tiled_code_gen_0.1.0_c4ef09ee/src/tcg-tilesets.adb

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------------------------------------------------------------------------------
--                                                                          --
--                             tiled-code-gen                               --
--                                                                          --
--                    Copyright (C) 2018 Fabien Chouteau                    --
--                                                                          --
--                                                                          --
--  Redistribution and use in source and binary forms, with or without      --
--  modification, are permitted provided that the following conditions are  --
--  met:                                                                    --
--     1. Redistributions of source code must retain the above copyright    --
--        notice, this list of conditions and the following disclaimer.     --
--     2. Redistributions in binary form must reproduce the above copyright --
--        notice, this list of conditions and the following disclaimer in   --
--        the documentation and/or other materials provided with the        --
--        distribution.                                                     --
--     3. Neither the name of the copyright holder nor the names of its     --
--        contributors may be used to endorse or promote products derived   --
--        from this software without specific prior written permission.     --
--                                                                          --
--   THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS    --
--   "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT      --
--   LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR  --
--   A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT   --
--   HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, --
--   SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT       --
--   LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,  --
--   DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY  --
--   THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT    --
--   (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE  --
--   OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.   --
--                                                                          --
------------------------------------------------------------------------------

with Ada.Text_IO;     use Ada.Text_IO;
with Ada.Directories; use Ada.Directories;
with Ada.Calendar;

with GNAT.OS_Lib;

with TCG.Palette;           use TCG.Palette;
with TCG.Utils;             use TCG.Utils;
with TCG.Collision_Objects; use TCG.Collision_Objects;

with Input_Sources.File; use Input_Sources.File;
with Sax.Readers;        use Sax.Readers;
with DOM.Readers;        use DOM.Readers;
with DOM.Core;           use DOM.Core;
with DOM.Core.Documents; use DOM.Core.Documents;
with DOM.Core.Nodes;     use DOM.Core.Nodes;
with Ada.Streams.Stream_IO; use Ada.Streams.Stream_IO;
with GID;
with Interfaces;

package body TCG.Tilesets is

   function Create (N : Node) return Local_Tileset;

   procedure Load_Data (This     : in out Local_Tileset;
                        Base_Dir : String;
                        N        : Node);

   procedure Load_Collisions (This : in out Local_Tileset;
                              Doc  : Document);
   function In_Master_Tileset (Tile : Tile_Id_Rec) return Boolean;

   ------------
   -- Create --
   ------------

   function Create (N : Node) return Local_Tileset is
      Number_Of_Tiles : constant Natural := Item_As_Natural (N, "tilecount");
      Tile_Width      : constant Natural := Item_As_Natural (N, "tilewidth");
      Tile_Height     : constant Natural := Item_As_Natural (N, "tileheight");
      Columns         : constant Natural := Item_As_Natural (N, "columns");

      TS : Local_Tileset;
   begin
      if M_Tile_Width = 0 then
         M_Tile_Width := Tile_Width;
      elsif Tile_Width /= M_Tile_Width then
         raise Program_Error with "invalid tile witdth";
      end if;

      if M_Tile_Height = 0 then
         M_Tile_Height := Tile_Height;
      elsif Tile_Height /= M_Tile_Height then
         raise Program_Error with "invalid tile height";
      end if;

      TS.Columns := Columns;
      TS.Number_Of_Tiles := Number_Of_Tiles;
      TS.Name := new String'(Item_As_String (N, "name"));
      return TS;
   end Create;

   ---------------
   -- Load_Data --
   ---------------

   procedure Load_Data (This     : in out Local_Tileset;
                        Base_Dir : String;
                        N        : Node)
   is

      Source   : constant String :=
        GNAT.OS_Lib.Normalize_Pathname (Item_As_String (N, "source"),
                                        Base_Dir);
      Trans    : constant String := Item_As_String (N, "trans");
      Trans_C  : constant ARGB_Color := Palette.To_ARGB (Trans);

      Current_X, Current_Y : Natural := 0;

      Width, Height : Natural := 0;

      procedure Set_X_Y (X, Y : Natural);
      procedure Put_Pixel (R, G, B : Palette.Component;
                           A       : Palette.Component);
      procedure Feedback (Percent : Natural);

      procedure Set_X_Y (X, Y : Natural) is
      begin
         Current_X := X;
         Current_Y := Y;
      end Set_X_Y;

      ---------------
      -- Put_Pixel --
      ---------------

      procedure Put_Pixel (R, G, B : Palette.Component;
                           A       : Palette.Component)
      is
         X       : constant Natural := Current_X;
         Y       : constant Natural := (Height - 1) - Current_Y;
         Loc_Id  : Local_Tile_Id;
      begin

         Loc_Id := Local_Tile_Id
           ((X / Tile_Width) + (Y / Tile_Height) * This.Columns);

         --  Check if pixel is outside the tile grid
         if X / Tile_Width >= This.Columns
           or else
            Loc_Id >= Local_Tile_Id (This.Number_Of_Tiles)
         then
            return;
         end if;

         This.Tiles (Loc_Id).Pixels (1 + X mod Tile_Width,
                                     1 + Y mod Tile_Height) := (A, R, G, B);

         if Current_X < Width - 1 then
            Current_X := Current_X + 1;
         else
            Current_X := 0;
            Current_Y := Current_Y + 1;
         end if;
      end Put_Pixel;

      --------------
      -- Feedback --
      --------------

      procedure Feedback (Percent : Natural) is
      begin
         null;
      end Feedback;

      procedure GID_Load is
        new GID.Load_image_contents (Palette.Component,
                                     Set_X_Y,
                                     Put_Pixel,
                                     Feedback,
                                     GID.fast);

      F   : Ada.Streams.Stream_IO.File_Type;
      Des : GID.Image_descriptor;

      Unused : Ada.Calendar.Day_Duration;
   begin

      if not Palette.Transparent_Defined then
         Palette.Set_Transparent (Trans_C);
      end if;

      --  Allocate the new tiles
      for Cnt in 1 .. This.Number_Of_Tiles loop
         This.Tiles.Append (new Tile_Data (Tile_Width, Tile_Height));
      end loop;

      This.Source := new String'(Source);

      Open (F, In_File, Source);

      Put_Line ("Processing " & Source & "...");

      GID.Load_image_header (Des, Stream (F).all);

      Width := GID.Pixel_width (Des);
      Height := GID.Pixel_height (Des);

      GID_Load (Des, Unused);
      Close (F);
   end Load_Data;

   ---------------------
   -- Load_Collisions --
   ---------------------

   procedure Load_Collisions (This : in out Local_Tileset;
                              Doc  : Document)
   is
      List : Node_List;
      N    : Node;
   begin
      List := Get_Elements_By_Tag_Name (Doc, "tile");

      for Index in 1 .. Length (List) loop
         N := Item (List, Index - 1);
         declare
            Id   : constant Natural := Item_As_Natural (N, "id");
         begin
            if Id < This.Number_Of_Tiles then
               Load (This.Tiles.Element (Local_Tile_Id (Id)).Collisions, N);
            end if;
         end;
      end loop;

      Free (List);
   end Load_Collisions;

   ----------
   -- Load --
   ----------

   function Load (Path : String) return Tileset_Id is
      Dir    : constant String := Containing_Directory (Path);

      Input  : File_Input;
      Reader : Tree_Reader;
      Doc    : Document;
      List   : Node_List;
      N      : Node;
      TS     : Local_Tileset;
      Id     : Tileset_Id;
   begin

      Id := Already_Loaded (Path);
      if Id /= Invalid_Tileset then
         return Id;
      end if;

      Set_Public_Id (Input, "Tileset file");
      Open (Path, Input);

      Set_Feature (Reader, Validation_Feature, False);
      Set_Feature (Reader, Namespace_Feature, False);

      Parse (Reader, Input);
      Close (Input);

      Doc := Get_Tree (Reader);

      List := Get_Elements_By_Tag_Name (Doc, "tileset");

      if Length (List) > 1 then
         raise Program_Error with "Too many tileset elements";
      end if;

      N := Item (List, 0);

      TS := Create (N);

      Free (List);

      List := Get_Elements_By_Tag_Name (Doc, "image");

      if Length (List) > 1 then
         raise Program_Error with "Too many image elements";
      end if;

      N := Item (List, 0);

      Load_Data (TS, Dir, N);

      Free (List);

      Load_Collisions (TS, Doc);

      Free (Reader);

      TS.Path := new String'(Path);

      Local_Tilesets.Append (TS);
      return Tileset_Id (Local_Tilesets.Last_Index);
   end Load;

   ----------
   -- Name --
   ----------

   function Name (Id : Tileset_Id) return String
   is (Local_Tilesets.Element (Natural (Id)).Name.all);

   -----------------------
   -- In_Master_Tileset --
   -----------------------

   function In_Master_Tileset (Tile : Tile_Id_Rec) return Boolean
   is (Master_Tileset.Contains (Tile));

   -------------
   -- Convert --
   -------------

   function Convert (Id  : Tileset_Id;
                     Loc : Local_Tile_Id)
                     return Master_Tile_Id
   is
      Tile   : constant Tile_Id_Rec := (Id, Loc);
      Unused : Palette.Color_Id;
   begin
      if In_Master_Tileset (Tile) then
         return Master_Tileset.Element (Tile);
      end if;

      Master_Tilevect.Append (Local_Tilesets (Natural (Id)).Tiles (Loc));
      Master_Tileset.Insert (Tile, Master_Tilevect.Last_Index);

      --  For each pixel of the tile...
      for X in 1 .. Tile_Width loop
         for Y in 1 .. Tile_Height loop
            --  Add its color to the palette
            Unused := Pix (Master_Tilevect.Last_Index, X, Y);
         end loop;
      end loop;

      return Master_Tilevect.Last_Index;
   end Convert;

   ---------------------
   -- Number_Of_Tiles --
   ---------------------

   function Number_Of_Tiles return Natural
   is (Natural (Master_Tilevect.Length) - 1);

   --------------
   -- First_Id --
   --------------

   function First_Id return Master_Tile_Id
   is (Master_Tilevect.First_Index);

   -------------
   -- Last_Id --
   -------------

   function Last_Id return Master_Tile_Id
   is (Master_Tilevect.Last_Index);

   ----------------
   -- Tile_Width --
   ----------------

   function Tile_Width return Positive
   is (M_Tile_Width);

   -----------------
   -- Tile_Height --
   -----------------

   function Tile_Height return Positive
   is (M_Tile_Height);

   ---------
   -- Pix --
   ---------

   function Pix (T : Master_Tile_Id;
                 X, Y : Positive)
                 return Palette.ARGB_Color
   is (Palette.Convert (Pix (T, X, Y)));

   ---------
   -- Pix --
   ---------

   function Pix (T    : Master_Tile_Id;
                 X, Y : Positive)
                 return Palette.Color_Id
   is
      use type Interfaces.Unsigned_8;

      Pix     : constant ARGB_Color :=
        Master_Tilevect.Element (T).Pixels (X, Y);

      Id      : Palette.Color_Id;
      Trans_C : constant ARGB_Color := Palette.Transparent;
   begin

      if Pix.A = 0
        or else
        (Pix.R = Trans_C.R
         and then
         Pix.G = Trans_C.G
         and then
         Pix.B = Trans_C.B)

      then
         Id := Transparent;
      else
         Id := Palette.Add_Color (Pix);
      end if;

      return Id;
   end Pix;

   -------------------
   -- Has_Collision --
   -------------------

   function Has_Collision (T : Master_Tile_Id)
                           return Boolean
   is (Has_Collision (Master_Tilevect.Element (T).Collisions));

   ---------------
   -- Collision --
   ---------------

   function Collision (T    : Master_Tile_Id;
                       X, Y : Positive)
                       return Boolean
   is (Collide (Master_Tilevect.Element (T).Collisions,
                Float (X) - 0.5,
                Float (Y) - 0.5));

   -------------------------
   -- Fill_Master_Tileset --
   -------------------------

   procedure Fill_Master_Tileset (T : Tileset_Id) is
      Tileset : Local_Tileset renames Local_Tilesets (Natural (T));
      Unused : Master_Tile_Id;
   begin
      for Id in Tileset.Tiles.First_Index .. Tileset.Tiles.Last_Index loop

         --  Add all tiles in the master tileset
         Unused := Convert (T, Id);
      end loop;
   end Fill_Master_Tileset;

   --------------------
   -- Already_Loaded --
   --------------------

   function Already_Loaded (Path : String) return Tileset_Id
   is
   begin
      for Cur in Local_Tilesets.Iterate loop
         if Tileset_Vect.Element (Cur).Path.all = Path then
            return Tileset_Id (Tileset_Vect.To_Index (Cur));
         end if;
      end loop;
      return Invalid_Tileset;
   end Already_Loaded;

begin
   --  Add the first tile, which should be the "No_Tile"
   Master_Tilevect.Append (null);
   if Master_Tilevect.Last_Index /= No_Tile
     and then
      Master_Tilevect.First_Index /= No_Tile
   then
      raise Program_Error;
   end if;
end TCG.Tilesets;