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https://github.com/OpenDiablo2/OpenDiablo2
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* lint updates for /d2astar * png issue * debug package * load bmp properly * debug draft * Vector float64 (#565) * Fixed nil pointer in Copy() * Position added Added Floor() and String() methods to Vector. Also added Position which declares an embedded Vector2 and returns various forms of it. * d2vector.Vector2 renamed to d2vector.BigFloat * vector.go renamed to big_float.go * Float64 stub and more renaming * Vector value getters * Separate vector types with initial methods. * Divide and lint warnings. * Distance and Length. * Scale, Abs and Negate. * CompareFloat64Fuzzy delta direction reversed. * Refactor vector_test.go. * Renamed Approx methods. * Distance and Length. * Distance and Length. * Removed BigFloat and Vector, renamed Float64 to Vector, simplified tests. * Angle, SignedAngle and other small functions. * Receiver rename. * SingedAngle and test fixed * Rotate. * SetLength. * Cross. * NinetyAnti and NinetyClock. * Lerp and Clamp. * Reflect and ReflectSurface. * Cardinal convenience functions. * Comments. * Panic on NaN and Inf in Position. * Lint warnings and comments. * D2map lint warnings (#566) * Comments and newlines in engine.go * Comments and newlines in object.go * Comments and newlines in animated_entity.go * Comments and newlines in missile.go * Comments and newlines in npc.go * Comments and newlines in player.go * Removed object.go (incorrectly merged it in during rebase). * Comments and newlines in renderer.go. * Comments and newlines in map_entity.go. * Comments and newlines in walk_mesh.go. * Comments and newlines in viewport.go and tile_cache.go. * Comments and newlines in stamp.go and wilderness_tile_types.go. * Comments and newlines in everything else. * removing inventory grid test for now because it causes builds to fail on github (#570) * Refactored d2enum (#567) * Refactored animation mode enum * More d2enum changes * Refactored tile enum * Refactored weapon class enum * Refactored more enums * Refactored item event enum * Fixed init_functions animation mode * Removed string2enum from MonsterAnimationMode * Refactored ItemStatCost description * Last enum lint errors * Regenerated monster stringer file * compressed image * Replaced restruct with StreamReader (#574) * Fixed bug in palette.go (#575) * Javascript console commands (#572) * Allow the execution of JS from the terminal when hosting a local game or playing a single game Signed-off-by: William Claude <w.claude@thebeat.co> * Reorganise imports on edited files Signed-off-by: William Claude <w.claude@thebeat.co> * Remove Reset Signed-off-by: William Claude <w.claude@thebeat.co> * Add inventory.txt loader, use the records (#573) * adding resource entry for inventory.txt * adding loader for inventory.txt * adding call to inventory.txt loader in d2app * d2game now uses the inventory.txt records for making the inventory panel * removed comments * remove unused files * update go.mod * lint updates for /d2astar * png issue * update go.mod Co-authored-by: danhale-git <36298392+danhale-git@users.noreply.github.com> Co-authored-by: dk <dknuth0101@gmail.com> Co-authored-by: Intyre <Intyre@gmail.com> Co-authored-by: William <1004323+aziule@users.noreply.github.com>
70 lines
1.7 KiB
Go
70 lines
1.7 KiB
Go
package d2DebugUtil
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import (
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"image"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2DebugUtil/internal/assets"
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"github.com/hajimehoshi/ebiten"
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)
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var (
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debugPrintTextImage *ebiten.Image
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debugPrintTextSubImages = map[rune]*ebiten.Image{}
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)
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func init() {
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img := assets.CreateTextImage()
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debugPrintTextImage, _ = ebiten.NewImageFromImage(img, ebiten.FilterDefault)
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}
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// DebugPrint draws the string str on the image on left top corner.
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//
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// The available runes are in U+0000 to U+00FF, which is C0 Controls and Basic Latin and C1 Controls and Latin-1 Supplement.
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//
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// DebugPrint always returns nil as of 1.5.0-alpha.
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func D2DebugPrint(image *ebiten.Image, str string) error {
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D2DebugPrintAt(image, str, 0, 0)
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return nil
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}
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// DebugPrintAt draws the string str on the image at (x, y) position.
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//
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// The available runes are in U+0000 to U+00FF, which is C0 Controls and Basic Latin and C1 Controls and Latin-1 Supplement.
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func D2DebugPrintAt(image *ebiten.Image, str string, x, y int) {
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drawDebugText(image, str, x, y, false)
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}
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func drawDebugText(rt *ebiten.Image, str string, ox, oy int, shadow bool) {
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op := &ebiten.DrawImageOptions{}
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if shadow {
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op.ColorM.Scale(0, 0, 0, 0.5)
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}
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x := 0
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y := 0
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w, _ := debugPrintTextImage.Size()
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for _, c := range str {
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const (
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cw = assets.CharWidth
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ch = assets.CharHeight
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)
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if c == '\n' {
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x = 0
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y += ch
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continue
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}
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s, ok := debugPrintTextSubImages[c]
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if !ok {
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n := w / cw
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sx := (int(c) % n) * cw
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sy := (int(c) / n) * ch
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s = debugPrintTextImage.SubImage(image.Rect(sx, sy, sx+cw, sy+ch)).(*ebiten.Image)
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debugPrintTextSubImages[c] = s
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}
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op.GeoM.Reset()
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op.GeoM.Translate(float64(x), float64(y))
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op.GeoM.Translate(float64(ox+1), float64(oy))
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_ = rt.DrawImage(s, op)
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x += cw
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}
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}
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