2020-02-01 18:55:56 -05:00
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package d2asset
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import (
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2020-09-12 16:51:30 -04:00
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2cache"
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2020-09-14 14:47:11 -04:00
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2loader"
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2020-07-08 09:16:16 -04:00
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2config"
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2020-09-19 14:33:40 -04:00
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2records"
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2020-02-01 18:55:56 -05:00
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)
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2020-09-12 16:51:30 -04:00
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// NewAssetManager creates and assigns all necessary dependencies for the AssetManager top-level functions to work correctly
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Decouple asset manager from renderer (#730)
* improve AssetManager implementation
Notable changes are:
* removed the individual managers inside of d2asset, only one asset manager
* AssetManager now has caches for the types of files it loads
* created a type for TextDictionary (the txt file structs)
* fixed a file path bug in d2loader Source
* fixed a asset stream bug in d2loader Asset
* d2loader.Loader now needs a d2config.Config on creation (for resolving locale files)
* updated the mpq file in d2asset test data, added test case for "sub-directory"
* added a Data method to d2asset.Asset. The data is cached on first full read.
* renamed ArchiveDataStream to DataStream in d2interface
* moved palette utility func out of d2asset and into d2util
* bugfix for MacOS mpq loader issue
* lint fixes, added data caching to filesystem asset
* adding comment for mpq asset close
* Decouple d2asset from d2render
Notable changes in d2common:
* d2dcc.Load now fully decodes the dcc and stores the directions/frames in the dcc struct
* un-exported dcc.decodeDirection, it is only used in d2dcc
* removed font interface from d2interface, we only have one font implementation
* added `Renderer` method to d2interface.Surface, animations use this to bind to a renderer and create surfaces as they need
* added `BindRenderer` method to animation interface
Notable changes in d2common/d2asset:
* **d2asset.NewAssetManager only needs to be passed a d2config.Config**, it is decoupled from d2render
* exported Animation
* Animation implementation binds to the renderer to create surfaces only on the first time it is rendered
* font, dcc, dc6 initialization logic moved out of asset_manager.go
* for dc6 and dcc animations, the process of decoding and creating render surfaces has been broken into different methods
* the d2asset.Font struct now stores font table data for initialization purposes
Notable changes in d2core/d2render:
* Surfaces store a renderer reference, this allows animations to bind to the renderer and create a surface just-in-time
**These last changes should have been a separate PR, sorry.**
Notable changes in d2core/d2ui:
* ui.NewSprite now handles creating an animation internally, only needs image and palette path as arguments
Notable Changes in d2game:
Because of the change in d2ui, all instances of this code pattern...
```golang
animation, err := screen.asset.LoadAnimation(imgPath, palettePath)
sprite, err := screen.ui.NewSprite(animation)
```
... becomes this ...
```golang
sprite, err := screen.ui.NewSprite(imgPath, palettePath)
```
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func NewAssetManager(config *d2config.Configuration) (*AssetManager, error) {
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manager := &AssetManager{
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d2loader.NewLoader(config),
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d2cache.CreateCache(tableBudget),
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d2cache.CreateCache(animationBudget),
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d2cache.CreateCache(fontBudget),
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d2cache.CreateCache(paletteBudget),
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d2cache.CreateCache(paletteTransformBudget),
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2020-09-19 14:33:40 -04:00
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&d2records.RecordManager{},
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}
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err := manager.init()
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if err != nil {
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return nil, err
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2020-02-01 18:55:56 -05:00
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}
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2020-09-12 16:51:30 -04:00
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return manager, nil
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2020-02-26 22:46:47 -05:00
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}
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