parse animation data!
also clean up some offsetting stuff a bit, by adding a RAII-like utility that lets the code temporairly offset elsewhere.
This commit is contained in:
parent
3718b508a5
commit
9d88e332f5
7 changed files with 603 additions and 348 deletions
|
@ -68,7 +68,15 @@ export class BufferStream {
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readU32LE() { return this.readImpl(DataView.prototype.getUint32, 4, true); }
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readU32BE() { return this.readImpl(DataView.prototype.getUint32, 4, false); }
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// converts easy!
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// Use this for temporary offset modification, e.g: when reading
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// a structure *pointed to* inside another structure.
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withOffset(where: number, cb: () => void) {
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let last = this.tell();
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this.seek(where, SeekDir.BEG);
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cb();
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this.seek(last, SeekDir.BEG);
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}
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readBool() : boolean {
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let res = this.readU8();
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return res != 0;
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@ -80,7 +88,8 @@ export class BufferStream {
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for(let i = 0; i < len; ++i)
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str += String.fromCharCode(charReader.call(this));
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// dispose of a nul terminator
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// dispose of a nul terminator. We don't support other bare Agent formats,
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// so we shouldn't need to add the "support" for that.
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charReader.call(this);
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return str;
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}
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@ -93,9 +102,13 @@ export class BufferStream {
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return this.readString(len, charReader);
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}
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readDataChunk(lengthReader: (this: BufferStream) => number = BufferStream.prototype.readU32LE) {
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readDataChunkBuffer(lengthReader: (this: BufferStream) => number = BufferStream.prototype.readU32LE) {
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let len = lengthReader.call(this);
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return this.subBuffer(len).raw();
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return this.subBuffer(len);
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}
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readDataChunk(lengthReader: (this: BufferStream) => number = BufferStream.prototype.readU32LE) {
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return this.readDataChunkBuffer(lengthReader).raw();
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}
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// reads a counted list. The length reader is on the other end so you don't need to specify it
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@ -103,6 +116,8 @@ export class BufferStream {
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readCountedList<TObject>(objReader: (stream: BufferStream) => TObject, lengthReader: (this: BufferStream) => number = BufferStream.prototype.readU32LE): TObject[] {
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let len = lengthReader.call(this);
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let arr: TObject[] = [];
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if(len == 0)
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return arr;
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for(let i = 0; i < len; ++i)
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arr.push(objReader(this));
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@ -1,30 +1,50 @@
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import { BufferStream, SeekDir } from "./buffer.js";
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import { BufferStream, SeekDir } from './buffer.js';
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import { LOCATION } from "./structs/core.js";
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import { AcsCharacterInfo } from "./structs/character.js";
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import { LOCATION } from './structs/core.js';
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import { AcsCharacterInfo } from './structs/character.js';
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import { AcsAnimationEntry } from './structs/animation.js';
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// Experiment for storing parsed data
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class AcsData {
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characterInfo = new AcsCharacterInfo();
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animInfo: AcsAnimationEntry[] = [];
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}
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function logOffset(o: number, name: string) {
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let n = o >>> 0;
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console.log(name, 'offset:', '0x' + n.toString(16));
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}
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function agentCharacterParseACS(buffer: BufferStream) {
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let magic = buffer.readU32LE();
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if(magic != 0xabcdabc3) {
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throw new Error("This is not an ACS file.");
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// Make sure the magic is correct for the ACS file.
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if (buffer.readU32LE() != 0xabcdabc3) {
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throw new Error('The provided data buffer does not contain valid ACS data.');
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}
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let acsData = new AcsData();
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// Read the rest of the header.
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let characterInfoLocation = LOCATION.read(buffer);
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let animationInfoLocation = LOCATION.read(buffer);
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let imageInfoLocation = LOCATION.read(buffer);
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let audioInfoLocation = LOCATION.read(buffer);
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console.log(characterInfoLocation.offset.toString(16));
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logOffset(characterInfoLocation.offset, 'character info');
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logOffset(animationInfoLocation.offset, 'animation info');
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logOffset(imageInfoLocation.offset, 'image info');
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logOffset(audioInfoLocation.offset, 'audio info');
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// Read the character info in.
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buffer.seek(characterInfoLocation.offset, SeekDir.BEG);
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let characterInfo = AcsCharacterInfo.read(buffer);
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console.log(characterInfo)
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buffer.withOffset(characterInfoLocation.offset, () => {
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acsData.characterInfo = AcsCharacterInfo.read(buffer);
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});
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// Read animation info
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buffer.withOffset(animationInfoLocation.offset, () => {
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acsData.animInfo = buffer.readCountedList(() => {
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return AcsAnimationEntry.read(buffer);
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});
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});
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console.log(acsData);
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}
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// For the testbed code only, remove when that gets axed
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@ -37,5 +57,5 @@ export function agentParseCharacterTestbed(buffer: Uint8Array) {
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// Dunno about maintaining canvases. We can pass a div into agentInit and add a characterInit() which recieves it
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// (which we then mount characters and their wordballoons into?)
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export function agentCreateCharacter(data: Uint8Array): Promise<void> {
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throw new Error("Not implemented yet");
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throw new Error('Not implemented yet');
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}
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@ -1,4 +1,3 @@
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// Please note that the "meaningless" shifts of 0 are to force
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// the value to be a 32-bit integer. Do not remove them.
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@ -24,24 +23,21 @@ export function compressDecompress(src: Uint8Array, dest: Uint8Array) {
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let dv = new DataView(src.buffer, src.byteOffset, src.byteLength);
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let putb = (b: number) => dest[destPtr++] = b;
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let putb = (b: number) => (dest[destPtr++] = b);
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// Make sure the bitstream is valid
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if(src.length <= 7 || src[0] != 0)
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return 0;
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if (src.length <= 7 || src[0] != 0) return 0;
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for (bitCount = 1; src[src.length - bitCount] == 0xff; bitCount++) {
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if(bitCount > 6)
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break;
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if (bitCount > 6) break;
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}
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if(bitCount < 6)
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return 0;
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if (bitCount < 6) return 0;
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bitCount = 0;
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srcPtr += 5;
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while((srcPtr < src.length) && (destPtr < dest.length)) {
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while (srcPtr < src.length && destPtr < dest.length) {
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let quad = dv.getUint32(srcPtr - 4, true);
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if (quad & (1 << LOWORD(bitCount))) {
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if (quad & (1 << LOWORD(bitCount + 2))) {
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if (quad & (1 << LOWORD(bitCount + 3))) {
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quad >>= LOWORD(bitCount + 4);
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quad &= 0x000FFFFF;
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quad &= 0x000fffff;
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// End of compressed bitstream
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if(quad == 0x000FFFFF)
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break;
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if (quad == 0x000fffff) break;
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quad += 4673;
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bitCount += 24;
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srcOffset = 2;
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} else {
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quad >>= LOWORD(bitCount + 4);
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quad &= 0x0000FFF;
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quad &= 0x0000fff;
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quad += 577;
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bitCount += 16;
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}
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} else {
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quad >>= LOWORD(bitCount + 3);
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quad &= 0x000001FF;
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quad &= 0x000001ff;
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quad += 65;
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bitCount += 12;
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}
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} else {
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quad >>= LOWORD(bitCount + 2);
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quad &= 0x0000003F;
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quad &= 0x0000003f;
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quad += 1;
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bitCount += 8;
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}
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srcPtr += (bitCount / 8);
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srcPtr += bitCount / 8;
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bitCount &= 7;
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let runCount = 0;
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let runLength = dv.getUint32(srcPtr - 4, true);
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while (runLength & (1 << LOWORD(bitCount + runCount))) {
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runCount++;
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if(runCount > 11)
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break;
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if (runCount > 11) break;
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}
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runLength >>= LOWORD(bitCount + runCount + 1);
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runLength += srcOffset;
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bitCount = runCount * 2 + 1;
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if(destPtr + runLength > dest.length)
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break;
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if (destPtr + runLength > dest.length) break;
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while (runLength > 0) {
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putb(dest[destPtr - quad]);
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runLength--;
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}
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} else {
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// a literal byte
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quad >>= LOWORD(bitCount + 1)
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quad >>= LOWORD(bitCount + 1);
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bitCount += 9;
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putb(LOBYTE(quad));
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}
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13
msagent.js/src/structs/README.md
Normal file
13
msagent.js/src/structs/README.md
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@ -0,0 +1,13 @@
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# Structs
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This contains all the structures we read.
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# How to use
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Simple. Given a bufferstream that has been already set up, to read a structure, you just do
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```typescript
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let obj = TYPE.read(buffer);
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```
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and this will get you a instance of the read type. Easy as that!
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161
msagent.js/src/structs/animation.ts
Normal file
161
msagent.js/src/structs/animation.ts
Normal file
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import { BufferStream } from '../buffer';
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import { LOCATION, RGNDATA } from './core';
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export enum AcsAnimationTransitionType {
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UseReturn = 0x0,
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UseExitBranches = 0x1,
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None = 0x2
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}
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export enum AcsAnimationOverlayType {
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MouthClosed = 0x0,
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MouthOpenWideShape1 = 0x1,
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MouthOpenWideShape2 = 0x2,
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MouthOpenWideShape3 = 0x3,
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MouthOpenWideShape4 = 0x4,
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MouthOpenMedium = 0x5,
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MouthOpenNarror = 0x6
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}
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export class AcsFrameImage {
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imageIndex = 0;
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xOffset = 0;
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yOffset = 0;
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static read(buffer: BufferStream) {
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let img = new AcsFrameImage();
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img.imageIndex = buffer.readU32LE();
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img.xOffset = buffer.readU16LE();
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img.yOffset = buffer.readU16LE();
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return img;
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}
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}
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export class AcsBranchInfo {
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branchFrameIndex = 0;
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branchFrameProbability = 0;
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static read(buffer: BufferStream) {
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let bi = new AcsBranchInfo();
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bi.branchFrameIndex = buffer.readU16LE();
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bi.branchFrameProbability = buffer.readU16LE();
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return bi;
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}
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}
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export class AcsOverlayInfo {
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overlayType = AcsAnimationOverlayType.MouthClosed;
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replacesTopImage = false;
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overlayImageIndex = 0;
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xOffset = 0;
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yOffset = 0;
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width = 0;
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height = 0;
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regionData: RGNDATA | null = null;
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static read(buffer: BufferStream) {
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let info = new AcsOverlayInfo();
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info.overlayType = buffer.readU8();
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info.replacesTopImage = buffer.readBool();
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info.overlayImageIndex = buffer.readU16LE();
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// Some stuff we read but don't use
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buffer.readU8();
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let regionDataPresent = buffer.readBool();
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info.xOffset = buffer.readS16LE();
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info.yOffset = buffer.readS16LE();
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info.width = buffer.readU16LE();
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info.height = buffer.readU16LE();
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if (regionDataPresent) {
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let regionDataBuffer = buffer.readDataChunkBuffer();
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info.regionData = RGNDATA.read(regionDataBuffer);
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}
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return info;
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}
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}
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export class AcsAnimationFrameInfo {
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// list type u16
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images: AcsFrameImage[] = [];
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// Currently unused, but this is the sound to play when this frame is played.
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// This is used for sound effects. We could play them pretty easily, since
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// the audio data is just WAV (and browsers support that fine).
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// -1 means no sound should be played.
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soundIndex = 0;
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frameDuration = 0; // The duration of the frame in (1/100)th seconds.
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nextFrame = 0; // -2 = animation has ended (although, I imagine this could be detected in better ways!)
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branchInfo: AcsBranchInfo[] = [];
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overlayInfo: AcsOverlayInfo[] = [];
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static read(buffer: BufferStream) {
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let info = new AcsAnimationFrameInfo();
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info.images = buffer.readCountedList(() => {
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return AcsFrameImage.read(buffer);
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}, BufferStream.prototype.readU16LE);
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info.soundIndex = buffer.readS16LE();
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info.frameDuration = buffer.readU16LE();
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info.nextFrame = buffer.readS16LE();
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info.branchInfo = buffer.readCountedList(() => {
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return AcsBranchInfo.read(buffer);
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}, BufferStream.prototype.readU8);
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info.overlayInfo = buffer.readCountedList(() => {
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return AcsOverlayInfo.read(buffer);
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}, BufferStream.prototype.readU8);
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return info;
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}
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}
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export class AcsAnimation {
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name = '';
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transitionType = AcsAnimationTransitionType.UseReturn;
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returnName = '';
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frameInfo: AcsAnimationFrameInfo[] = [];
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static read(buffer: BufferStream) {
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let anim = new AcsAnimation();
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anim.name = buffer.readPascalString();
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anim.transitionType = buffer.readU8();
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anim.returnName = buffer.readPascalString();
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anim.frameInfo = buffer.readCountedList(() => {
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return AcsAnimationFrameInfo.read(buffer);
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}, BufferStream.prototype.readU16LE);
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return anim;
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}
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}
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export class AcsAnimationEntry {
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name = '';
|
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animationData = new AcsAnimation();
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|
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static read(buffer: BufferStream) {
|
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let data = new AcsAnimationEntry();
|
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data.name = buffer.readPascalString();
|
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|
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// This is part of the in-file data, but for simplicity
|
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// we read the data here and discard
|
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let animDataLoc = LOCATION.read(buffer);
|
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|
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buffer.withOffset(animDataLoc.offset, () => {
|
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data.animationData = AcsAnimation.read(buffer);
|
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});
|
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return data;
|
||||
}
|
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}
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|
@ -1,23 +1,23 @@
|
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import { BufferStream, SeekDir } from "../buffer.js";
|
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import { BufferStream, SeekDir } from '../buffer.js';
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|
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import { GUID, LOCATION, RGBAColor } from "./core.js";
|
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import { GUID, LOCATION, RGBAColor } from './core.js';
|
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|
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// DA doesn't test individual bits, but for brevity I do
|
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export enum AcsCharacterInfoFlags {
|
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// This agent is configured for a given TTS.
|
||||
VoiceOutput = (1 << 5),
|
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VoiceOutput = 1 << 5,
|
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|
||||
// Could be a 2-bit value (where 01 = disable and 10 = enable)
|
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// I wonder why.
|
||||
WordBalloonDisabled = (1 << 8),
|
||||
WordBalloonEnabled = (1 << 9),
|
||||
WordBalloonDisabled = 1 << 8,
|
||||
WordBalloonEnabled = 1 << 9,
|
||||
|
||||
// 16-18 are a 3-bit unsigned
|
||||
// value which stores a inner set of
|
||||
// bits to control the style of the wordballoon.
|
||||
|
||||
StandardAnimationSet = (1 << 20)
|
||||
};
|
||||
StandardAnimationSet = 1 << 20
|
||||
}
|
||||
|
||||
export class AcsCharacterInfo {
|
||||
minorVersion = 0;
|
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|
@ -69,14 +69,11 @@ export class AcsCharacterInfo {
|
|||
info.animSetMajorVer = buffer.readU16LE();
|
||||
info.animSetMinorVer = buffer.readU16LE();
|
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|
||||
if((info.flags & AcsCharacterInfoFlags.VoiceOutput)) {
|
||||
if (info.flags & AcsCharacterInfoFlags.VoiceOutput) {
|
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info.voiceInfo = AcsVoiceInfo.read(buffer);
|
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}
|
||||
|
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if(
|
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(info.flags & AcsCharacterInfoFlags.WordBalloonEnabled) &&
|
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!(info.flags & AcsCharacterInfoFlags.WordBalloonDisabled)
|
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) {
|
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if (info.flags & AcsCharacterInfoFlags.WordBalloonEnabled && !(info.flags & AcsCharacterInfoFlags.WordBalloonDisabled)) {
|
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info.balloonInfo = AcsBalloonInfo.read(buffer);
|
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}
|
||||
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|
@ -105,26 +102,23 @@ export class AcsCharacterInfo {
|
|||
|
||||
info.localizedInfo = buffer.readCountedList(() => {
|
||||
return AcsLocalizedInfo.read(buffer);
|
||||
}, BufferStream.prototype.readU16LE)
|
||||
}, BufferStream.prototype.readU16LE);
|
||||
|
||||
buffer.seek(lastOffset, SeekDir.BEG);
|
||||
}
|
||||
|
||||
return info;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
export class AcsVoiceInfoExtraData {
|
||||
langId = 0;
|
||||
langDialect = "";
|
||||
langDialect = '';
|
||||
|
||||
gender = 0;
|
||||
age = 0;
|
||||
|
||||
style = "";
|
||||
style = '';
|
||||
|
||||
static read(buffer: BufferStream) {
|
||||
let info = new AcsVoiceInfoExtraData();
|
||||
|
@ -140,7 +134,7 @@ export class AcsVoiceInfoExtraData {
|
|||
|
||||
return info;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
export class AcsVoiceInfo {
|
||||
ttsEngineId = new GUID();
|
||||
|
@ -167,7 +161,7 @@ export class AcsVoiceInfo {
|
|||
|
||||
return info;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
export class AcsBalloonInfo {
|
||||
nrTextLines = 0;
|
||||
|
@ -177,7 +171,7 @@ export class AcsBalloonInfo {
|
|||
backColor = new RGBAColor();
|
||||
borderColor = new RGBAColor();
|
||||
|
||||
fontName = "";
|
||||
fontName = '';
|
||||
|
||||
fontHeight = 0;
|
||||
fontWeight = 0;
|
||||
|
@ -204,7 +198,7 @@ export class AcsBalloonInfo {
|
|||
|
||||
return info;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
export class AcsTrayIcon {
|
||||
monoBitmap: Uint8Array | null = null;
|
||||
|
@ -219,7 +213,7 @@ export class AcsTrayIcon {
|
|||
}
|
||||
|
||||
export class AcsStateInfo {
|
||||
stateName = "";
|
||||
stateName = '';
|
||||
animations: string[] = [];
|
||||
|
||||
static read(buffer: BufferStream) {
|
||||
|
@ -236,9 +230,9 @@ export class AcsStateInfo {
|
|||
|
||||
export class AcsLocalizedInfo {
|
||||
langId = 0;
|
||||
charName = "";
|
||||
charDescription = "";
|
||||
charExtraData = "";
|
||||
charName = '';
|
||||
charDescription = '';
|
||||
charExtraData = '';
|
||||
|
||||
static read(buffer: BufferStream) {
|
||||
let info = new AcsLocalizedInfo();
|
||||
|
|
|
@ -1,4 +1,63 @@
|
|||
import { BufferStream, SeekDir } from "../buffer.js";
|
||||
import { BufferStream, SeekDir } from '../buffer.js';
|
||||
|
||||
// Win32 Rect
|
||||
export class RECT {
|
||||
left = 0;
|
||||
top = 0;
|
||||
right = 0;
|
||||
bottom = 0;
|
||||
|
||||
static read(buffer: BufferStream) {
|
||||
let rect = new RECT();
|
||||
rect.left = buffer.readU32LE();
|
||||
rect.top = buffer.readU32LE();
|
||||
rect.right = buffer.readU32LE();
|
||||
rect.bottom = buffer.readU32LE();
|
||||
return rect;
|
||||
}
|
||||
}
|
||||
|
||||
export class RGNDATAHEADER {
|
||||
size = 0x20; // I think?
|
||||
type = 1;
|
||||
count = 0;
|
||||
rgnSize = 0;
|
||||
bound = new RECT();
|
||||
|
||||
static read(buffer: BufferStream) {
|
||||
let hdr = new RGNDATAHEADER();
|
||||
|
||||
hdr.size = buffer.readU32LE();
|
||||
//if(hdr.size != 0x20)
|
||||
// throw new Error("Invalid RGNDATAHEADER!");
|
||||
|
||||
hdr.type = buffer.readU32LE();
|
||||
if (hdr.type != 1) throw new Error('Invalid RGNDATAHEADER type!');
|
||||
|
||||
hdr.count = buffer.readU32LE();
|
||||
hdr.rgnSize = buffer.readU32LE();
|
||||
|
||||
hdr.bound = RECT.read(buffer);
|
||||
|
||||
return hdr;
|
||||
}
|
||||
}
|
||||
|
||||
export class RGNDATA {
|
||||
header = new RGNDATAHEADER();
|
||||
rects: RECT[] = [];
|
||||
|
||||
static read(buffer: BufferStream) {
|
||||
let region = new RGNDATA();
|
||||
region.header = RGNDATAHEADER.read(buffer);
|
||||
|
||||
for (let i = 0; i < region.header.count; ++i) {
|
||||
region.rects.push(RECT.read(buffer));
|
||||
}
|
||||
|
||||
return region;
|
||||
}
|
||||
}
|
||||
|
||||
export class GUID {
|
||||
bytes: number[] = [];
|
||||
|
@ -6,12 +65,13 @@ export class GUID {
|
|||
static read(buffer: BufferStream) {
|
||||
let guid = new GUID();
|
||||
|
||||
for(var i = 0; i < 16; ++i)
|
||||
for (var i = 0; i < 16; ++i) {
|
||||
guid.bytes.push(buffer.readU8());
|
||||
}
|
||||
|
||||
return guid;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
export class LOCATION {
|
||||
offset: number = 0;
|
||||
|
@ -23,7 +83,7 @@ export class LOCATION {
|
|||
loc.size = buffer.readU32LE();
|
||||
return loc;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
export class RGBAColor {
|
||||
r = 0;
|
||||
|
|
Loading…
Reference in a new issue