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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-18 02:16:23 -05:00
Commit Graph

25 Commits

Author SHA1 Message Date
Ziemas
31a21b50dd Fix draweffect blending selection
The blending mode picked by handleStateEffect was being overriden.

CompositeModeSourceOver is the default selection, we do not need to
initialise opts with this.
2020-11-26 02:35:10 +01:00
Julien Ganichot
0d691dbffa
Key binding menu (#918)
* Feat(KeyBindingMenu): Adds dynamic box system with scrollbar

* Feat(Hotkeys): WIP Adds a lot of things

* Feat(KeyBindingMenu): WIP Adds logic to binding

* Feat(KeyBindingMenu): Fixes assignment logic

* Feat(KeyBindingMenu): Adds buttons logic

* Feat(KeyBindingMenu): Fixes sprites positions+add padding to Box

* Feat(KeyBindingMenu): Adds label blinking cap

* Feat(KeyBindingMenu): Removes commented func

* Feat(KeyBindingMenu): Fixes lint errors and refactors a bit

* Feat(KeyBindingMenu): Corrects few minor things from Grave

* Feat(KeyBindingMenu): removes forgotten key to string mapping
2020-11-13 12:03:30 -08:00
gravestench
f7fb35a4ec
removed debug printer singleton from d2util (#901)
resolves #504
2020-11-03 11:19:59 -08:00
gravestench
6e31cfb52a
migrate to ebiten v2.0 API (#860)
* migrate to ebiten v2.0 API

* fixed lint errors
2020-10-28 14:17:42 -04:00
gravestench
025ee94e50
Removed all TODO's in project (#831)
* removed the rest of the magic number errors from d2game

* hotfix for bug i added in map engine test

* removed all TODO's in project, made issues on github for each one
2020-10-25 18:36:12 -04:00
lord
7e3aff557b
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
Gürkan Kaymak
f4a71c72e4
lint fixes (#727) 2020-09-12 16:25:09 -04:00
lord
0218cad717
organize d2common pakage (#716)
* move music path enumerations into d2resource

* move text dictionary (.tbl) loader into d2fileformats sub-package d2tbl

* lint fix, add doc file for d2tbl

* moved data_dictionary.go into d2fileformats sub-package d2txt, added doc file

* added sub-packages d2geom for geometry-related things, and d2path for path-related things

* moved calcstring.go to d2calculation

* move bitmuncher, bitstream, stream reader/writer from d2common into sub-package d2datautils

* fix lint errors in d2datadict loaders (caused by moving stuf around in d2common)

* move size.go into d2geom

* move d2common/cache.go into sub-package d2common/d2cache

* renamed d2debugutil to d2util, moved utility functions from d2common into d2util
2020-09-08 15:58:35 -04:00
lord
4507b1e1c1
fixed lint errors in d2render (#695) 2020-08-05 22:04:36 -04:00
lord
120afe51a1
fixed lint errors in d2debututil (#678) 2020-08-04 22:23:15 -04:00
Tim Sarbin
460e821a5e
Started work on shadows (#630) 2020-07-26 19:29:37 -04:00
Tim Sarbin
63aa1eebe9
Fix bad file names (#626)
* Fixed bad capitalization in names

* More bad name fixes

* temp rename for case sensitivity issues

* Temporary rename to fix capitalization
2020-07-26 13:06:37 -04:00
Gürkan Kaymak
7a49f3637f
lint fixes (#615) 2020-07-23 12:56:50 -04:00
dk
ba89bf965a
removing lint errors from d2render (#598)
The edits outside of d2render or to fix the lint error for `DrawText`.
`DrawText` should be called `DrawTextf` because it formats the string.
2020-07-17 18:51:44 -04:00
thetogi
7b60882ba3
Replace ebitenUtil with d2DebugUtil and new charmap for debugger. (#577)
* lint updates for /d2astar

* png issue

* debug package

* load bmp properly

* debug draft

* Vector float64 (#565)

* Fixed nil pointer in Copy()

* Position added

Added Floor() and String() methods to Vector.

Also added Position which declares an embedded Vector2 and returns various forms of it.

* d2vector.Vector2 renamed to d2vector.BigFloat

* vector.go renamed to big_float.go

* Float64 stub and more renaming

* Vector value getters

* Separate vector types with initial methods.

* Divide and lint warnings.

* Distance and Length.

* Scale, Abs and Negate.

* CompareFloat64Fuzzy delta direction reversed.

* Refactor vector_test.go.

* Renamed Approx methods.

* Distance and Length.

* Distance and Length.

* Removed BigFloat and Vector, renamed Float64 to Vector, simplified tests.

* Angle, SignedAngle and other small functions.

* Receiver rename.

* SingedAngle and test fixed

* Rotate.

* SetLength.

* Cross.

* NinetyAnti and NinetyClock.

* Lerp and Clamp.

* Reflect and ReflectSurface.

* Cardinal convenience functions.

* Comments.

* Panic on NaN and Inf in Position.

* Lint warnings and comments.

* D2map lint warnings (#566)

* Comments and newlines in engine.go

* Comments and newlines in object.go

* Comments and newlines in animated_entity.go

* Comments and newlines in missile.go

* Comments and newlines in npc.go

* Comments and newlines in player.go

* Removed object.go (incorrectly merged it in during rebase).

* Comments and newlines in renderer.go.

* Comments and newlines in map_entity.go.

* Comments and newlines in walk_mesh.go.

* Comments and newlines in viewport.go and tile_cache.go.

* Comments and newlines in stamp.go and wilderness_tile_types.go.

* Comments and newlines in everything else.

* removing inventory grid test for now because it causes builds to fail on github (#570)

* Refactored d2enum (#567)

* Refactored animation mode enum

* More d2enum changes

* Refactored tile enum

* Refactored weapon class enum

* Refactored more enums

* Refactored item event enum

* Fixed init_functions animation mode

* Removed string2enum from MonsterAnimationMode

* Refactored ItemStatCost description

* Last enum lint errors

* Regenerated monster stringer file

* compressed image

* Replaced restruct with StreamReader (#574)

* Fixed bug in palette.go (#575)

* Javascript console commands (#572)

* Allow the execution of JS from the terminal when hosting a local game or playing a single game

Signed-off-by: William Claude <w.claude@thebeat.co>

* Reorganise imports on edited files

Signed-off-by: William Claude <w.claude@thebeat.co>

* Remove Reset

Signed-off-by: William Claude <w.claude@thebeat.co>

* Add inventory.txt loader, use the records (#573)

* adding resource entry for inventory.txt

* adding loader for inventory.txt

* adding call to inventory.txt loader in d2app

* d2game now uses the inventory.txt records for making the inventory panel

* removed comments

* remove unused files

* update go.mod

* lint updates for /d2astar

* png issue

* update go.mod

Co-authored-by: danhale-git <36298392+danhale-git@users.noreply.github.com>
Co-authored-by: dk <dknuth0101@gmail.com>
Co-authored-by: Intyre <Intyre@gmail.com>
Co-authored-by: William <1004323+aziule@users.noreply.github.com>
2020-07-11 18:12:20 -04:00
Ziemas
e2e8a303c2
Use our own DrawEffects enum for draw effects (#564)
* Add PushEffect, handle effects in renderer

* Set effects instead of blend

* Stop using PushCompositeMode, use PushEffect

* Remove remaining composite mode things
2020-07-08 21:57:35 -04:00
Gürkan Kaymak
76862b756c
cleaned globals of the d2render/ebiten package (#554) 2020-07-07 08:57:40 -04:00
dk
60e6fcb7ac
moving enumerations out of d2interface (#552)
* moved filter constants back to d2enum

* moving key and mouse button enums into d2enum

* moving render type enum into d2enum

* moving input even priority enums into d2enum

* moving terminal enums into d2enum
2020-07-06 21:26:08 -04:00
Maxime Lavigne (malavv)
3990df3bac
Fixes #496 and improves memory consumption on render of game_controls (#501)
* Fixes #496 using ebiten.SubImage to Render Section of a Surface.

I had to add matching functions to both animation and sprite to get it to be called
for a sprite object.

* Fixed linter warning on comments for Sprite and Animation.

* Removing what's remaining of the old Sprite re-generation and caching.
2020-06-30 12:43:13 -04:00
Tim Sarbin
e2572b8745
More linting (#500) 2020-06-30 09:58:53 -04:00
dk
55dc3e42ed
minor edits (#486)
* adding comments to d2interface for linter

* moved d2render renderer interfaces and types into d2interface
2020-06-29 00:41:58 -04:00
Ziemas
b00fa58fc4
Object Highlights (#476)
* Add PushBrightness to surface

* Highlight selectable objects

Check if mapentity is selectable. (seems reasonable)
Request objects to highlight themselves is required (idk)
2020-06-27 18:58:41 -04:00
Alex Yatskov
423cef304d
Screenshot and GIF recording capability (#310)
* Configuration cleanup

* Cleanup

* Gif animation and screenshot support
2020-02-22 23:59:45 -05:00
Alex Yatskov
b5c1f5222d
Move rendering stuff out of d2common into d2render (#281)
* Move rendering stuff out of d2common into d2render

* Remove d2interface
2020-02-01 20:39:28 -05:00
Tim Sarbin
2461142fbd
Minor changes to project layout (#276)
* Minor changes to reduce interdependencies on modules.
2020-01-31 23:18:11 -05:00