/* 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 . */ using System; using System.Drawing; using System.Linq; using OpenDiablo2.Common.Exceptions; using OpenDiablo2.Common.Interfaces; using OpenDiablo2.Common.Models; using SDL2; namespace OpenDiablo2.SDL2_ { internal sealed class SDL2Sprite : ISprite { internal readonly ImageSet source; private readonly IntPtr renderer; internal IntPtr texture = IntPtr.Zero; public Point Location { get; set; } public Size FrameSize { get; set; } private bool darken; public bool Darken { get => darken; set { if (darken == value) return; darken = value; LoadFrame(frame); } } private int frame = -1; public int Frame { get => frame; set { if (frame == value && texture != IntPtr.Zero) return; frame = Math.Max(0, Math.Min(value, TotalFrames)); LoadFrame(frame); } } public int TotalFrames { get; internal set; } private bool blend = false; public bool Blend { get => blend; set { blend = value; SDL.SDL_SetTextureBlendMode(texture, blend ? SDL.SDL_BlendMode.SDL_BLENDMODE_ADD : SDL.SDL_BlendMode.SDL_BLENDMODE_BLEND); } } private Palette palette; public Palette CurrentPalette { get => palette; set { palette = value; UpdateTextureData(); } } public SDL2Sprite(ImageSet source, IntPtr renderer) { this.source = source; this.renderer = renderer; TotalFrames = source.Frames.Count(); Location = Point.Empty; FrameSize = new Size(Pow2((int)source.Frames.Max(x => x.Width)), Pow2((int)source.Frames.Max(x => x.Height))); } internal Point GetRenderPoint() { return source == null ? Location : new Point(Location.X + source.Frames[Frame].OffsetX, Location.Y - FrameSize.Height + source.Frames[Frame].OffsetY); } public Size LocalFrameSize => new Size((int)source.Frames[Frame].Width, (int)source.Frames[Frame].Height); private void UpdateTextureData() { if (texture == IntPtr.Zero) { texture = SDL.SDL_CreateTexture(renderer, SDL.SDL_PIXELFORMAT_ARGB8888, (int)SDL.SDL_TextureAccess.SDL_TEXTUREACCESS_STREAMING, Pow2(FrameSize.Width), Pow2(FrameSize.Height)); if (texture == IntPtr.Zero) throw new OpenDiablo2Exception("Unaple to initialize texture."); Frame = 0; } } private unsafe void LoadFrame(int index) { var sourceFrame = source.Frames[index]; //var fullRect = new SDL.SDL_Rect { x = 0, y = 0, w = FrameSize.Width, h = FrameSize.Height }; SDL.SDL_SetTextureBlendMode(texture, blend ? SDL.SDL_BlendMode.SDL_BLENDMODE_ADD : SDL.SDL_BlendMode.SDL_BLENDMODE_BLEND); SDL.SDL_LockTexture(texture, IntPtr.Zero, out IntPtr pixels, out int pitch); try { UInt32* data = (UInt32*)pixels; var frameOffset = FrameSize.Height - sourceFrame.Height; var frameWidth = FrameSize.Width; var frameHeight = FrameSize.Height; for (var y = 0; y < frameHeight; y++) { for (int x = 0; x < frameWidth; x++) { if ((x >= sourceFrame.Width) || (y < frameOffset)) { data[x + (y * (pitch / 4))] = 0; continue; } 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; } } } finally { SDL.SDL_UnlockTexture(texture); } } private int Pow2(int val) { int result = 1; while (result < val) result *= 2; return result; } public void Dispose() { SDL.SDL_DestroyTexture(texture); } } }