.Close();
}
}
/// <summary>
/// This is a generic function which the SpriteDatabase uses. It does XML Serialization of most anything,
/// and generates an XML String. XML Serialization will take any public value of a public class and
/// make an XML entry for it. It is a very convienent way to save data. You can "Deserialize" the value
/// with the <see cref="SpriteDatabase.ReadFromXmlString{T}(string)">ReadFromXMLString</see> function.
/// </summary>
/// <typeparam name="T">The type of the item that you are trying to serialize</typeparam>
/// <param name="toSerialize">the variable you are trying to turn into XML</param>
/// <returns>An XML string</returns>
public static string WriteToXMLString<T>(T toSerialize)
{
XmlSerializer xmlSerializer = new XmlSerializer(toSerialize.GetType());
using (StringWriter textWriter = new StringWriter())
{
xmlSerializer.Serialize(textWriter, toSerialize);
return textWriter.ToString();
}
}
/// <summary>
/// This is a generic function which the SpriteDatabase uses. It does XML Deserialization of most anything,
/// and generates an XML String. XML Serialization will take any public value of a public class and
/// make an XML entry for it. It is a very convienent way to save and retrieve data. You can "Serialize" the value
/// with the <see cref="SpriteDatabase.WriteToXMLString{T}(T)">WriteToXMLString</see> function.
/// </summary>
/// <typeparam name="T">The type of the item that you are trying to deserialize</typeparam>
/// <param name="toDeserialize">an XML string, of something you serialized previously</param>
/// <returns>An object of type T</returns>
public static T ReadFromXmlString<T>(string toDeserialize) where T : new()
{
XmlSerializer xmlSerializer = new XmlSerializer(typeof(T));
using (StringReader textReader = new StringReader(toDeserialize))
return (T)xmlSerializer.Deserialize(textReader);
}
/// <summary>
/// This is an inefficient, but simple function to clone a class. It works by serializing an item
/// to a string, and then deserializing it into a class. The end result is that any value which is
/// publically visible is duplicated, but it is a completely separate class from the original.
/// </summary>
/// <typeparam name="T">The type of the item to clone</typeparam>
/// <param name="ObjectToClone">The actual object to clone</param>
/// <returns>A duplicate of the original</returns>
public static T CloneByXMLSerializing<T>(T ObjectToClone)
{
XmlSerializer xmlSerializer = new XmlSerializer(typeof(T));
string dest;
using (StringWriter textWriter = new StringWriter())
{
xmlSerializer.Serialize(textWriter, ObjectToClone);
dest = textWriter.ToString();
}
using (StringReader textReader = new StringReader(dest))
return (T)xmlSerializer.Deserialize(textReader);
}
#endregion
}
}