parsing ADL

a road to auto-gen'd spriteanimation spritesheet
This commit is contained in:
minjaesong
2019-01-05 02:19:56 +09:00
parent 73da060d5c
commit 576e2160ad
4 changed files with 262 additions and 1 deletions

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package net.torvald.spriteassembler
import java.io.InputStream
import java.io.Reader
import java.util.*
import kotlin.collections.HashMap
class ADProperties {
private val javaProp = Properties()
/** Every key is CAPITALISED */
private val propTable = HashMap<String, List<ADPropertyObject>>()
constructor(reader: Reader) {
javaProp.load(reader)
continueLoad()
}
constructor(inputStream: InputStream) {
javaProp.load(inputStream)
continueLoad()
}
private fun continueLoad() {
javaProp.keys.forEach { propName ->
val propsStr = javaProp.getProperty(propName as String)
val propsList = propsStr.split(';').map { ADPropertyObject(it) }
propTable[propName.capitalize()] = propsList
}
}
operator fun get(identifier: String) = propTable[identifier.capitalize()]
val keys
get() = propTable.keys
fun containsKey(key: String) = propTable.containsKey(key)
fun forEach(predicate: (String, List<ADPropertyObject>) -> Unit) = propTable.forEach(predicate)
}
/**
* @param propertyRaw example inputs:
* - ```DELAY 0.15```
* - ```LEG_RIGHT 0,-1```
*
* Created by minjaesong on 2019-01-05.
*/
class ADPropertyObject(propertyRaw: String) {
/** If the input is like ```UPPER_TORSO``` (that is, not a variable-input pair), this holds the string UPPER_TORSO. */
val variable: String
val input: Any?
get() = when (type) {
ADPropertyType.IVEC2 -> field!! as Vector2i
ADPropertyType.FLOAT -> field!! as Float
else -> null
}
val type: ADPropertyType
init {
val propPair = propertyRaw.split(variableInputSepRegex)
if (isADvariable(propertyRaw)) {
variable = propPair[0]
val inputStr = propPair[1]!!
if (isADivec2(inputStr)) {
type = ADPropertyType.IVEC2
input = toADivec2(inputStr)
}
else if (isADfloat(inputStr)) {
type = ADPropertyType.FLOAT
input = toADfloat(inputStr)
}
else {
throw IllegalArgumentException("Malformed input, input property seems not ivec2, float nor string: $propertyRaw")
}
}
else {
variable = propertyRaw
input = null
type = ADPropertyType.STRING
}
}
companion object {
private val floatRegex = Regex("""-?[0-9]+(\.[0-9]*)?""")
private val ivec2Regex = Regex("""-?[0-9]+,-?[0-9]+""")
private val variableInputSepRegex = Regex(""" +""")
fun isADivec2(s: String) = ivec2Regex.matches(s)
fun isADfloat(s: String) = floatRegex.matches(s) && !ivec2Regex.containsMatchIn(s)
fun toADivec2(s: String) = if (isADivec2(s))
Vector2i(s.substringBefore(',').toInt(), s.substringAfter(',').toInt())
else throw IllegalArgumentException("Input not in ivec2 format: $s")
fun toADfloat(s: String) = if (isADfloat(s))
s.toFloat()
else throw IllegalArgumentException("Input not in ivec2 format: $s")
/** example valid input: ```LEG_RIGHT 0,1``` */
fun isADvariable(property: String) = variableInputSepRegex.containsMatchIn(property)
/** example valid input: ```sprites/test.tga``` */
fun isADstring(property: String) = !isADvariable(property)
}
data class Vector2i(var x: Int, var y: Int)
enum class ADPropertyType {
STRING, IVEC2, FLOAT
}
override fun toString(): String {
return "$variable ${input ?: ""}: $type"
}
}

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## Animation Description Language
This is a text version of my drawing of same name. 2018-01-04 CuriousTorvald
Author's node: yet another non-JSON domain-specific language because why not?
## Objective
* Java .properties-compatible
* Case insensitive
## Example code
```
SPRITESHEET=sprites/test
EXTENSION=.tga.gz
ANIM_RUN=DELAY 0.15;ROW 2
ANIM_RUN_BODYPARTS=HEAD;UPPER_TORSO;LOWER_TORSO;ARM_FWD_LEFT;ARM_FWD_RIGHT;LEG_LEFT;LEG_RIGHT
ANIM_RUN_1=LEG_RIGHT 1,-1;LEG_LEFT -1,0
ANIM_RUN_2=ALL 0,-1;LEG_RIGHT 0,1;LEG_LEFT 0,-1
ANIM_RUN_3=LEG_RIGHT -1,0;LEG_LEFT 1,-1
ANIM_RUN_4=ALL 0,-1;LEG_RIGHT 0,-1;LEG_LEFT 0,1
ANIM_IDLE=DELAY 2;ROW 1
ANIM_IDLE_BODYPARTS=HEAD;UPPER_TORSO;LOWER_TORSO;ARM_REST_LEFT;ARM_REST_RIGHT;LEG_LEFT;LEG_RIGHT
ANIM_IDLE_1=
! ANIM_IDLE_1 will not make any transformation
ANIM_IDLE_2=UPPER_TORSO 0,-1
ANIM_CROUCH=DELAY 1;ROW 3
ANIM_CROUCH_BODYPARTS=HEAD;UPPER_TORSO;LOWER_TORSO;ARM_FWD_LEFT;ARM_FWD_RIGHT;LEG_CROUCH_LEFT;LEG_CROUCH_RIGHT
ANIM_CROUCH_1=
...
```
### In-detail
```
ANIM_RUN=DELAY 0.15;ROW 2
```
Each line defines one property. A property is a field-value pair. In this code, field is ```ANIM_RUN```, and the value is ```DELAY 0.15;ROW 2```
The values are further parsed using ```;``` (semicolon with NO spaces attached) as a separator.
```
In this example, ANIM_RUN contains two variables:
DELAY = 0.15
ROW = 2
```
A value of the field is consisted of zero or more variable-input pairs. Variable and the input are separated with one or more connected spaces.
#### Variables
Variables can have only one of the two types: ```float``` and ```ivec2```. Single integer value ('2' in the ROW) are regarded as a float.
Float and Ivec2 are determined by:
* Ivec2: inputs that are matched by the regex ```-?[0-9]+,-?[0-9]+``` (we call this "ivec2 regex")
* Float: inputs that are matched by the regex ```-?[0-9]+(\.[0-9]*)?```, but not even partially matched by the ivec2 regex.
Any argument to the body parts takes ivec2, to move the parts accordingly.
#### Just one exception: SPRITESHEET and EXTENSION
SPRITESHEET and EXTENSION property is not parsed as a property, it's just a single string like the original .properties
### Naming convention of properties
If a field is recognised as an animation (in this case ANIM_RUN), the assembler will look for the fields named like ANIM_RUN_1, ANIM_RUN_2, ... , ANIM_RUN_9, ANIM_RUN_10 and beyond.
### Naming convention of files
If the animation specifies a "body part" (in this example LEG_LEFT and LEG_RIGHT), the assembler will look for a file ```sprites/test_leg_left.tga.gz``` and ```sprites/test_leg_right.tga.gz``` respectively.
#### Reserved keywords
|Name|Type|Meaning|
|---|---|---|
|SPRITESHEET|property/string|base file name of the images|
|EXTENSION|property/string|extension of the base file|
|DELAY|variable: float|delay between frames, in seconds|
|ROW|vareable: float|which row the animation goes in the spritesheet|
### Notes
* All indices are one-based
## Operation
* Each line describes transformation
* Transformation are applied sequentially from left to right. In other words, their order matters. Be wary of the clipping that may occur!
* The Field is an identifier the game code -- sprite assembler -- recognises.
* The Field of animation's name is the name the game code looks for. Example: ```this.setAnim("ANIM_RUN")```

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package net.torvald.terrarum.tests
import net.torvald.spriteassembler.ADProperties
import java.io.StringReader
/**
* Created by minjaesong on 2019-01-05.
*/
class ADLParsingTest {
val TEST_STR = """
SPRITESHEET=sprites/test
EXTENSION=.tga.gz
ANIM_RUN=DELAY 0.15;ROW 2
ANIM_RUN_BODYPARTS=HEAD;UPPER_TORSO;LOWER_TORSO;ARM_FWD_LEFT;ARM_FWD_RIGHT;LEG_LEFT;LEG_RIGHT
ANIM_RUN_1=LEG_RIGHT 1,-1;LEG_LEFT -1,0
ANIM_RUN_2=ALL 0,-1;LEG_RIGHT 0,1;LEG_LEFT 0,-1
ANIM_RUN_3=LEG_RIGHT -1,0;LEG_LEFT 1,-1
ANIM_RUN_4=ALL 0,-1;LEG_RIGHT 0,-1;LEG_LEFT 0,1
ANIM_IDLE=DELAY 2;ROW 1
ANIM_IDLE_BODYPARTS=HEAD;UPPER_TORSO;LOWER_TORSO;ARM_REST_LEFT;ARM_REST_RIGHT;LEG_LEFT;LEG_RIGHT
ANIM_IDLE_1=
! ANIM_IDLE_1 will not make any transformation
ANIM_IDLE_2=UPPER_TORSO 0,-1
ANIM_CROUCH=DELAY 1;ROW 3
ANIM_CROUCH_BODYPARTS=HEAD;UPPER_TORSO;LOWER_TORSO;ARM_FWD_LEFT;ARM_FWD_RIGHT;LEG_CROUCH_LEFT;LEG_CROUCH_RIGHT
ANIM_CROUCH_1=
""".trimIndent()
operator fun invoke() {
val prop = ADProperties(StringReader(TEST_STR))
prop.forEach { s, list ->
println(s)
list.forEach {
println("\t$it")
}
}
}
}
fun main(args: Array<String>) {
ADLParsingTest().invoke()
}

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@@ -57,7 +57,7 @@ import org.dyn4j.Epsilon
* |a rotate th|Vector2(a).rotate(th)|
* |a to b |Vector2(a).to(b) |
*
* @author William Bittle
* @author William Bittle and Minjaesong (Torvald)
* *
* @version 3.1.11
* *