Refactor + render animation tweaks + updated frame properties + bug fixes

This commit is contained in:
2025-12-17 23:02:00 -05:00
parent b4b4fe3714
commit 119bbc4081
63 changed files with 1964 additions and 1701 deletions
+9 -20
View File
@@ -1,6 +1,7 @@
#include "spritesheet.h"
#include "filesystem_.h"
#include "path_.h"
#include "working_directory.h"
#include "xml_.h"
using namespace anm2ed::resource;
@@ -17,27 +18,15 @@ namespace anm2ed::anm2
// Spritesheet paths from Isaac Rebirth are made with the assumption that paths are case-insensitive
// However when using the resource dumper, the spritesheet paths are all lowercase (on Linux anyway)
// This will handle this case and make the paths OS-agnostic
path = filesystem::path_lower_case_backslash_handle(path);
path = path::lower_case_backslash_handle(path);
texture = Texture(path);
}
namespace
{
std::filesystem::path make_relative_or_keep(const std::filesystem::path& input)
{
if (input.empty()) return input;
std::error_code ec{};
auto relative = std::filesystem::relative(input, ec);
if (!ec) return relative;
return input;
}
}
Spritesheet::Spritesheet(const std::filesystem::path& directory, const std::filesystem::path& path)
{
filesystem::WorkingDirectory workingDirectory(directory);
this->path = !path.empty() ? make_relative_or_keep(path) : this->path;
this->path = filesystem::path_lower_case_backslash_handle(this->path);
WorkingDirectory workingDirectory(directory);
this->path = !path.empty() ? path::make_relative(path) : this->path;
this->path = path::lower_case_backslash_handle(this->path);
texture = Texture(this->path);
}
@@ -45,7 +34,7 @@ namespace anm2ed::anm2
{
auto element = document.NewElement("Spritesheet");
element->SetAttribute("Id", id);
auto pathString = filesystem::path_to_utf8(path);
auto pathString = path::to_utf8(path);
element->SetAttribute("Path", pathString.c_str());
return element;
}
@@ -64,8 +53,8 @@ namespace anm2ed::anm2
bool Spritesheet::save(const std::filesystem::path& directory, const std::filesystem::path& path)
{
filesystem::WorkingDirectory workingDirectory(directory);
this->path = !path.empty() ? make_relative_or_keep(path) : this->path;
WorkingDirectory workingDirectory(directory);
this->path = !path.empty() ? path::make_relative(path) : this->path;
return texture.write_png(this->path);
}