2019-10-24 09:31:59 -04:00
|
|
|
package main
|
|
|
|
|
|
|
|
import (
|
|
|
|
"log"
|
2020-06-30 12:36:48 -04:00
|
|
|
|
|
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2app"
|
2020-09-12 16:51:30 -04:00
|
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
|
2020-06-28 19:31:10 -04:00
|
|
|
ebiten2 "github.com/OpenDiablo2/OpenDiablo2/d2core/d2audio/ebiten"
|
2020-07-08 09:16:16 -04:00
|
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2config"
|
2020-01-31 23:18:11 -05:00
|
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2input"
|
2020-07-08 09:16:16 -04:00
|
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render/ebiten"
|
2020-01-31 23:18:11 -05:00
|
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2term"
|
2020-07-11 11:24:04 -04:00
|
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2script"
|
2019-10-24 09:31:59 -04:00
|
|
|
)
|
|
|
|
|
2019-11-06 22:12:15 -05:00
|
|
|
// GitBranch is set by the CI build process to the name of the branch
|
2020-06-30 12:36:48 -04:00
|
|
|
//nolint:gochecknoglobals This is filled in by the build system
|
2019-11-02 16:15:16 -04:00
|
|
|
var GitBranch string
|
2019-11-06 22:12:15 -05:00
|
|
|
|
|
|
|
// GitCommit is set by the CI build process to the commit hash
|
2020-06-30 12:36:48 -04:00
|
|
|
//nolint:gochecknoglobals This is filled in by the build system
|
2019-11-02 16:15:16 -04:00
|
|
|
var GitCommit string
|
2019-10-24 09:31:59 -04:00
|
|
|
|
|
|
|
func main() {
|
2020-01-31 23:18:11 -05:00
|
|
|
log.SetFlags(log.Lshortfile)
|
|
|
|
log.Println("OpenDiablo2 - Open source Diablo 2 engine")
|
|
|
|
|
2020-07-08 09:16:16 -04:00
|
|
|
if err := d2config.Load(); err != nil {
|
|
|
|
panic(err)
|
|
|
|
}
|
|
|
|
|
2020-09-12 16:51:30 -04:00
|
|
|
// NewAssetManager our providers
|
2020-07-03 14:00:56 -04:00
|
|
|
renderer, err := ebiten.CreateRenderer()
|
|
|
|
if err != nil {
|
|
|
|
panic(err)
|
|
|
|
}
|
|
|
|
|
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)
```
2020-09-14 17:31:45 -04:00
|
|
|
asset, err := d2asset.NewAssetManager(d2config.Config)
|
2020-09-12 16:51:30 -04:00
|
|
|
if err != nil {
|
|
|
|
panic(err)
|
|
|
|
}
|
|
|
|
|
|
|
|
audio, err := ebiten2.CreateAudio(asset)
|
2020-06-28 19:31:10 -04:00
|
|
|
if err != nil {
|
|
|
|
panic(err)
|
|
|
|
}
|
|
|
|
|
2020-08-05 13:51:35 -04:00
|
|
|
inputManager := d2input.NewInputManager()
|
2020-08-11 18:01:33 -04:00
|
|
|
|
2020-07-13 20:29:17 -04:00
|
|
|
term, err := d2term.New(inputManager)
|
2020-02-08 21:02:37 -05:00
|
|
|
if err != nil {
|
2020-06-24 14:42:39 -04:00
|
|
|
log.Fatal(err)
|
|
|
|
}
|
2020-02-02 14:59:47 -05:00
|
|
|
|
2020-09-12 16:51:30 -04:00
|
|
|
asset.BindTerminalCommands(term)
|
|
|
|
|
2020-07-11 11:24:04 -04:00
|
|
|
scriptEngine := d2script.CreateScriptEngine()
|
|
|
|
|
2020-09-12 16:51:30 -04:00
|
|
|
app := d2app.Create(GitBranch, GitCommit, inputManager, term, scriptEngine, audio, renderer, asset)
|
2020-07-08 09:16:16 -04:00
|
|
|
if err := app.Run(); err != nil {
|
|
|
|
log.Fatal(err)
|
|
|
|
}
|
2020-06-22 22:17:54 -04:00
|
|
|
}
|