580 lines
26 KiB
Python
580 lines
26 KiB
Python
from typing import Dict, List, Tuple, Optional, Union
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from PIL import Image # type: ignore
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from .swf import SWF, Frame, Tag, AP2ShapeTag, AP2DefineSpriteTag, AP2PlaceObjectTag, AP2RemoveObjectTag, AP2DoActionTag, AP2DefineFontTag, AP2DefineEditTextTag
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from .types import Color, Matrix, Point
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from .geo import Shape
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from .util import VerboseOutput
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class Clip:
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# A movie clip that we are rendering, frame by frame. These are manifest by the root
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# SWF as well as AP2DefineSpriteTags which are essentially embedded movie clips. The
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# tag_id is the AP2DefineSpriteTag that created us, or None if this is the clip for
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# the root of the movie.
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def __init__(self, tag_id: Optional[int], frames: List[Frame], tags: List[Tag]) -> None:
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self.tag_id = tag_id
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self.frames = frames
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self.tags = tags
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self.frameno = 0
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self.__last_frameno = -1
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self.__finished = False
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def clone(self) -> "Clip":
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return Clip(
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self.tag_id,
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self.frames,
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self.tags,
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)
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@property
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def frame(self) -> Frame:
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# The current frame object.
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if self.finished:
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raise Exception("Logic error!")
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return self.frames[self.frameno]
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def advance(self) -> None:
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# Advance the clip by one frame after we finished processing that frame.
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if self.running:
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self.frameno += 1
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def clear(self) -> None:
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# Clear the dirty flag on this clip until we advance to the next frame.
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self.__last_frameno = self.frameno
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def remove(self) -> None:
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# Schedule this clip to be removed.
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self.__finished = True
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@property
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def finished(self) -> bool:
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# Whether we've hit the end of the clip and should get rid of this object or not.
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return (self.__finished or (self.frameno == len(self.frames)))
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@property
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def running(self) -> bool:
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return not self.finished
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@property
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def dirty(self) -> bool:
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# Whether we are in need of processing this frame or not.
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return self.running and (self.frameno != self.__last_frameno)
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def __repr__(self) -> str:
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return f"Clip(tag_id={self.tag_id}, frames={len(self.frames)}, frameno={self.frameno}, running={self.running}, dirty={self.dirty})"
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class PlacedObject:
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# An object that occupies the screen at some depth. Placed by an AP2PlaceObjectTag
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# that is inside the root SWF or an AP2DefineSpriteTag (essentially an embedded
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# movie clip).
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def __init__(self, parent_clip: Clip, tag: AP2PlaceObjectTag, drawable: Union[Clip, Shape]) -> None:
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self.parent_clip = parent_clip
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# TODO: Get rid of tag reference, instead grab the variables we need.
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self.tag = tag
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self.drawable = drawable
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@property
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def depth(self) -> int:
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return self.tag.depth
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@property
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def object_id(self) -> int:
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return self.tag.object_id
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def __repr__(self) -> str:
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return f"PlacedObject(parent_clip={self.parent_clip}, object_id={self.object_id}, depth={self.depth})"
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class AFPRenderer(VerboseOutput):
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def __init__(self, shapes: Dict[str, Shape] = {}, textures: Dict[str, Image.Image] = {}, swfs: Dict[str, SWF] = {}) -> None:
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super().__init__()
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self.shapes: Dict[str, Shape] = shapes
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self.textures: Dict[str, Image.Image] = textures
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self.swfs: Dict[str, SWF] = swfs
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# Internal render parameters
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self.__visible_tag: Optional[int] = None
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self.__registered_shapes: Dict[int, Shape] = {}
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self.__registered_sprites: Dict[int, Clip] = {}
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self.__placed_objects: List[PlacedObject] = []
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self.__clips: List[Clip] = []
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def add_shape(self, name: str, data: Shape) -> None:
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# Register a named shape with the renderer.
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if not data.parsed:
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data.parse()
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self.shapes[name] = data
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def add_texture(self, name: str, data: Image.Image) -> None:
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# Register a named texture (already loaded PIL image) with the renderer.
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self.textures[name] = data
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def add_swf(self, name: str, data: SWF) -> None:
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# Register a named SWF with the renderer.
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if not data.parsed:
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data.parse()
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self.swfs[name] = data
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def render_path(self, path: str, verbose: bool = False) -> Tuple[int, List[Image.Image]]:
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# Given a path to a SWF root animation or an exported animation inside a SWF,
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# attempt to render it to a list of frames, one per image.
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components = path.split(".")
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if len(components) > 2:
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raise Exception('Expected a path in the form of "moviename" or "moviename.exportedtag"!')
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for name, swf in self.swfs.items():
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if swf.exported_name == components[0]:
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# This is the SWF we care about.
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with self.debugging(verbose):
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return self.__render(swf, components[1] if len(components) > 1 else None)
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raise Exception(f'{path} not found in registered SWFs!')
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def list_paths(self, verbose: bool = False) -> List[str]:
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# Given the loaded animations, return a list of possible paths to render.
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paths: List[str] = []
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for name, swf in self.swfs.items():
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paths.append(swf.exported_name)
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for export_tag in swf.exported_tags:
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paths.append(f"{swf.exported_name}.{export_tag}")
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return paths
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def __place(self, tag: Tag, parent_clip: Clip, prefix: str = "") -> List[Clip]:
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# "Place" a tag on the screen. Most of the time, this means performing the action of the tag,
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# such as defining a shape (registering it with our shape list) or adding/removing an object.
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if isinstance(tag, AP2ShapeTag):
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self.vprint(f"{prefix} Loading {tag.reference} into shape slot {tag.id}")
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if tag.reference not in self.shapes:
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raise Exception(f"Cannot find shape reference {tag.reference}!")
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if tag.id in self.__registered_shapes:
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raise Exception(f"Cannot register {tag.reference} as shape slot {tag.id} is already taken!")
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self.__registered_shapes[tag.id] = self.shapes[tag.reference]
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# No additional movie clips were spawned.
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return []
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elif isinstance(tag, AP2DefineSpriteTag):
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self.vprint(f"{prefix} Loading Sprite into sprite slot {tag.id}")
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if tag.id in self.__registered_sprites:
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raise Exception(f"Cannot register sprite as sprite slot {tag.id} is already taken!")
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# Register a new clip that we might reference to execute.
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self.__registered_sprites[tag.id] = Clip(tag.id, tag.frames, tag.tags)
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# We didn't add the clip to our processing target yet.
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return []
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elif isinstance(tag, AP2PlaceObjectTag):
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if tag.update:
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self.vprint(f"{prefix} Updating Object ID {tag.object_id} on Depth {tag.depth}")
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updated = False
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for obj in self.__placed_objects:
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if obj.object_id == tag.object_id and obj.depth == tag.depth:
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# As far as I can tell, pretty much only color and matrix stuff can be updated.
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obj.tag.mult_color = tag.mult_color or obj.tag.mult_color
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obj.tag.add_color = tag.add_color or obj.tag.add_color
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obj.tag.transform = tag.transform or obj.tag.transform
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obj.tag.rotation_offset = tag.rotation_offset or obj.tag.rotation_offset
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updated = True
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if not updated:
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raise Exception(f"Couldn't find tag {tag.object_id} on depth {tag.depth} to update!")
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# We finished!
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return []
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else:
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if tag.source_tag_id is None:
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raise Exception("Cannot place a tag with no source ID and no update flags!")
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# TODO: Handle ON_LOAD triggers for this object. Many of these are just calls into
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# the game to set the current frame that we're on, but sometimes its important.
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if tag.source_tag_id in self.__registered_sprites:
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# This is a sprite placement reference. We need to start this
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# clip so that we can process its own animation frames in order to reference
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# its objects when rendering.
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self.vprint(f"{prefix} Placing Sprite {tag.source_tag_id} with Object ID {tag.object_id} onto Depth {tag.depth}")
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new_clip = self.__registered_sprites[tag.source_tag_id].clone()
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self.__placed_objects.append(PlacedObject(parent_clip, tag, new_clip))
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return [new_clip]
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if tag.source_tag_id in self.__registered_shapes:
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self.vprint(f"{prefix} Placing Shape {tag.source_tag_id} with Object ID {tag.object_id} onto Depth {tag.depth}")
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self.__placed_objects.append(PlacedObject(parent_clip, tag, self.__registered_shapes[tag.source_tag_id]))
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return []
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else:
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raise Exception(f"Cannot find a shape or sprite with Tag ID {tag.source_tag_id}!")
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elif isinstance(tag, AP2RemoveObjectTag):
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self.vprint(f"{prefix} Removing Object ID {tag.object_id} from Depth {tag.depth}")
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if tag.object_id != 0:
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# Remove the identified object by object ID and depth.
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# Remember removed objects so we can stop any clips.
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removed_objects = [
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obj for obj in self.__placed_objects
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if obj.object_id == tag.object_id and obj.depth == tag.depth
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]
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# Get rid of the objects that we're removing from the master list.
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self.__placed_objects = [
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obj for obj in self.__placed_objects
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if not(obj.object_id == tag.object_id and obj.depth == tag.depth)
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]
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else:
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# Remove the last placed object at this depth. The placed objects list isn't
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# ordered so much as apppending to the list means the last placed object at a
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# depth comes last.
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for i in range(len(self.__placed_objects)):
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real_index = len(self.__placed_objects) - (i + 1)
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if self.__placed_objects[real_index].depth == tag.depth:
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removed_objects = self.__placed_objects[real_index:(real_index + 1)]
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self.__placed_objects = self.__placed_objects[:real_index] + self.__placed_objects[(real_index + 1):]
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break
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# We should have removed at least one objct.
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if len(removed_objects) == 0:
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raise Exception(f"Couldn't find object to remove by ID {tag.object_id} and depth {tag.depth}!")
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for obj in removed_objects:
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if obj.tag.source_tag_id in self.__registered_sprites:
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# This is a sprite placement reference.
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for clip in self.__clips:
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if clip is obj.drawable:
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clip.remove()
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# Kill any objects placed by this clip.
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self.__placed_objects = [
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o for o in self.__placed_objects
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if not(o.parent_clip is obj.drawable)
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]
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return []
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elif isinstance(tag, AP2DoActionTag):
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print("WARNING: Unhandled DO_ACTION tag!")
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return []
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elif isinstance(tag, AP2DefineFontTag):
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print("WARNING: Unhandled DEFINE_FONT tag!")
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return []
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elif isinstance(tag, AP2DefineEditTextTag):
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print("WARNING: Unhandled DEFINE_EDIT_TEXT tag!")
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return []
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else:
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raise Exception(f"Failed to process tag: {tag}")
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def __render_object(self, img: Image.Image, renderable: PlacedObject, parent_transform: Matrix, parent_origin: Point) -> None:
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if renderable.tag.source_tag_id is None:
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self.vprint(" Nothing to render!")
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return
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# Look up the affine transformation matrix for this object.
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transform = parent_transform.multiply(renderable.tag.transform or Matrix.identity())
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# Calculate the inverse so we can map canvas space back to texture space.
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inverse = transform.inverse()
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# Render individual shapes if this is a sprite.
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if renderable.tag.source_tag_id in self.__registered_sprites:
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# This is a sprite placement reference.
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objs = sorted(
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[o for o in self.__placed_objects if o.parent_clip is renderable.drawable],
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key=lambda obj: obj.depth,
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)
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for obj in objs:
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self.vprint(f" Rendering placed object ID {obj.object_id} from sprite {obj.parent_clip.tag_id} onto Depth {obj.depth}")
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self.__render_object(img, obj, transform, parent_origin.add(renderable.tag.rotation_offset or Point.identity()))
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return
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# This is a shape draw reference.
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shape = self.__registered_shapes[renderable.tag.source_tag_id]
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# Calculate add color if it is present.
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add_color = (renderable.tag.add_color or Color(0.0, 0.0, 0.0, 0.0)).as_tuple()
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mult_color = renderable.tag.mult_color or Color(1.0, 1.0, 1.0, 1.0)
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blend = renderable.tag.blend or 0
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# Now, render out shapes.
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for params in shape.draw_params:
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if not (params.flags & 0x1):
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# Not instantiable, don't render.
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return
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if params.flags & 0x8:
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# TODO: Need to support blending and UV coordinate colors here.
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print(f"WARNING: Unhandled shape blend color {params.blend}")
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if params.flags & 0x4:
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# TODO: Need to support blending and UV coordinate colors here.
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print("WARNING: Unhandled UV coordinate color!")
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texture = None
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if params.flags & 0x2:
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# We need to look up the texture for this.
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if params.region not in self.textures:
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raise Exception(f"Cannot find texture reference {params.region}!")
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texture = self.textures[params.region]
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if texture is not None:
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# If the origin is not specified, assume it is the center of the texture.
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origin = parent_origin.add(renderable.tag.rotation_offset or Point(texture.width / 2, texture.height / 2))
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# See if we can cheat and use the faster blitting method.
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if (
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add_color == (0, 0, 0, 0) and
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mult_color.r == 1.0 and
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mult_color.g == 1.0 and
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mult_color.b == 1.0 and
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mult_color.a == 1.0 and
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transform.b == 0.0 and
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transform.c == 0.0 and
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transform.a == 1.0 and
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transform.d == 1.0 and
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blend == 0
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):
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# We can!
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cutin = transform.multiply_point(Point.identity().subtract(origin))
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cutoff = Point.identity()
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if cutin.x < 0:
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cutoff.x = -cutin.x
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cutin.x = 0
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if cutin.y < 0:
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cutoff.y = -cutin.y
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cutin.y = 0
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img.alpha_composite(texture, cutin.as_tuple(), cutoff.as_tuple())
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else:
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# Now, render out the texture.
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imgmap = list(img.getdata())
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texmap = list(texture.getdata())
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# Calculate the maximum range of update this texture can possibly reside in.
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pix1 = transform.multiply_point(Point.identity().subtract(origin))
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pix2 = transform.multiply_point(Point.identity().subtract(origin).add(Point(texture.width, 0)))
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pix3 = transform.multiply_point(Point.identity().subtract(origin).add(Point(0, texture.height)))
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pix4 = transform.multiply_point(Point.identity().subtract(origin).add(Point(texture.width, texture.height)))
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# Map this to the rectangle we need to sweep in the rendering image.
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minx = max(int(min(pix1.x, pix2.x, pix3.x, pix4.x)), 0)
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maxx = min(int(max(pix1.x, pix2.x, pix3.x, pix4.x)) + 1, img.width)
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miny = max(int(min(pix1.y, pix2.y, pix3.y, pix4.y)), 0)
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maxy = min(int(max(pix1.y, pix2.y, pix3.y, pix4.y)) + 1, img.height)
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for imgy in range(miny, maxy):
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for imgx in range(minx, maxx):
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# Determine offset
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imgoff = imgx + (imgy * img.width)
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# Calculate what texture pixel data goes here.
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texloc = inverse.multiply_point(Point(float(imgx), float(imgy))).add(origin)
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texx, texy = texloc.as_tuple()
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# If we're out of bounds, don't update.
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if texx < 0 or texy < 0 or texx >= texture.width or texy >= texture.height:
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continue
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# Blend it.
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texoff = texx + (texy * texture.width)
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if blend == 0:
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imgmap[imgoff] = self.__blend_normal(imgmap[imgoff], texmap[texoff], mult_color, add_color)
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elif blend == 8:
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imgmap[imgoff] = self.__blend_additive(imgmap[imgoff], texmap[texoff], mult_color, add_color)
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elif blend == 9:
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imgmap[imgoff] = self.__blend_subtractive(imgmap[imgoff], texmap[texoff], mult_color, add_color)
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else:
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raise Exception(f"Unsupported blend {blend}")
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img.putdata(imgmap)
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def __clamp(self, color: Union[float, int]) -> int:
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return min(max(0, round(color)), 255)
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def __blend_normal(
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self,
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# RGBA color tuple representing what's already at the dest.
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dest: Tuple[int, int, int, int],
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# RGBA color tuple representing the source we want to blend to the dest.
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src: Tuple[int, int, int, int],
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# A pre-scaled color where all values are 0.0-1.0, used to calculate the final color.
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mult_color: Color,
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# A RGBA color tuple where all values are 0-255, used to calculate the final color.
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add_color: Tuple[int, int, int, int],
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) -> Tuple[int, int, int, int]:
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# Calculate multiplicative and additive colors against the source.
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src = (
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self.__clamp((src[0] * mult_color.r) + add_color[0]),
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self.__clamp((src[1] * mult_color.g) + add_color[1]),
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self.__clamp((src[2] * mult_color.b) + add_color[2]),
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self.__clamp((src[3] * mult_color.a) + add_color[3]),
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)
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# Short circuit for speed.
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if src[3] == 0:
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return dest
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if src[3] == 255:
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return src
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# Calculate alpha blending.
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srcpercent = (float(src[3]) / 255.0)
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destpercent = (float(dest[3]) / 255.0)
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destremainder = 1.0 - srcpercent
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return (
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self.__clamp((float(dest[0]) * destpercent * destremainder) + (float(src[0]) * srcpercent)),
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self.__clamp((float(dest[1]) * destpercent * destremainder) + (float(src[1]) * srcpercent)),
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self.__clamp((float(dest[2]) * destpercent * destremainder) + (float(src[2]) * srcpercent)),
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self.__clamp(255 * (srcpercent + destpercent * destremainder)),
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)
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def __blend_additive(
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self,
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# RGBA color tuple representing what's already at the dest.
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dest: Tuple[int, int, int, int],
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# RGBA color tuple representing the source we want to blend to the dest.
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src: Tuple[int, int, int, int],
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# A pre-scaled color where all values are 0.0-1.0, used to calculate the final color.
|
|
mult_color: Color,
|
|
# A RGBA color tuple where all values are 0-255, used to calculate the final color.
|
|
add_color: Tuple[int, int, int, int],
|
|
) -> Tuple[int, int, int, int]:
|
|
# Calculate multiplicative and additive colors against the source.
|
|
src = (
|
|
self.__clamp((src[0] * mult_color.r) + add_color[0]),
|
|
self.__clamp((src[1] * mult_color.g) + add_color[1]),
|
|
self.__clamp((src[2] * mult_color.b) + add_color[2]),
|
|
self.__clamp((src[3] * mult_color.a) + add_color[3]),
|
|
)
|
|
|
|
# Short circuit for speed.
|
|
if src[3] == 0:
|
|
return dest
|
|
|
|
# Calculate alpha blending.
|
|
srcpercent = (float(src[3]) / 255.0)
|
|
return (
|
|
self.__clamp(dest[0] + (float(src[0]) * srcpercent)),
|
|
self.__clamp(dest[1] + (float(src[1]) * srcpercent)),
|
|
self.__clamp(dest[2] + (float(src[2]) * srcpercent)),
|
|
self.__clamp(dest[3] + (255 * srcpercent)),
|
|
)
|
|
|
|
def __blend_subtractive(
|
|
self,
|
|
# RGBA color tuple representing what's already at the dest.
|
|
dest: Tuple[int, int, int, int],
|
|
# RGBA color tuple representing the source we want to blend to the dest.
|
|
src: Tuple[int, int, int, int],
|
|
# A pre-scaled color where all values are 0.0-1.0, used to calculate the final color.
|
|
mult_color: Color,
|
|
# A RGBA color tuple where all values are 0-255, used to calculate the final color.
|
|
add_color: Tuple[int, int, int, int],
|
|
) -> Tuple[int, int, int, int]:
|
|
# Calculate multiplicative and additive colors against the source.
|
|
src = (
|
|
self.__clamp((src[0] * mult_color.r) + add_color[0]),
|
|
self.__clamp((src[1] * mult_color.g) + add_color[1]),
|
|
self.__clamp((src[2] * mult_color.b) + add_color[2]),
|
|
self.__clamp((src[3] * mult_color.a) + add_color[3]),
|
|
)
|
|
|
|
# Short circuit for speed.
|
|
if src[3] == 0:
|
|
return dest
|
|
|
|
# Calculate alpha blending.
|
|
srcpercent = (float(src[3]) / 255.0)
|
|
return (
|
|
self.__clamp(dest[0] - (float(src[0]) * srcpercent)),
|
|
self.__clamp(dest[1] - (float(src[1]) * srcpercent)),
|
|
self.__clamp(dest[2] - (float(src[2]) * srcpercent)),
|
|
self.__clamp(dest[3] - (255 * srcpercent)),
|
|
)
|
|
|
|
def __render(self, swf: SWF, export_tag: Optional[str]) -> Tuple[int, List[Image.Image]]:
|
|
# If we are rendering an exported tag, we want to perform the actions of the
|
|
# rest of the SWF but not update any layers as a result.
|
|
self.__visible_tag = None
|
|
if export_tag is not None:
|
|
# Make sure this tag is actually present in the SWF.
|
|
if export_tag not in swf.exported_tags:
|
|
raise Exception(f'{export_tag} is not exported by {swf.exported_name}!')
|
|
self.__visible_tag = swf.exported_tags[export_tag]
|
|
|
|
# TODO: We have to resolve imports.
|
|
|
|
# Now, let's go through each frame, performing actions as necessary.
|
|
spf = 1.0 / swf.fps
|
|
frames: List[Image.Image] = []
|
|
frameno: int = 0
|
|
|
|
# Reset any registered clips.
|
|
self.__clips = [Clip(None, swf.frames, swf.tags)] if len(swf.frames) > 0 else []
|
|
|
|
# Reset any registered shapes.
|
|
self.__registered_shapes = {}
|
|
self.__registered_sprites = {}
|
|
|
|
while any(c.running for c in self.__clips):
|
|
# Create a new image to render into.
|
|
time = spf * float(frameno)
|
|
color = swf.color or Color(0.0, 0.0, 0.0, 0.0)
|
|
self.vprint(f"Rendering Frame {frameno} ({time}s)")
|
|
|
|
# Go through all registered clips, place all needed tags.
|
|
changed = False
|
|
while any(c.dirty for c in self.__clips):
|
|
newclips: List[Clip] = []
|
|
for clip in self.__clips:
|
|
# See if the clip needs handling (might have been placed and needs to run).
|
|
if clip.dirty and clip.frame.current_tag < clip.frame.num_tags:
|
|
self.vprint(f" Sprite Tag ID: {clip.tag_id}, Current Frame: {clip.frame.start_tag_offset + clip.frame.current_tag}, Num Frames: {clip.frame.num_tags}")
|
|
newclips.extend(self.__place(clip.tags[clip.frame.start_tag_offset + clip.frame.current_tag], parent_clip=clip))
|
|
clip.frame.current_tag += 1
|
|
changed = True
|
|
|
|
if clip.dirty and clip.frame.current_tag == clip.frame.num_tags:
|
|
# We handled this clip.
|
|
clip.clear()
|
|
|
|
# Add any new clips that we should process next frame.
|
|
self.__clips.extend(newclips)
|
|
|
|
if changed or frameno == 0:
|
|
# Now, render out the placed objects. We sort by depth so that we can
|
|
# get the layering correct, but its important to preserve the original
|
|
# insertion order for delete requests.
|
|
curimage = Image.new("RGBA", (swf.location.width, swf.location.height), color=color.as_tuple())
|
|
for obj in sorted(self.__placed_objects, key=lambda obj: obj.depth):
|
|
if self.__visible_tag != obj.parent_clip.tag_id:
|
|
continue
|
|
|
|
self.vprint(f" Rendering placed object ID {obj.object_id} from sprite {obj.parent_clip.tag_id} onto Depth {obj.depth}")
|
|
self.__render_object(curimage, obj, Matrix.identity(), Point.identity())
|
|
else:
|
|
# Nothing changed, make a copy of the previous render.
|
|
self.vprint(" Using previous frame render")
|
|
curimage = frames[-1].copy()
|
|
|
|
# Advance all the clips and frame now that we processed and rendered them.
|
|
for clip in self.__clips:
|
|
if clip.dirty:
|
|
raise Exception("Logic error!")
|
|
clip.advance()
|
|
frames.append(curimage)
|
|
frameno += 1
|
|
|
|
# Garbage collect any clips that we're finished with.
|
|
self.__clips = [c for c in self.__clips if not c.finished]
|
|
|
|
return int(spf * 1000.0), frames
|