2018-11-22 00:18:42 -05:00
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using OpenDiablo2.Common.Interfaces;
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using SDL2;
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using System.Runtime.InteropServices;
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using OpenDiablo2.Common.Models;
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namespace OpenDiablo2.SDL2_
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{
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public sealed class SDL2Sprite : ISprite
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{
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public Point Location { get; set; } = new Point();
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public Size FrameSize { get; set; } = new Size();
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public int Frame { get; set; }
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public int TotalFrames { get; internal set; }
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private Palette palette;
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public Palette CurrentPalette
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{
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get => palette;
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set
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{
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palette = value;
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UpdateTextureData();
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}
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}
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private readonly ImageSet source;
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private readonly IntPtr renderer;
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internal IntPtr[] textures = new IntPtr[0];
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public SDL2Sprite(ImageSet source, IntPtr renderer)
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{
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this.source = source;
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this.renderer = renderer;
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TotalFrames = source.Frames.Count();
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FrameSize = new Size(Pow2((int)source.Frames.Max(x => x.Width)), Pow2((int)source.Frames.Max(x => x.Height)));
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}
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internal Point GetRenderPoint()
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=> new Point(
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Location.X + source.Frames[Frame].OffsetX,
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(Location.Y - FrameSize.Height) + source.Frames[Frame].OffsetY
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);
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private void UpdateTextureData()
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{
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foreach (var texture in textures)
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{
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SDL.SDL_DestroyTexture(texture);
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}
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textures = new IntPtr[TotalFrames];
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for (var i = 0; i < source.Frames.Count(); i++)
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textures[i] = LoadFrame(source.Frames[i], renderer);
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}
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// TODO: Less dumb color correction
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private Color AdjustColor(Color source)
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=> Color.FromArgb(
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source.A,
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2018-11-22 02:41:31 -05:00
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(byte)Math.Min((float)source.R * 1.0, 255),
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(byte)Math.Min((float)source.G * 1.0, 255),
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(byte)Math.Min((float)source.B * 1.0, 255)
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2018-11-22 00:18:42 -05:00
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);
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private IntPtr LoadFrame(ImageFrame frame, IntPtr renderer)
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{
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var texture = SDL.SDL_CreateTexture(renderer, SDL.SDL_PIXELFORMAT_ARGB8888, (int)SDL.SDL_TextureAccess.SDL_TEXTUREACCESS_TARGET, Pow2(FrameSize.Width), Pow2(FrameSize.Height));
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if (texture == IntPtr.Zero)
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throw new ApplicationException("Unaple to initialize texture.");
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SDL.SDL_SetTextureBlendMode(texture, SDL.SDL_BlendMode.SDL_BLENDMODE_BLEND);
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SDL.SDL_SetRenderTarget(renderer, texture);
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SDL.SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL.SDL_RenderFillRect(renderer, IntPtr.Zero);
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SDL.SDL_SetRenderTarget(renderer, IntPtr.Zero);
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var binaryData = new UInt32[frame.Width * frame.Height];
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for (int y = 0; y < frame.Height; y++)
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for (int x = 0; x < frame.Width; x++)
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{
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var col = AdjustColor(frame.GetColor(x, y, CurrentPalette));
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binaryData[x + y * frame.Width] = (uint)col.ToArgb();
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}
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var rect = new SDL.SDL_Rect { x = 0, y = FrameSize.Height - (int)frame.Height, w = (int)frame.Width, h = (int)frame.Height };
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GCHandle pinnedArray = GCHandle.Alloc(binaryData, GCHandleType.Pinned);
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SDL.SDL_UpdateTexture(texture, ref rect, pinnedArray.AddrOfPinnedObject(), (int)frame.Width * 4);
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pinnedArray.Free();
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return texture;
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}
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private int Pow2(int val)
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{
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int result = 1;
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while (result < val)
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result *= 2;
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return result;
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}
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public void Dispose()
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{
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foreach (var texture in textures)
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{
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SDL.SDL_DestroyTexture(texture);
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}
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}
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}
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}
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