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https://github.com/OpenDiablo2/OpenDiablo2
synced 2025-02-04 07:37:48 -05:00
c52c6648dd
Systems now place all of their component factories into a `Components` member. This improves code readability and makes it clear when we are dealing specifically with ecs components. The concrete ComponentFactory instances now have `Add` and `Get` methods (as opposed to `AddAlpha` or `GetAlpha`). This enforces naming of component factories as to avoid collisions when embedded in a struct with other components. Also, the ComponentFactory interface is embedded directly into the concrete component factory without a name.
229 lines
6.0 KiB
Go
229 lines
6.0 KiB
Go
package d2systems
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import (
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"errors"
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"image/color"
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"os"
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"sort"
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"time"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2config"
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"github.com/gravestench/akara"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2components"
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d2render "github.com/OpenDiablo2/OpenDiablo2/d2core/d2render/ebiten"
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)
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const (
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gameTitle = "Open Diablo 2"
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logPrefixRenderSystem = "Render System"
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)
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// static check that RenderSystem implements the System interface
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var _ akara.System = &RenderSystem{}
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// RenderSystem is responsible for rendering the main viewports of scenes
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// to the game screen.
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type RenderSystem struct {
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akara.BaseSubscriberSystem
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*d2util.Logger
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renderer d2interface.Renderer
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viewports *akara.Subscription
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configs *akara.Subscription
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lastUpdate time.Time
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Components struct {
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GameConfig d2components.GameConfigFactory
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Viewport d2components.ViewportFactory
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MainViewport d2components.MainViewportFactory
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Texture d2components.TextureFactory
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Priority d2components.PriorityFactory
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Alpha d2components.AlphaFactory
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Camera d2components.CameraFactory
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}
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}
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// Init initializes the system with the given world, injecting the necessary components
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func (m *RenderSystem) Init(world *akara.World) {
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m.World = world
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m.lastUpdate = time.Now()
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m.setupLogger()
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m.Debug("initializing ...")
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m.setupFactories()
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m.setupSubscriptions()
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}
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func (m *RenderSystem) setupLogger() {
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m.Logger = d2util.NewLogger()
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m.SetPrefix(logPrefixRenderSystem)
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}
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func (m *RenderSystem) setupFactories() {
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m.InjectComponent(&d2components.GameConfig{}, &m.Components.GameConfig.ComponentFactory)
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m.InjectComponent(&d2components.Viewport{}, &m.Components.Viewport.ComponentFactory)
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m.InjectComponent(&d2components.MainViewport{}, &m.Components.MainViewport.ComponentFactory)
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m.InjectComponent(&d2components.Texture{}, &m.Components.Texture.ComponentFactory)
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m.InjectComponent(&d2components.Priority{}, &m.Components.Priority.ComponentFactory)
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m.InjectComponent(&d2components.Alpha{}, &m.Components.Alpha.ComponentFactory)
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m.InjectComponent(&d2components.Camera{}, &m.Components.Camera.ComponentFactory)
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}
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func (m *RenderSystem) setupSubscriptions() {
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viewports := m.NewComponentFilter().
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Require(
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&d2components.Viewport{},
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&d2components.MainViewport{},
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&d2components.Texture{},
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&d2components.Camera{},
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).
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Build()
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gameConfigs := m.NewComponentFilter().
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Require(&d2components.GameConfig{}).
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Build()
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m.viewports = m.AddSubscription(viewports)
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m.configs = m.AddSubscription(gameConfigs)
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}
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// Update will initialize the renderer, start the game loop, and
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// disable the system (to prevent it from being called during the game loop).
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//
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// The reason why this isn't in the init step is because we use other sceneSystems
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// for loading the config file, and it may take more than one iteration
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func (m *RenderSystem) Update() {
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if m.renderer != nil {
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return // we already created the renderer
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}
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m.createRenderer()
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if m.renderer == nil {
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return // the renderer has not yet been created!
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}
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// if we have created the renderer, we can safely disable
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// this system and start the run loop.
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m.SetActive(false)
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err := m.StartGameLoop()
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if err != nil {
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m.Fatal(err.Error())
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}
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os.Exit(0)
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}
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func (m *RenderSystem) createRenderer() {
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m.Debug("creating renderer instance")
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configs := m.configs.GetEntities()
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if len(configs) < 1 {
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return
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}
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config, found := m.Components.GameConfig.Get(configs[0])
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if !found {
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return
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}
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// we should get rid of d2config.Configuration and use components instead...
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oldStyleConfig := &d2config.Configuration{
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MpqLoadOrder: config.MpqLoadOrder,
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MpqPath: config.MpqPath,
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TicksPerSecond: config.TicksPerSecond,
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FpsCap: config.FpsCap,
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SfxVolume: config.SfxVolume,
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BgmVolume: config.BgmVolume,
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FullScreen: config.FullScreen,
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RunInBackground: config.RunInBackground,
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VsyncEnabled: config.VsyncEnabled,
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Backend: config.Backend,
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LogLevel: config.LogLevel,
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}
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renderer, err := d2render.CreateRenderer(oldStyleConfig)
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if err != nil {
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m.Fatal(err.Error())
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}
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// HACK: hardcoded with ebiten for now
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ebiten.SetCursorMode(ebiten.CursorModeHidden)
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ebiten.SetFullscreen(config.FullScreen)
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ebiten.SetRunnableOnUnfocused(config.RunInBackground)
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ebiten.SetVsyncEnabled(config.VsyncEnabled)
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ebiten.SetMaxTPS(config.TicksPerSecond)
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m.renderer = renderer
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}
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func (m *RenderSystem) render(screen d2interface.Surface) error {
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entities := m.viewports.GetEntities()
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sort.Slice(entities, func(i, j int) bool {
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pi, pj := m.Components.Priority.Add(entities[i]), m.Components.Priority.Add(entities[j])
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return pi.Priority < pj.Priority
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})
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for _, id := range entities {
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vp, found := m.Components.Viewport.Get(id)
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if !found {
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return errors.New("main viewport not found")
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}
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cam, found := m.Components.Camera.Get(id)
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if !found {
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return errors.New("main viewport camera not found")
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}
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texture, found := m.Components.Texture.Get(id)
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if !found {
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return errors.New("main viewport doesn't have a surface")
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}
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if texture.Texture == nil {
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texture.Texture = m.renderer.NewSurface(vp.Width, vp.Height)
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}
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alpha, found := m.Components.Alpha.Get(id)
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if !found {
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alpha = m.Components.Alpha.Add(id)
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}
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const maxAlpha = 255
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screen.PushColor(color.Alpha{A: uint8(alpha.Alpha * maxAlpha)})
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screen.PushTranslation(vp.Left, vp.Top)
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screen.PushScale(float64(vp.Width)/cam.Size.X, float64(vp.Height)/cam.Size.Y)
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screen.Render(texture.Texture)
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screen.Pop()
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screen.Pop()
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screen.Pop()
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}
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return nil
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}
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func (m *RenderSystem) updateWorld() error {
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currentTime := time.Now()
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elapsed := currentTime.Sub(m.lastUpdate)
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m.lastUpdate = currentTime
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return m.World.Update(elapsed)
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}
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func (m *RenderSystem) StartGameLoop() error {
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m.Info("starting game loop ...")
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return m.renderer.Run(m.render, m.updateWorld, 800, 600, gameTitle)
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}
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