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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-20 03:16:26 -05:00
OpenDiablo2/OpenDiablo2.SDL2/SDL2Sprite.cs

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C#
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/* OpenDiablo 2 - An open source re-implementation of Diablo 2 in C#
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
using System;
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using System.Drawing;
using System.Linq;
using OpenDiablo2.Common.Exceptions;
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using OpenDiablo2.Common.Interfaces;
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using OpenDiablo2.Common.Models;
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using SDL2;
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namespace OpenDiablo2.SDL2_
{
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internal sealed class SDL2Sprite : ISprite
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{
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internal readonly ImageSet source;
private readonly IntPtr renderer;
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private readonly bool cacheFrames;
private bool disposed = false;
private IntPtr[] texture;
private bool[] frameLoaded;
public IntPtr Texture
{
get
{
if (!frameLoaded[TextureIndex])
LoadFrame();
return texture[TextureIndex];
}
}
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public Point Location { get; set; }
public Size FrameSize { get; set; }
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private bool darken;
public bool Darken
{
get => darken;
set
{
if (darken == value)
return;
darken = value;
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ClearAllFrames();
}
}
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private int frame;
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public int Frame
{
get => frame;
set
{
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if (frame == value)
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return;
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frame = Math.Max(0, Math.Min(value, TotalFrames));
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if (cacheFrames)
return;
frameLoaded[TextureIndex] = false;
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}
}
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public int TotalFrames { get; internal set; }
private bool blend = false;
public bool Blend
{
get => blend;
set
{
blend = value;
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if (cacheFrames)
{
for (var i = 0; i < TotalFrames; i++)
if (texture[i] != IntPtr.Zero)
SDL.SDL_SetTextureBlendMode(texture[i], blend ? SDL.SDL_BlendMode.SDL_BLENDMODE_ADD : SDL.SDL_BlendMode.SDL_BLENDMODE_BLEND);
}
else
if (texture[TextureIndex] != IntPtr.Zero)
SDL.SDL_SetTextureBlendMode(texture[TextureIndex], blend ? SDL.SDL_BlendMode.SDL_BLENDMODE_ADD : SDL.SDL_BlendMode.SDL_BLENDMODE_BLEND);
}
}
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private Palette palette;
public Palette CurrentPalette
{
get => palette;
set
{
palette = value;
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ClearAllFrames();
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}
}
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private int TextureIndex => cacheFrames ? frame : 0;
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public SDL2Sprite(ImageSet source, IntPtr renderer, bool cacheFrames = false)
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{
this.source = source;
this.renderer = renderer;
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this.cacheFrames = cacheFrames;
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texture = new IntPtr[cacheFrames ? source.Frames.Count() : 1];
frameLoaded = new bool[cacheFrames ? source.Frames.Count() : 1];
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TotalFrames = source.Frames.Count();
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ClearAllFrames();
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Location = Point.Empty;
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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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Frame = 0;
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}
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internal Point GetRenderPoint()
{
return source == null
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? Location
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: new Point(Location.X + source.Frames[Frame].OffsetX, Location.Y - FrameSize.Height + source.Frames[Frame].OffsetY);
}
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public Size LocalFrameSize => new Size((int)source.Frames[Frame].Width, (int)source.Frames[Frame].Height);
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private void UpdateTextureData()
{
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Frame = 0;
}
private unsafe void LoadFrame()
{
if (texture[TextureIndex] == IntPtr.Zero)
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{
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texture[TextureIndex] = SDL.SDL_CreateTexture(renderer, SDL.SDL_PIXELFORMAT_ARGB8888, (int)SDL.SDL_TextureAccess.SDL_TEXTUREACCESS_STREAMING, Pow2(FrameSize.Width), Pow2(FrameSize.Height));
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if (texture[TextureIndex] == IntPtr.Zero)
throw new OpenDiablo2Exception("Unaple to initialize texture.");
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SDL.SDL_SetTextureBlendMode(texture[TextureIndex], blend ? SDL.SDL_BlendMode.SDL_BLENDMODE_ADD : SDL.SDL_BlendMode.SDL_BLENDMODE_BLEND);
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}
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var sourceFrame = source.Frames[frame];
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SDL.SDL_LockTexture(texture[TextureIndex], IntPtr.Zero, out IntPtr pixels, out int pitch);
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try
{
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UInt32* data = (UInt32*)pixels;
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var frameOffset = FrameSize.Height - sourceFrame.Height;
var frameWidth = FrameSize.Width;
var frameHeight = FrameSize.Height;
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for (int y = 0; y < frameHeight; y++)
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{
for (int x = 0; x < frameWidth; x++)
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{
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if ((x >= sourceFrame.Width) || (y < frameOffset))
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{
data[x + (y * (pitch / 4))] = 0;
continue;
}
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var color = sourceFrame.GetColor(x, (int)(y - frameOffset), CurrentPalette);
if (darken)
color = ((color & 0xFF000000) > 0) ? (color >> 1) & 0xFF7F7F7F | 0xFF000000 : 0;
data[x + (y * (pitch / 4))] = color;
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}
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}
}
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finally
{
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SDL.SDL_UnlockTexture(texture[TextureIndex]);
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}
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frameLoaded[TextureIndex] = true;
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}
private int Pow2(int val)
{
int result = 1;
while (result < val)
result *= 2;
return result;
}
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private void ClearAllFrames()
{
var framestoClear = cacheFrames ? TotalFrames : 1;
for (int i = 0; i < framestoClear; i++)
frameLoaded[i] = false;
}
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public void Dispose()
{
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if (disposed)
return;
var framestoClear = cacheFrames ? TotalFrames : 1;
for (var i = 0; i < framestoClear; i++)
{
SDL.SDL_DestroyTexture(texture[i]);
texture[i] = IntPtr.Zero;
}
texture = Array.Empty<IntPtr>();
disposed = true;
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}
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}
}