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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-10 06:16:27 -05:00
OpenDiablo2/d2core/d2asset/animation.go
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

311 lines
7.4 KiB
Go

package d2asset
import (
"errors"
"image"
"image/color"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
d2iface "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dcc"
)
type playMode int
const (
playModePause playMode = iota
playModeForward
playModeBackward
)
const defaultPlayLength = 1.0
type animationFrame struct {
width int
height int
offsetX int
offsetY int
image d2iface.Surface
}
type animationDirection struct {
decoded bool
frames []*animationFrame
}
// animation has directionality, play modes, and frame counting
type animation struct {
directions []animationDirection
effect d2enum.DrawEffect
colorMod color.Color
frameIndex int
directionIndex int
lastFrameTime float64
playedCount int
playMode playMode
playLength float64
subStartingFrame int
subEndingFrame int
originAtBottom bool
playLoop bool
hasSubLoop bool // runs after first animation ends
}
// SetSubLoop sets a sub loop for the animation
func (a *animation) SetSubLoop(startFrame, endFrame int) {
a.subStartingFrame = startFrame
a.subEndingFrame = endFrame
a.hasSubLoop = true
}
// Advance advances the animation state
func (a *animation) Advance(elapsed float64) error {
if a.playMode == playModePause {
return nil
}
frameCount := a.GetFrameCount()
frameLength := a.playLength / float64(frameCount)
a.lastFrameTime += elapsed
framesAdvanced := int(a.lastFrameTime / frameLength)
a.lastFrameTime -= float64(framesAdvanced) * frameLength
for i := 0; i < framesAdvanced; i++ {
startIndex := 0
endIndex := frameCount
if a.hasSubLoop && a.playedCount > 0 {
startIndex = a.subStartingFrame
endIndex = a.subEndingFrame
}
switch a.playMode {
case playModeForward:
a.frameIndex++
if a.frameIndex >= endIndex {
a.playedCount++
if a.playLoop {
a.frameIndex = startIndex
} else {
a.frameIndex = endIndex - 1
break
}
}
case playModeBackward:
a.frameIndex--
if a.frameIndex < startIndex {
a.playedCount++
if a.playLoop {
a.frameIndex = endIndex - 1
} else {
a.frameIndex = startIndex
break
}
}
}
}
return nil
}
// Render renders the animation to the given surface
func (a *animation) Render(target d2iface.Surface) error {
direction := a.directions[a.directionIndex]
frame := direction.frames[a.frameIndex]
target.PushTranslation(frame.offsetX, frame.offsetY)
defer target.Pop()
target.PushEffect(a.effect)
defer target.Pop()
target.PushColor(a.colorMod)
defer target.Pop()
return target.Render(frame.image)
}
// RenderFromOrigin renders the animation from the animation origin
func (a *animation) RenderFromOrigin(target d2iface.Surface) error {
if a.originAtBottom {
direction := a.directions[a.directionIndex]
frame := direction.frames[a.frameIndex]
target.PushTranslation(0, -frame.height)
defer target.Pop()
}
return a.Render(target)
}
// RenderSection renders the section of the animation frame enclosed by bounds
func (a *animation) RenderSection(sfc d2iface.Surface, bound image.Rectangle) error {
direction := a.directions[a.directionIndex]
frame := direction.frames[a.frameIndex]
sfc.PushTranslation(frame.offsetX, frame.offsetY)
sfc.PushEffect(a.effect)
sfc.PushColor(a.colorMod)
defer sfc.PopN(3)
return sfc.RenderSection(frame.image, bound)
}
// GetFrameSize gets the Size(width, height) of a indexed frame.
func (a *animation) GetFrameSize(frameIndex int) (width, height int, err error) {
direction := a.directions[a.directionIndex]
if frameIndex >= len(direction.frames) {
return 0, 0, errors.New("invalid frame index")
}
frame := direction.frames[frameIndex]
return frame.width, frame.height, nil
}
// GetCurrentFrameSize gets the Size(width, height) of the current frame.
func (a *animation) GetCurrentFrameSize() (width, height int) {
width, height, _ = a.GetFrameSize(a.frameIndex)
return width, height
}
// GetFrameBounds gets maximum Size(width, height) of all frame.
func (a *animation) GetFrameBounds() (maxWidth, maxHeight int) {
maxWidth, maxHeight = 0, 0
direction := a.directions[a.directionIndex]
for _, frame := range direction.frames {
maxWidth = d2common.MaxInt(maxWidth, frame.width)
maxHeight = d2common.MaxInt(maxHeight, frame.height)
}
return maxWidth, maxHeight
}
// GetCurrentFrame gets index of current frame in animation
func (a *animation) GetCurrentFrame() int {
return a.frameIndex
}
// GetFrameCount gets number of frames in animation
func (a *animation) GetFrameCount() int {
direction := a.directions[a.directionIndex]
return len(direction.frames)
}
// IsOnFirstFrame gets if the animation on its first frame
func (a *animation) IsOnFirstFrame() bool {
return a.frameIndex == 0
}
// IsOnLastFrame gets if the animation on its last frame
func (a *animation) IsOnLastFrame() bool {
return a.frameIndex == a.GetFrameCount()-1
}
// GetDirectionCount gets the number of animation direction
func (a *animation) GetDirectionCount() int {
return len(a.directions)
}
// SetDirection places the animation in the direction of an animation
func (a *animation) SetDirection(directionIndex int) error {
const smallestInvalidDirectionIndex = 64
if directionIndex >= smallestInvalidDirectionIndex {
return errors.New("invalid direction index")
}
a.directionIndex = d2dcc.Dir64ToDcc(directionIndex, len(a.directions))
a.frameIndex = 0
return nil
}
// GetDirection get the current animation direction
func (a *animation) GetDirection() int {
return a.directionIndex
}
// SetCurrentFrame sets animation at a specific frame
func (a *animation) SetCurrentFrame(frameIndex int) error {
if frameIndex >= a.GetFrameCount() {
return errors.New("invalid frame index")
}
a.frameIndex = frameIndex
a.lastFrameTime = 0
return nil
}
// Rewind animation to beginning
func (a *animation) Rewind() {
_ = a.SetCurrentFrame(0)
}
// PlayForward plays animation forward
func (a *animation) PlayForward() {
a.playMode = playModeForward
a.lastFrameTime = 0
}
// PlayBackward plays animation backward
func (a *animation) PlayBackward() {
a.playMode = playModeBackward
a.lastFrameTime = 0
}
// Pause animation
func (a *animation) Pause() {
a.playMode = playModePause
a.lastFrameTime = 0
}
// SetPlayLoop sets whether to loop the animation
func (a *animation) SetPlayLoop(loop bool) {
a.playLoop = loop
}
// SetPlaySpeed sets play speed of the animation
func (a *animation) SetPlaySpeed(playSpeed float64) {
a.SetPlayLength(playSpeed * float64(a.GetFrameCount()))
}
// SetPlayLength sets the Animation's play length in seconds
func (a *animation) SetPlayLength(playLength float64) {
// TODO refactor to use time.Duration instead of float64
a.playLength = playLength
a.lastFrameTime = 0
}
// SetPlayLengthMs sets the Animation's play length in milliseconds
func (a *animation) SetPlayLengthMs(playLengthMs int) {
// TODO remove this method
const millisecondsPerSecond = 1000.0
a.SetPlayLength(float64(playLengthMs) / millisecondsPerSecond)
}
// SetColorMod sets the Animation's color mod
func (a *animation) SetColorMod(colorMod color.Color) {
a.colorMod = colorMod
}
// GetPlayedCount gets the number of times the application played
func (a *animation) GetPlayedCount() int {
return a.playedCount
}
// ResetPlayedCount resets the play count
func (a *animation) ResetPlayedCount() {
a.playedCount = 0
}
func (a *animation) SetEffect(e d2enum.DrawEffect) {
a.effect = e
}