mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-02 17:27:23 -04:00
464 lines
12 KiB
Go
464 lines
12 KiB
Go
package d2asset
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import (
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"errors"
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"image"
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"image/color"
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"math"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dat"
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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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)
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type playMode int
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const (
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playModePause playMode = iota
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playModeForward
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playModeBackward
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)
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const defaultPlayLength = 1.0
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type animationFrame struct {
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width int
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height int
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offsetX int
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offsetY int
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image d2interface.Surface
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}
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type animationDirection struct {
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frames []*animationFrame
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}
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// Animation has directionality, play modes, and frame counting
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type Animation struct {
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directions []*animationDirection
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frameIndex int
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directionIndex int
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lastFrameTime float64
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playedCount int
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compositeMode d2enum.CompositeMode
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colorMod color.Color
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originAtBottom bool
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playMode playMode
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playLength float64
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playLoop bool
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hasSubLoop bool // runs after first animation ends
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subStartingFrame int
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subEndingFrame int
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}
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// CreateAnimationFromDCC creates an animation from d2dcc.DCC and d2dat.DATPalette
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func CreateAnimationFromDCC(renderer d2interface.Renderer, dcc *d2dcc.DCC, palette *d2dat.DATPalette,
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transparency int) (*Animation, error) {
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animation := &Animation{
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playLength: defaultPlayLength,
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playLoop: true,
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}
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for directionIndex, dccDirection := range dcc.Directions {
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for _, dccFrame := range dccDirection.Frames {
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minX, minY := math.MaxInt32, math.MaxInt32
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maxX, maxY := math.MinInt32, math.MinInt32
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for _, dccFrame := range dccDirection.Frames {
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minX = d2common.MinInt(minX, dccFrame.Box.Left)
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minY = d2common.MinInt(minY, dccFrame.Box.Top)
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maxX = d2common.MaxInt(maxX, dccFrame.Box.Right())
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maxY = d2common.MaxInt(maxY, dccFrame.Box.Bottom())
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}
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frameWidth := maxX - minX
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frameHeight := maxY - minY
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const bytesPerPixel = 4
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pixels := make([]byte, frameWidth*frameHeight*bytesPerPixel)
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for y := 0; y < frameHeight; y++ {
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for x := 0; x < frameWidth; x++ {
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if paletteIndex := dccFrame.PixelData[y*frameWidth+x]; paletteIndex != 0 {
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palColor := palette.Colors[paletteIndex]
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offset := (x + y*frameWidth) * bytesPerPixel
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pixels[offset] = palColor.R
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pixels[offset+1] = palColor.G
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pixels[offset+2] = palColor.B
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pixels[offset+3] = byte(transparency)
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}
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}
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}
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sfc, err := renderer.NewSurface(frameWidth, frameHeight, d2interface.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(pixels); err != nil {
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return nil, err
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}
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if directionIndex >= len(animation.directions) {
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animation.directions = append(animation.directions, new(animationDirection))
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}
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direction := animation.directions[directionIndex]
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direction.frames = append(direction.frames, &animationFrame{
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width: dccFrame.Width,
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height: dccFrame.Height,
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offsetX: minX,
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offsetY: minY,
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image: sfc,
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})
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}
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}
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return animation, nil
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}
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// CreateAnimationFromDC6 creates an Animation from d2dc6.DC6 and d2dat.DATPalette
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func CreateAnimationFromDC6(renderer d2interface.Renderer, dc6 *d2dc6.DC6, palette *d2dat.DATPalette) (*Animation, error) {
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animation := &Animation{
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playLength: defaultPlayLength,
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playLoop: true,
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originAtBottom: true,
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}
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for frameIndex, dc6Frame := range dc6.Frames {
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sfc, err := renderer.NewSurface(int(dc6Frame.Width), int(dc6Frame.Height), d2interface.FilterNearest)
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if err != nil {
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return nil, err
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}
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indexData := make([]int, dc6Frame.Width*dc6Frame.Height)
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for i := range indexData {
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indexData[i] = -1
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}
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x := 0
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y := int(dc6Frame.Height) - 1
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offset := 0
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for {
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b := int(dc6Frame.FrameData[offset])
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offset++
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if b == 0x80 {
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if y == 0 {
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break
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}
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y--
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x = 0
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} else if b&0x80 > 0 {
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transparentPixels := b & 0x7f
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for i := 0; i < transparentPixels; i++ {
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indexData[x+y*int(dc6Frame.Width)+i] = -1
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}
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x += transparentPixels
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} else {
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for i := 0; i < b; i++ {
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indexData[x+y*int(dc6Frame.Width)+i] = int(dc6Frame.FrameData[offset])
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offset++
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}
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x += b
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}
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}
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bytesPerPixel := 4
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colorData := make([]byte, int(dc6Frame.Width)*int(dc6Frame.Height)*bytesPerPixel)
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for i := 0; i < int(dc6Frame.Width*dc6Frame.Height); i++ {
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if indexData[i] < 1 { // TODO: Is this == -1 or < 1?
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continue
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}
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colorData[i*bytesPerPixel] = palette.Colors[indexData[i]].R
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colorData[i*bytesPerPixel+1] = palette.Colors[indexData[i]].G
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colorData[i*bytesPerPixel+2] = palette.Colors[indexData[i]].B
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colorData[i*bytesPerPixel+3] = 0xff
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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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directionIndex := frameIndex / int(dc6.FramesPerDirection)
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if directionIndex >= len(animation.directions) {
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animation.directions = append(animation.directions, new(animationDirection))
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}
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direction := animation.directions[directionIndex]
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direction.frames = append(direction.frames, &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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image: sfc,
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})
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}
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return animation, nil
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}
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func (a *Animation) Clone() *Animation {
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animation := *a
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return &animation
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}
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func (a *Animation) SetSubLoop(startFrame, EndFrame int) {
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a.subStartingFrame = startFrame
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a.subEndingFrame = EndFrame
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a.hasSubLoop = true
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}
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func (a *Animation) Advance(elapsed float64) error {
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if a.playMode == playModePause {
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return nil
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}
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frameCount := a.GetFrameCount()
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frameLength := a.playLength / float64(frameCount)
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a.lastFrameTime += elapsed
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framesAdvanced := int(a.lastFrameTime / frameLength)
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a.lastFrameTime -= float64(framesAdvanced) * frameLength
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for i := 0; i < framesAdvanced; i++ {
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startIndex := 0
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endIndex := frameCount
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if a.hasSubLoop && a.playedCount > 0 {
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startIndex = a.subStartingFrame
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endIndex = a.subEndingFrame
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}
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switch a.playMode {
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case playModeForward:
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a.frameIndex++
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if a.frameIndex >= endIndex {
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a.playedCount++
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if a.playLoop {
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a.frameIndex = startIndex
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} else {
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a.frameIndex = endIndex - 1
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break
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}
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}
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case playModeBackward:
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a.frameIndex--
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if a.frameIndex < startIndex {
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a.playedCount++
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if a.playLoop {
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a.frameIndex = endIndex - 1
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} else {
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a.frameIndex = startIndex
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break
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}
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}
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}
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}
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return nil
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}
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func (a *Animation) Render(target d2interface.Surface) error {
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direction := a.directions[a.directionIndex]
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frame := direction.frames[a.frameIndex]
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target.PushTranslation(frame.offsetX, frame.offsetY)
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defer target.Pop()
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target.PushCompositeMode(a.compositeMode)
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defer target.Pop()
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target.PushColor(a.colorMod)
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defer target.Pop()
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return target.Render(frame.image)
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}
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func (a *Animation) RenderFromOrigin(target d2interface.Surface) error {
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if a.originAtBottom {
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direction := a.directions[a.directionIndex]
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frame := direction.frames[a.frameIndex]
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target.PushTranslation(0, -frame.height)
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defer target.Pop()
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}
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return a.Render(target)
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}
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// RenderSection renders the section of the animation frame enclosed by bounds
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func (a *Animation) RenderSection(sfc d2interface.Surface, bound image.Rectangle) error {
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direction := a.directions[a.directionIndex]
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frame := direction.frames[a.frameIndex]
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sfc.PushTranslation(frame.offsetX, frame.offsetY)
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sfc.PushCompositeMode(a.compositeMode)
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sfc.PushColor(a.colorMod)
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defer sfc.PopN(3)
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return sfc.RenderSection(frame.image, bound)
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}
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// GetFrameSize gets the Size(width, height) of a indexed frame.
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func (a *Animation) GetFrameSize(frameIndex int) (int, int, error) {
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direction := a.directions[a.directionIndex]
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if frameIndex >= len(direction.frames) {
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return 0, 0, errors.New("invalid frame index")
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}
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frame := direction.frames[frameIndex]
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return frame.width, frame.height, nil
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}
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// GetCurrentFrameSize gets the Size(width, height) of the current frame.
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func (a *Animation) GetCurrentFrameSize() (int, int) {
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width, height, _ := a.GetFrameSize(a.frameIndex)
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return width, height
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}
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// GetFrameBounds gets maximum Size(width, height) of all frame.
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func (a *Animation) GetFrameBounds() (int, int) {
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maxWidth, maxHeight := 0, 0
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direction := a.directions[a.directionIndex]
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for _, frame := range direction.frames {
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maxWidth = d2common.MaxInt(maxWidth, frame.width)
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maxHeight = d2common.MaxInt(maxHeight, frame.height)
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}
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return maxWidth, maxHeight
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}
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// GetCurrentFrame gets index of current frame in animation
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func (a *Animation) GetCurrentFrame() int {
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return a.frameIndex
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}
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// GetFrameCount gets number of frames in animation
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func (a *Animation) GetFrameCount() int {
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direction := a.directions[a.directionIndex]
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return len(direction.frames)
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}
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// IsOnFirstFrame gets if the animation on its first frame
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func (a *Animation) IsOnFirstFrame() bool {
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return a.frameIndex == 0
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}
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// IsOnLastFrame gets if the animation on its last frame
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func (a *Animation) IsOnLastFrame() bool {
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return a.frameIndex == a.GetFrameCount()-1
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}
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// GetDirectionCount gets the number of animation direction
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func (a *Animation) GetDirectionCount() int {
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return len(a.directions)
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}
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// SetDirection places the animation in the direction of an animation
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func (a *Animation) 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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a.directionIndex = d2dcc.Dir64ToDcc(directionIndex, len(a.directions))
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a.frameIndex = 0
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return nil
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}
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// GetDirection get the current animation direction
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func (a *Animation) GetDirection() int {
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return a.directionIndex
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}
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// SetCurrentFrame sets animation at a specific frame
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func (a *Animation) SetCurrentFrame(frameIndex int) error {
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if frameIndex >= a.GetFrameCount() {
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return errors.New("invalid frame index")
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}
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a.frameIndex = frameIndex
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a.lastFrameTime = 0
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return nil
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}
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// Rewind animation to beginning
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func (a *Animation) Rewind() {
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_ = a.SetCurrentFrame(0)
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}
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// PlayForward plays animation forward
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func (a *Animation) PlayForward() {
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a.playMode = playModeForward
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a.lastFrameTime = 0
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}
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// PlayBackward plays animation backward
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func (a *Animation) PlayBackward() {
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a.playMode = playModeBackward
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a.lastFrameTime = 0
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}
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// Pause animation
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func (a *Animation) Pause() {
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a.playMode = playModePause
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a.lastFrameTime = 0
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}
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// SetPlayLoop sets whether to loop the animation
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func (a *Animation) SetPlayLoop(loop bool) {
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a.playLoop = loop
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}
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// SetPlaySpeed sets play speed of the animation
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func (a *Animation) SetPlaySpeed(playSpeed float64) {
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a.SetPlayLength(playSpeed * float64(a.GetFrameCount()))
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}
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// SetPlayLength sets the Animation's play length in seconds
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func (a *Animation) SetPlayLength(playLength float64) { // TODO refactor to use time.Duration instead of float64
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a.playLength = playLength
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a.lastFrameTime = 0
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}
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// SetPlayLengthMs sets the Animation's play length in milliseconds
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func (a *Animation) SetPlayLengthMs(playLengthMs int) { // TODO remove this method
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const millisecondsPerSecond = 1000.0
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a.SetPlayLength(float64(playLengthMs) / millisecondsPerSecond)
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}
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// SetColorMod sets the Animation's color mod
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func (a *Animation) SetColorMod(colorMod color.Color) {
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a.colorMod = colorMod
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}
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// GetPlayedCount gets the number of times the application played
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func (a *Animation) GetPlayedCount() int {
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return a.playedCount
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}
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// ResetPlayedCount resets the play count
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func (a *Animation) ResetPlayedCount() {
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a.playedCount = 0
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}
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// SetBlend sets the Animation alpha blending status
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func (a *Animation) SetBlend(blend bool) {
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if blend {
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a.compositeMode = d2enum.CompositeModeLighter
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} else {
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a.compositeMode = d2enum.CompositeModeSourceOver
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}
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}
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