package d2ui import ( "fmt" "image" "image/color" "log" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2math" ) // Sprite is a positioned visual object. type Sprite struct { *BaseWidget animation d2interface.Animation } const ( errNoAnimation = "no animation was specified" ) // NewSprite creates a new Sprite func (ui *UIManager) NewSprite(animationPath, palettePath string) (*Sprite, error) { animation, err := ui.asset.LoadAnimation(animationPath, palettePath) if animation == nil || err != nil { return nil, fmt.Errorf(errNoAnimation) } animation.BindRenderer(ui.renderer) base := NewBaseWidget(ui) return &Sprite{ BaseWidget: base, animation: animation}, nil } // Render renders the sprite on the given surface func (s *Sprite) Render(target d2interface.Surface) { _, frameHeight := s.animation.GetCurrentFrameSize() target.PushTranslation(s.x, s.y-frameHeight) defer target.Pop() s.animation.Render(target) } // GetSurface returns the surface of the sprite at the given frame func (s *Sprite) GetSurface() d2interface.Surface { return s.animation.GetCurrentFrameSurface() } // RenderSection renders the section of the sprite enclosed by bounds func (s *Sprite) RenderSection(sfc d2interface.Surface, bound image.Rectangle) { sfc.PushTranslation(s.x, s.y-bound.Dy()) defer sfc.Pop() s.animation.RenderSection(sfc, bound) } // RenderSegmented renders a sprite that is internally segmented as frames func (s *Sprite) RenderSegmented(target d2interface.Surface, segmentsX, segmentsY, frameOffset int) { var currentY int for y := 0; y < segmentsY; y++ { var currentX, maxFrameHeight int for x := 0; x < segmentsX; x++ { idx := x + y*segmentsX + frameOffset*segmentsX*segmentsY if err := s.animation.SetCurrentFrame(idx); err != nil { log.Printf("SetCurrentFrame error %e", err) } target.PushTranslation(s.x+currentX, s.y+currentY) s.animation.Render(target) target.Pop() frameWidth, frameHeight := s.GetCurrentFrameSize() maxFrameHeight = d2math.MaxInt(maxFrameHeight, frameHeight) currentX += frameWidth } currentY += maxFrameHeight } } // GetSize returns the size of the current frame func (s *Sprite) GetSize() (width, height int) { return s.GetCurrentFrameSize() } // GetFrameSize gets the Size(width, height) of a indexed frame. func (s *Sprite) GetFrameSize(frameIndex int) (x, y int, err error) { return s.animation.GetFrameSize(frameIndex) } // GetCurrentFrameSize gets the Size(width, height) of the current frame. func (s *Sprite) GetCurrentFrameSize() (width, height int) { return s.animation.GetCurrentFrameSize() } // GetFrameBounds gets maximum Size(width, height) of all frame. func (s *Sprite) GetFrameBounds() (width, height int) { return s.animation.GetFrameBounds() } // GetCurrentFrame gets index of current frame in animation func (s *Sprite) GetCurrentFrame() int { return s.animation.GetCurrentFrame() } // GetFrameCount gets number of frames in animation func (s *Sprite) GetFrameCount() int { return s.animation.GetFrameCount() } // IsOnFirstFrame gets if the animation on its first frame func (s *Sprite) IsOnFirstFrame() bool { return s.animation.IsOnFirstFrame() } // IsOnLastFrame gets if the animation on its last frame func (s *Sprite) IsOnLastFrame() bool { return s.animation.IsOnLastFrame() } // GetDirectionCount gets the number of animation direction func (s *Sprite) GetDirectionCount() int { return s.animation.GetDirectionCount() } // SetDirection places the animation in the direction of an animation func (s *Sprite) SetDirection(directionIndex int) error { return s.animation.SetDirection(directionIndex) } // GetDirection get the current animation direction func (s *Sprite) GetDirection() int { return s.animation.GetDirection() } // SetCurrentFrame sets animation at a specific frame func (s *Sprite) SetCurrentFrame(frameIndex int) error { return s.animation.SetCurrentFrame(frameIndex) } // Rewind sprite to beginning func (s *Sprite) Rewind() { err := s.animation.SetCurrentFrame(0) if err != nil { log.Print(err) } } // PlayForward plays sprite forward func (s *Sprite) PlayForward() { s.animation.PlayForward() } // PlayBackward play sprites backward func (s *Sprite) PlayBackward() { s.animation.PlayBackward() } // Pause animation func (s *Sprite) Pause() { s.animation.Pause() } // SetPlayLoop sets whether to loop the animation func (s *Sprite) SetPlayLoop(loop bool) { s.animation.SetPlayLoop(loop) } // SetPlayLength sets the play length of the sprite animation func (s *Sprite) SetPlayLength(playLength float64) { s.animation.SetPlayLength(playLength) } // SetColorMod sets the color modifier func (s *Sprite) SetColorMod(c color.Color) { s.animation.SetColorMod(c) } // Advance advances the animation func (s *Sprite) Advance(elapsed float64) error { return s.animation.Advance(elapsed) } // SetEffect sets the draw effect type func (s *Sprite) SetEffect(e d2enum.DrawEffect) { s.animation.SetEffect(e) }