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https://github.com/OpenDiablo2/OpenDiablo2
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7e3aff557b
* 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) ```
202 lines
4.6 KiB
Go
202 lines
4.6 KiB
Go
package d2asset
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import (
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"errors"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dc6"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dcc"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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)
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var _ d2interface.Animation = &DC6Animation{} // Static check to confirm struct conforms to
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// interface
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func newDC6Animation(
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dc6 *d2dc6.DC6,
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pal d2interface.Palette,
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effect d2enum.DrawEffect,
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) (d2interface.Animation, error) {
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DC6 := &DC6Animation{
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dc6: dc6,
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palette: pal,
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}
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anim := Animation{
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playLength: defaultPlayLength,
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playLoop: true,
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originAtBottom: true,
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effect: effect,
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onBindRenderer: func(r d2interface.Renderer) error {
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if DC6.renderer != r {
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DC6.renderer = r
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return DC6.createSurfaces()
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}
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return nil
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},
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}
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DC6.Animation = anim
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err := DC6.init()
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if err != nil {
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return nil, err
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}
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return DC6, nil
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}
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// DC6Animation is an animation made from a DC6 file
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type DC6Animation struct {
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Animation
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dc6 *d2dc6.DC6
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palette d2interface.Palette
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}
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func (a *DC6Animation) init() error {
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a.directions = make([]animationDirection, a.dc6.Directions)
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for directionIndex := range a.directions {
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a.directions[directionIndex].frames = make([]animationFrame, a.dc6.FramesPerDirection)
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}
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err := a.decode()
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return err
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}
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// SetDirection decodes and sets the direction
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func (a *DC6Animation) SetDirection(directionIndex int) error {
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const smallestInvalidDirectionIndex = 64
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if directionIndex >= smallestInvalidDirectionIndex {
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return errors.New("invalid direction index")
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}
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direction := d2dcc.Dir64ToDcc(directionIndex, len(a.directions))
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if !a.directions[directionIndex].decoded {
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err := a.decodeDirection(direction)
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if err != nil {
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return err
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}
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}
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a.directionIndex = direction
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return nil
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}
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func (a *DC6Animation) decode() error {
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for directionIndex := 0; directionIndex < len(a.directions); directionIndex++ {
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err := a.decodeDirection(directionIndex)
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if err != nil {
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return err
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}
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}
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return nil
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}
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func (a *DC6Animation) decodeDirection(directionIndex int) error {
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for frameIndex := 0; frameIndex < int(a.dc6.FramesPerDirection); frameIndex++ {
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frame, err := a.decodeFrame(directionIndex, frameIndex)
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if err != nil {
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return err
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}
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a.directions[directionIndex].frames[frameIndex] = frame
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}
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a.directions[directionIndex].decoded = true
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return nil
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}
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func (a *DC6Animation) decodeFrame(directionIndex, frameIndex int) (animationFrame, error) {
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startFrame := directionIndex * int(a.dc6.FramesPerDirection)
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dc6Frame := a.dc6.Frames[startFrame+frameIndex]
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frame := animationFrame{
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width: int(dc6Frame.Width),
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height: int(dc6Frame.Height),
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offsetX: int(dc6Frame.OffsetX),
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offsetY: int(dc6Frame.OffsetY),
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}
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a.directions[directionIndex].frames[frameIndex].decoded = true
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return frame, nil
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}
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func (a *DC6Animation) createSurfaces() error {
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for directionIndex := 0; directionIndex < len(a.directions); directionIndex++ {
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err := a.createDirectionSurfaces(directionIndex)
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if err != nil {
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return err
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}
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}
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return nil
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}
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func (a *DC6Animation) createDirectionSurfaces(directionIndex int) error {
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for frameIndex := 0; frameIndex < int(a.dc6.FramesPerDirection); frameIndex++ {
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if !a.directions[directionIndex].decoded {
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err := a.decodeDirection(directionIndex)
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if err != nil {
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return err
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}
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}
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surface, err := a.createFrameSurface(directionIndex, frameIndex)
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if err != nil {
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return err
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}
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a.directions[directionIndex].frames[frameIndex].image = surface
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}
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return nil
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}
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func (a *DC6Animation) createFrameSurface(directionIndex, frameIndex int) (d2interface.Surface, error) {
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if !a.directions[directionIndex].frames[frameIndex].decoded {
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frame, err := a.decodeFrame(directionIndex, frameIndex)
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if err != nil {
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return nil, err
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}
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a.directions[directionIndex].frames[frameIndex] = frame
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}
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startFrame := directionIndex * int(a.dc6.FramesPerDirection)
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dc6Frame := a.dc6.Frames[startFrame+frameIndex]
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indexData := a.dc6.DecodeFrame(startFrame + frameIndex)
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colorData := d2util.ImgIndexToRGBA(indexData, a.palette)
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if a.renderer == nil {
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return nil, errors.New("no renderer")
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}
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sfc, err := a.renderer.NewSurface(int(dc6Frame.Width), int(dc6Frame.Height), d2enum.FilterNearest)
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if err != nil {
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return nil, err
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}
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if err := sfc.ReplacePixels(colorData); err != nil {
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return nil, err
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}
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return sfc, nil
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}
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// Clone creates a copy of the animation
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func (a *DC6Animation) Clone() d2interface.Animation {
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animation := *a
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return &animation
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}
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