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OpenDiablo2/d2core/d2asset/dc6_animation.go

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package d2asset
import (
"errors"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dcc"
d2iface "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
)
var _ d2iface.Animation = &DC6Animation{} // Static check to confirm struct conforms to interface
// DC6Animation is an animation made from a DC6 file
type DC6Animation struct {
animation
dc6Path string
palette d2iface.Palette
renderer d2iface.Renderer
}
// CreateDC6Animation creates an Animation from d2dc6.DC6 and d2dat.DATPalette
func CreateDC6Animation(renderer d2iface.Renderer, dc6Path string,
palette d2iface.Palette, effect d2enum.DrawEffect) (d2iface.Animation, error) {
dc6, err := loadDC6(dc6Path)
if err != nil {
return nil, err
}
anim := DC6Animation{
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animation: animation{
directions: make([]animationDirection, dc6.Directions),
playLength: defaultPlayLength,
playLoop: true,
originAtBottom: true,
effect: effect,
},
dc6Path: dc6Path,
palette: palette,
renderer: renderer,
}
err = anim.SetDirection(0)
return &anim, err
}
// SetDirection decodes and sets the direction
func (a *DC6Animation) SetDirection(directionIndex int) error {
const smallestInvalidDirectionIndex = 64
if directionIndex >= smallestInvalidDirectionIndex {
return errors.New("invalid direction index")
}
direction := d2dcc.Dir64ToDcc(directionIndex, len(a.directions))
if !a.directions[direction].decoded {
err := a.decodeDirection(direction)
if err != nil {
return err
}
}
a.directionIndex = direction
a.frameIndex = 0
return nil
}
func (a *DC6Animation) decodeDirection(directionIndex int) error {
dc6, err := loadDC6(a.dc6Path)
if err != nil {
return err
}
startFrame := directionIndex * int(dc6.FramesPerDirection)
for i := 0; i < int(dc6.FramesPerDirection); i++ {
dc6Frame := dc6.Frames[startFrame+i]
sfc, err := a.renderer.NewSurface(int(dc6Frame.Width), int(dc6Frame.Height),
d2enum.FilterNearest)
if err != nil {
return err
}
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indexData := dc6.DecodeFrame(startFrame + i)
colorData := ImgIndexToRGBA(indexData, a.palette)
if err := sfc.ReplacePixels(colorData); err != nil {
return err
}
a.directions[directionIndex].decoded = true
a.directions[directionIndex].frames = append(a.directions[directionIndex].frames, &animationFrame{
width: int(dc6Frame.Width),
height: int(dc6Frame.Height),
offsetX: int(dc6Frame.OffsetX),
offsetY: int(dc6Frame.OffsetY),
image: sfc,
})
}
return nil
}
// Clone creates a copy of the animation
func (a *DC6Animation) Clone() d2iface.Animation {
animation := *a
return &animation
}