Files
Funkin/source/funkin/graphics/FunkinSprite.hx
T
TechnikTilandHundrec 22736b27da Add filters to FunkinSprite
This commit also removes `FlxFilteredSprite`

Signed-off-by: TechnikTil <techniktil@tilnotdrip.org>
2026-03-16 13:08:36 -06:00

923 lines
25 KiB
Haxe

package funkin.graphics;
import flixel.FlxSprite;
import flixel.util.FlxColor;
import flixel.graphics.FlxGraphic;
import flixel.tweens.FlxTween;
import openfl.display3D.textures.TextureBase;
import funkin.graphics.framebuffer.FixedBitmapData;
import funkin.graphics.framebuffer.FunkinFilterRenderer;
import openfl.display.BitmapData;
import flixel.math.FlxRect;
import flixel.math.FlxPoint;
import flixel.math.FlxMatrix;
import flixel.graphics.frames.FlxFrame;
import flixel.FlxCamera;
import openfl.system.System;
import flixel.system.FlxAssets.FlxGraphicAsset;
import funkin.FunkinMemory;
import animate.internal.SymbolItem;
import animate.internal.elements.Element;
import animate.internal.elements.AtlasInstance;
import animate.internal.elements.SymbolInstance;
import animate.FlxAnimate;
import animate.FlxAnimateFrames;
import animate.internal.RenderTexture;
import openfl.filters.BitmapFilter;
import haxe.io.Path;
using StringTools;
typedef AtlasSpriteSettings =
{
/**
* If true, the texture atlas will behave as if it was exported as an SWF file.
* Notably, this allows MovieClip symbols to play.
*/
@:optional
var swfMode:Bool;
/**
* If true, filters and masks will be cached when the atlas is loaded, instead of during runtime.
*/
@:optional
var cacheOnLoad:Bool;
/**
* The filter quality.
* Available values are: HIGH, MEDIUM, LOW, and RUDY.
*
* If you're making an atlas sprite in HScript, you pass an Int instead:
*
* HIGH - 0
* MEDIUM - 1
* LOW - 2
* RUDY - 3
*/
@:optional
var filterQuality:FilterQuality;
/**
* Optional, an array of spritemaps for the atlas to load.
*/
@:optional
var spritemaps:Array<SpritemapInput>;
/**
* Optional, string of the metadata.json contents.
*/
@:optional
var metadataJson:String;
/**
* Optional, force the cache to use a specific key to index the texture atlas.
*/
@:optional
var cacheKey:String;
/**
* If true, the texture atlas will use a new slot in the cache.
*/
@:optional
var uniqueInCache:Bool;
/**
* Optional callback for when a symbol is created.
*/
@:optional
var onSymbolCreate:animate.internal.SymbolItem->Void;
/**
* Whether to apply the stage matrix, if it was exported from a symbol instance.
* Also positions the Texture Atlas as it displays in Animate.
* Turning this on is only recommended if you prepositioned the character in Animate.
* For other cases, it should be turned off to act similarly to a normal FlxSprite.
*/
@:optional
var applyStageMatrix:Bool;
/**
* If enabled, the sprite will render as one texture instead of rendering multiple limbs.
* This is useful for stuff like changing alpha, and shaders that require the whole sprite.
*
* Only enable this if your sprite either:
* - Changes alpha to something other than 1.0
* - Has a shader or blend mode
*/
@:optional
var useRenderTexture:Bool;
}
/**
* An FlxSprite with additional functionality.
* - A more efficient method for creating solid color sprites.
* - TODO: Better cache handling for textures.
*/
@:nullSafety
@:access(animate.FlxAnimateController)
class FunkinSprite extends FlxAnimate
{
/**
* The filters array to be applied to the sprite.
*/
public var filters(default, set):Null<Array<BitmapFilter>> = null;
/**
* @param x Starting X position
* @param y Starting Y position
* @param path The asset path for the graphic
* @param atlasSettings The optional settings for the texture atlas
*/
public function new(?x:Float = 0, ?y:Float = 0, ?path:String, ?atlasSettings:AtlasSpriteSettings)
{
super(x, y);
filterRenderer = new FunkinFilterRenderer(this);
if (path != null)
{
var ext:String = Path.extension(path);
switch (ext)
{
case 'png':
this.loadGraphic(path);
case '':
// Do the opposite of Paths.animateAtlas since that function is called in loadTextureAtlas.
var lib:String = Paths.getLibrary(path);
if (lib == 'preload')
{
path = path.replace('assets/images/', '');
}
else
{
path = path.replace('$lib:assets/$lib/images/', '');
}
this.loadTextureAtlas(path, lib, atlasSettings);
default:
FlxG.log.warn('Texture path $path is not a valid path. Make sure the path points to either an image or a folder with the texture atlas files!');
}
}
}
override function initVars():Void
{
super.initVars();
var newController:FunkinAnimationController = new FunkinAnimationController(this);
animation = newController;
anim = newController;
}
/**
* Create a new FunkinSprite with a static texture.
* @param x The starting X position.
* @param y The starting Y position.
* @param key The key of the texture to load.
* @return The new FunkinSprite.
*/
public static function create(x:Float = 0.0, y:Float = 0.0, key:String):FunkinSprite
{
var sprite:FunkinSprite = new FunkinSprite(x, y);
sprite.loadTexture(key);
return sprite;
}
/**
* Create a new FunkinSprite with a Sparrow atlas animated texture.
* @param x The starting X position.
* @param y The starting Y position.
* @param key The key of the texture to load.
* @return The new FunkinSprite.
*/
public static function createSparrow(x:Float = 0.0, y:Float = 0.0, key:String):FunkinSprite
{
var sprite:FunkinSprite = new FunkinSprite(x, y);
sprite.loadSparrow(key);
return sprite;
}
/**
* Create a new FunkinSprite with a Packer atlas animated texture.
* @param x The starting X position.
* @param y The starting Y position.
* @param key The key of the texture to load.
* @return The new FunkinSprite.
*/
public static function createPacker(x:Float = 0.0, y:Float = 0.0, key:String):FunkinSprite
{
var sprite:FunkinSprite = new FunkinSprite(x, y);
sprite.loadPacker(key);
return sprite;
}
/**
* Create a new FunkinSprite with an Adobe Animate texture atlas.
* @param x The starting X position.
* @param y The starting Y position.
* @param key The key of the texture to load.
* @return The new FunkinSprite.
*/
public static function createTextureAtlas(x:Float = 0.0, y:Float = 0.0, key:String, ?assetLibrary:Null<String>, ?settings:AtlasSpriteSettings):FunkinSprite
{
var sprite:FunkinSprite = new FunkinSprite(x, y);
sprite.loadTextureAtlas(key, assetLibrary ?? "", settings);
return sprite;
}
/**
* Load a static image as the sprite's texture.
* @param key The key of the texture to load.
* @return This sprite, for chaining.
*/
public function loadTexture(key:String):FunkinSprite
{
var graphicKey:String = Paths.image(key);
if (!Assets.exists(graphicKey, IMAGE))
{
FlxG.log.error('Texture not found, check your path! $graphicKey');
return this;
}
if (!FunkinMemory.isTextureCached(graphicKey))
{
FlxG.log.warn('Texture not cached, may experience stuttering! $graphicKey');
}
loadGraphic(graphicKey);
return this;
}
public function loadTextureAsync(key:String, fade:Bool = false):Void
{
var fadeTween:Null<FlxTween> = null;
if (fade)
{
fadeTween = FlxTween.tween(this, {alpha: 0}, 0.25);
}
trace('[ASYNC] Start loading image (${key})');
graphic.persist = true;
openfl.Assets.loadBitmapData(key)
.onComplete(function(bitmapData:openfl.display.BitmapData)
{
trace('[ASYNC] Finished loading image');
var cache:Bool = false;
loadBitmapData(bitmapData, cache);
if (fadeTween != null)
{
fadeTween.cancel();
FlxTween.tween(this, {alpha: 1.0}, 0.25);
}
})
.onError(function(error:Dynamic)
{
trace('[ASYNC] Failed to load image: ${error}');
if (fadeTween != null)
{
fadeTween.cancel();
this.alpha = 1.0;
}
})
.onProgress(function(progress:Int, total:Int)
{
trace('[ASYNC] Loading image progress: ${progress}/${total}');
});
}
/**
* Apply an OpenFL `BitmapData` to this sprite.
* @param input The OpenFL `BitmapData` to apply
* @return This sprite, for chaining
*/
public function loadBitmapData(input:BitmapData, cache:Bool = true):FunkinSprite
{
if (cache)
{
loadGraphic(input);
}
else
{
var graphic:FlxGraphic = FlxGraphic.fromBitmapData(input, false, null, false);
this.graphic = graphic;
this.frames = this.graphic.imageFrame;
}
return this;
}
/**
* Apply an OpenFL `TextureBase` to this sprite.
* @param input The OpenFL `TextureBase` to apply
* @return This sprite, for chaining
*/
public function loadTextureBase(input:TextureBase):Null<FunkinSprite>
{
var inputBitmap:Null<FixedBitmapData> = FixedBitmapData.fromTexture(input);
if (inputBitmap == null)
{
FlxG.log.warn('loadTextureBase - input resulted in null bitmap! $input');
return null;
}
return loadBitmapData(inputBitmap);
}
/**
* Loads an Adobe Animate texture atlas as the sprite's texture.
* @param key The key of the texture to load.
* @param settings Additional settings for loading the atlas.
* @return This sprite, for chaining.
*/
public function loadTextureAtlas(key:Null<String>, ?assetLibrary:Null<String>, ?settings:AtlasSpriteSettings):FunkinSprite
{
if (key == null)
{
throw 'Null path specified for loadTextureAtlas()!';
}
if (settings == null)
{
settings = getDefaultAtlasSettings();
}
this.applyStageMatrix = settings.applyStageMatrix ?? false;
this.useRenderTexture = settings.useRenderTexture ?? false;
frames = Paths.getAnimateAtlas(key, assetLibrary, settings);
return this;
}
/**
* Load an animated texture (Sparrow atlas spritesheet) as the sprite's texture.
* @param key The key of the texture to load.
* @return This sprite, for chaining.
*/
public function loadSparrow(key:String):FunkinSprite
{
var graphicKey:String = Paths.image(key);
if (!FunkinMemory.isTextureCached(graphicKey)) FlxG.log.warn('Texture not cached, may experience stuttering! $graphicKey');
this.frames = Paths.getSparrowAtlas(key);
return this;
}
/**
* Load an animated texture (Packer atlas spritesheet) as the sprite's texture.
* @param key The key of the texture to load.
* @return This sprite, for chaining.
*/
public function loadPacker(key:String):FunkinSprite
{
var graphicKey:String = Paths.image(key);
if (!FunkinMemory.isTextureCached(graphicKey)) FlxG.log.warn('Texture not cached, may experience stuttering! $graphicKey');
this.frames = Paths.getPackerAtlas(key);
return this;
}
/**
* @param id The animation ID to check.
* @return Whether the animation is dynamic (has multiple frames). `false` for static, one-frame animations.
*/
public function isAnimationDynamic(id:String):Bool
{
var animData = null;
if (this.animation == null) return false;
animData = this.animation.getByName(id);
if (animData == null) return false;
return animData.numFrames > 1;
}
/**
* Whether or not this sprite has an animation with the given ID.
* @param id The ID of the animation to check.
*/
public function hasAnimation(id:String):Bool
{
var animationList:Array<String> = this.animation?.getNameList() ?? [];
if (animationList.contains(id))
{
return true;
}
else if (this.anim.hasAnimateAtlas && !animationList.contains(id))
{
return addAnimationIfMissing(id);
}
return false;
}
/**
* Adds an animation if it doesn't exist.
* @param id The animation ID to check.
*/
function addAnimationIfMissing(id:String):Bool
{
@:privateAccess
var symbols:Array<String> = this.library.dictionary.keys().array();
var frameLabels:Array<String> = listAnimations();
if (frameLabels.contains(id))
{
// Animation exists as a frame label but wasn't added, so we add it
anim.addByFrameLabel(id, id, this.library.frameRate, false);
return true;
}
else if (symbols.contains(id))
{
// Animation exists as a symbol but wasn't added, so we add it
anim.addBySymbol(id, id, this.library.frameRate, false);
return true;
}
return false;
}
/**
* Gets every frame on every symbol that starts with the given keyword.
* @param keyword The keyword to search for.
* @return An array of frames.
*/
public function getFramesWithKeyword(keyword:String):Array<animate.internal.Frame>
{
if (!this.anim.hasAnimateAtlas)
{
trace('WARNING: getFramesWithKeyword() only works on texture atlases!');
return [];
}
var symbolItems:Array<animate.internal.SymbolItem> = [];
var frames:Array<animate.internal.Frame> = [];
@:privateAccess
for (symbol in this.library.dictionary.keys())
{
var symbolItem:Null<animate.internal.SymbolItem> = this.library.getSymbol(symbol);
if (symbolItem == null) continue;
if (symbolItem.name.contains(keyword))
{
symbolItems.push(symbolItem);
}
}
for (symbolItem in symbolItems)
{
symbolItem.timeline.forEachLayer((layer) ->
{
layer.forEachFrame((frame) ->
{
frames.push(frame);
});
});
}
return frames;
}
/**
* Gets the current animation ID.
*/
public function getCurrentAnimation():String
{
return this.animation?.curAnim?.name ?? '';
}
/**
* Whether or not the current animation is finished.
*/
public function isAnimationFinished():Bool
{
return this.animation?.finished ?? false;
}
/**
* Acts similarly to `makeGraphic`, but with improved memory usage,
* at the expense of not being able to paint onto the resulting sprite.
*
* @param width The target width of the sprite.
* @param height The target height of the sprite.
* @param color The color to fill the sprite with.
* @return This sprite, for chaining.
*/
public function makeSolidColor(width:Int, height:Int, color:FlxColor = FlxColor.WHITE):FunkinSprite
{
// Create a tiny solid color graphic and scale it up to the desired size.
var graphic:FlxGraphic = FlxG.bitmap.create(2, 2, color, false, 'solid#${color.toHexString(true, false)}');
frames = graphic.imageFrame;
scale.set(width / 2.0, height / 2.0);
updateHitbox();
return this;
}
/**
* @return A list of all the animations this sprite has available.
*/
public function listAnimations():Array<String>
{
var frameLabels:Array<String> = getFrameLabelList();
var animationList:Array<String> = this.animation?.getNameList() ?? [];
return frameLabels.concat(animationList);
}
/**
* TEXTURE ATLAS-EXCLUSIVE FUNCTIONS
* These functions only work if the sprite's texture is an Adobe Animate texture atlas.
* Calling these functions on non-texture atlases will do nothing.
*/
/**
* Gets a list of frame labels from the default timeline.
*/
public function getFrameLabelList():Array<String>
{
if (!this.anim.hasAnimateAtlas)
{
trace('WARNING: getFrameLabelList() only works on texture atlases!');
return [];
}
var foundLabels:Array<String> = [];
var mainTimeline:Null<animate.internal.Timeline> = this.library.timeline;
for (layer in mainTimeline.layers)
{
@:nullSafety(Off)
for (frame in layer.frames)
{
if (frame.name.rtrim() != '')
{
foundLabels.push(frame.name);
}
}
}
return foundLabels;
}
/**
* Gets a frame label by its name.
* @param name The name of the frame label to retrieve.
* @return The frame label, or null if it doesn't exist.
*/
public function getFrameLabel(name:String, ?timeline:animate.internal.Timeline):Null<animate.internal.Frame>
{
if (!this.anim.hasAnimateAtlas)
{
trace('WARNING: getFrameLabel() only works on texture atlases!');
return null;
}
for (layer in (timeline ?? this.timeline).layers)
{
@:nullSafety(Off)
for (frame in layer.frames)
{
if (frame.name == name)
{
return frame;
}
}
}
return null;
}
/**
* Returns the default symbol in the atlas.
*/
public function getDefaultSymbol():String
{
if (!this.anim.hasAnimateAtlas)
{
trace('WARNING: getDefaultSymbol() only works on texture atlases!');
return '';
}
return library.timeline.name;
}
/**
* Replaces the graphic of a symbol in the atlas.
* @param symbol The symbol to replace.
* @param graphic The new graphic to use.
* @param adjustScale Whether to adjust the scale of new frame to match the old one.
*/
public function replaceSymbolGraphic(symbol:String, ?graphic:Null<FlxGraphicAsset>, ?adjustScale:Bool = true):Void
{
if (!this.anim.hasAnimateAtlas)
{
trace('WARNING: replaceSymbolGraphic() only works on texture atlases!');
return;
}
var elements:Array<Element> = getSymbolElements(symbol);
for (element in elements)
{
var atlasInstance:AtlasInstance = element.toAtlasInstance();
var frame:Null<FlxFrame> = graphic != null ? FlxG.bitmap.add(graphic).imageFrame.frame : null;
atlasInstance.replaceFrame(frame, adjustScale);
element = atlasInstance;
}
}
/**
* Returns the first element of a symbol in the atlas.
* @param symbol The symbol to get elements from.
* @return The first element of the symbol. WARNING: Can be null.
*/
public function getFirstElement(symbol:String):Null<Element>
{
if (!this.anim.hasAnimateAtlas)
{
trace('WARNING: getFirstElement() only works on texture atlases!');
return null;
}
var symbolElements:Array<Element> = getSymbolElements(symbol);
return symbolElements.length > 0 ? symbolElements[0] : null;
}
/**
* Returns the elements of a symbol in the atlas.
* @param symbol The symbol to get elements from.
*/
public function getSymbolElements(symbol:String):Array<Element>
{
if (!this.anim.hasAnimateAtlas)
{
trace('WARNING: getSymbolElements() only works on texture atlases!');
return [];
}
var symbolInstance:Null<SymbolItem> = this.library.getSymbol(symbol);
if (symbolInstance == null)
{
throw 'Symbol not found in atlas: ${symbol}';
return [];
}
var elements:Array<Element> = symbolInstance.timeline.getElementsAtIndex(0);
if (elements?.length == 0)
{
trace('WARNING: No Atlas Elements found for "$symbol" symbol.');
}
return elements ?? [];
}
/**
* Scales an element by a certain multiplier.
* @param element The element to scale.
* @param scale The scale multiplier.
* @param positionOffset The offset to apply to `tx` and `ty` after scaling.
* (Or in other words, the position of the element.)
*/
public function scaleElement(element:Element, scale:Float, positionOffset:Float = 0, scaleEverything:Bool = false):Void
{
if (!this.anim.hasAnimateAtlas)
{
trace('WARNING: scaleElement() only works on texture atlases!');
return;
}
var elementMatrix:FlxMatrix = element.matrix;
if (scaleEverything)
{
elementMatrix.scale(scale, scale);
return;
}
var symbolInstance:SymbolInstance = element.parentFrame.convertToSymbol(0, 1);
var transformPoint:FlxPoint = symbolInstance.transformationPoint;
elementMatrix.a += scale;
elementMatrix.d += scale;
elementMatrix.tx -= transformPoint.x * scale;
elementMatrix.ty -= transformPoint.y * scale;
elementMatrix.tx -= positionOffset;
elementMatrix.ty -= positionOffset;
}
/**
* Gets the default settings for a texture atlas sprite.
* @return The default settings for a texture atlas sprite.
*/
public function getDefaultAtlasSettings():AtlasSpriteSettings
{
return {
swfMode: false,
cacheOnLoad: false,
filterQuality: MEDIUM,
spritemaps: null,
metadataJson: null,
cacheKey: null,
uniqueInCache: false,
onSymbolCreate: null,
applyStageMatrix: false,
useRenderTexture: false
};
}
/**
* Ensure scale is applied when cloning a sprite.R
* The default `clone()` method acts kinda weird TBH.
* @return A clone of this sprite.
*/
public override function clone():FunkinSprite
{
var result = new FunkinSprite(this.x, this.y);
result.frames = this.frames;
result.scale.set(this.scale.x, this.scale.y);
result.updateHitbox();
return result;
}
@:access(flixel.FlxCamera)
override function getBoundingBox(camera:FlxCamera):FlxRect
{
getScreenPosition(_point, camera);
_rect.set(_point.x, _point.y, width, height);
_rect = camera.transformRect(_rect);
if (isPixelPerfectRender(camera))
{
_rect.width = _rect.width / this.scale.x;
_rect.height = _rect.height / this.scale.y;
_rect.x = _rect.x / this.scale.x;
_rect.y = _rect.y / this.scale.y;
_rect.floor();
_rect.x = _rect.x * this.scale.x;
_rect.y = _rect.y * this.scale.y;
_rect.width = _rect.width * this.scale.x;
_rect.height = _rect.height * this.scale.y;
}
return _rect;
}
override function preparePixelPerfectMatrix(matrix:FlxMatrix)
{
matrix.tx = Math.round(matrix.tx / this.scale.x) * this.scale.x;
matrix.ty = Math.round(matrix.ty / this.scale.y) * this.scale.y;
}
var filterRenderer:FunkinFilterRenderer;
var filtered:Bool = false;
var filterOffsets:Array<Float> = [0, 0];
override function checkRenderTexture():Bool
{
// Forcefully enable render texture when we have filters.
if (filters != null && filters.length > 0) return true;
return super.checkRenderTexture();
}
function set_filters(value:Null<Array<BitmapFilter>>):Null<Array<BitmapFilter>>
{
if (filters != value) _renderTextureDirty = true;
filters = value;
return value;
}
override public function draw():Void
{
for (filter in filters ?? [])
{
@:privateAccess
if (filter.__renderDirty) _renderTextureDirty = true;
}
super.draw();
}
override function drawFrameComplex(frame:FlxFrame, camera:FlxCamera):Void
{
final willUseRenderTexture = checkRenderTexture();
final matrix = this._matrix;
frame.prepareMatrix(matrix, FlxFrameAngle.ANGLE_0, checkFlipX(), checkFlipY());
prepareDrawMatrix(matrix, camera);
if (willUseRenderTexture)
{
var bounds:Array<Int> = [Math.ceil(frame.frame.width), Math.ceil(frame.frame.height)];
if (_renderTexture == null) _renderTexture = new RenderTexture(bounds[0], bounds[1]);
if (_renderTextureDirty)
{
_renderTexture.init(bounds[0], bounds[1]);
_renderTexture.drawToCamera((camera, mat) ->
{
camera.drawPixels(frame, framePixels, mat, null, null, antialiasing, null);
});
_renderTexture.render();
filterRenderer.applyFilters();
_renderTextureDirty = false;
}
if (filtered)
{
matrix.translate(filterOffsets[0], filterOffsets[1]);
camera.drawPixels(filterRenderer.graphic?.imageFrame.frame, null, matrix, colorTransform, blend, antialiasing, shader);
}
else
{
camera.drawPixels(_renderTexture.graphic.imageFrame.frame, framePixels, matrix, colorTransform, blend, antialiasing, shader);
}
}
else
{
camera.drawPixels(frame, framePixels, matrix, colorTransform, blend, antialiasing, shader);
}
}
override function drawAnimate(camera:FlxCamera):Void
{
final willUseRenderTexture = checkRenderTexture();
final matrix = _matrix;
matrix.identity();
@:privateAccess
var bounds = timeline._bounds;
if (!willUseRenderTexture) matrix.translate(-bounds.x, -bounds.y);
prepareAnimateMatrix(matrix, camera, bounds);
if (renderStage) drawStage(camera);
timeline.currentFrame = animation.frameIndex;
#if !flash
if (willUseRenderTexture)
{
if (_renderTexture == null) _renderTexture = new RenderTexture(Math.ceil(bounds.width), Math.ceil(bounds.height));
if (_renderTextureDirty)
{
_renderTexture.init(Math.ceil(bounds.width), Math.ceil(bounds.height));
_renderTexture.drawToCamera((camera, matrix) ->
{
matrix.translate(-bounds.x, -bounds.y);
timeline.draw(camera, matrix, null, null, antialiasing, null);
});
_renderTexture.render();
filterRenderer.applyFilters();
_renderTextureDirty = false;
}
if (filtered)
{
matrix.translate(filterOffsets[0], filterOffsets[1]);
camera.drawPixels(filterRenderer.graphic?.imageFrame.frame, null, matrix, colorTransform, blend, antialiasing, shader);
}
else
{
camera.drawPixels(_renderTexture.graphic.imageFrame.frame, framePixels, matrix, colorTransform, blend, antialiasing, shader);
}
}
else
#end
{
timeline.draw(camera, matrix, colorTransform, blend, antialiasing, shader);
}
}
public override function destroy():Void
{
@:nullSafety(Off) // TODO: Remove when flixel.FlxSprite is null safed.
frames = null;
filterRenderer.destroy();
// Cancel all tweens so they don't continue to run on a destroyed sprite.
// This prevents crashes.
FlxTween.cancelTweensOf(this);
super.destroy();
}
}