mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-12-25 11:36:26 -05:00
0d691dbffa
* Feat(KeyBindingMenu): Adds dynamic box system with scrollbar * Feat(Hotkeys): WIP Adds a lot of things * Feat(KeyBindingMenu): WIP Adds logic to binding * Feat(KeyBindingMenu): Fixes assignment logic * Feat(KeyBindingMenu): Adds buttons logic * Feat(KeyBindingMenu): Fixes sprites positions+add padding to Box * Feat(KeyBindingMenu): Adds label blinking cap * Feat(KeyBindingMenu): Removes commented func * Feat(KeyBindingMenu): Fixes lint errors and refactors a bit * Feat(KeyBindingMenu): Corrects few minor things from Grave * Feat(KeyBindingMenu): removes forgotten key to string mapping
411 lines
9.5 KiB
Go
411 lines
9.5 KiB
Go
package d2asset
|
|
|
|
import (
|
|
"errors"
|
|
"image"
|
|
"image/color"
|
|
"log"
|
|
"math"
|
|
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dcc"
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math"
|
|
)
|
|
|
|
type playMode int
|
|
|
|
const (
|
|
playModePause playMode = iota
|
|
playModeForward
|
|
playModeBackward
|
|
)
|
|
|
|
const defaultPlayLength = 1.0
|
|
|
|
type animationFrame struct {
|
|
decoded bool
|
|
|
|
width int
|
|
height int
|
|
offsetX int
|
|
offsetY int
|
|
|
|
image d2interface.Surface
|
|
}
|
|
|
|
type animationDirection struct {
|
|
decoded bool
|
|
frames []animationFrame
|
|
}
|
|
|
|
// static check that we implement the animation interface
|
|
var _ d2interface.Animation = &Animation{}
|
|
|
|
// Animation has directionality, play modes, and frame counting
|
|
type Animation struct {
|
|
renderer d2interface.Renderer
|
|
onBindRenderer func(renderer d2interface.Renderer) error
|
|
directions []animationDirection
|
|
effect d2enum.DrawEffect
|
|
colorMod color.Color
|
|
frameIndex int
|
|
directionIndex int
|
|
lastFrameTime float64
|
|
playedCount int
|
|
playMode playMode
|
|
playLength float64 // https://github.com/OpenDiablo2/OpenDiablo2/issues/813
|
|
subStartingFrame int
|
|
subEndingFrame int
|
|
originAtBottom bool
|
|
playLoop bool
|
|
hasSubLoop bool // runs after first animation ends
|
|
hasShadow bool
|
|
}
|
|
|
|
// 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
|
|
}
|
|
|
|
const (
|
|
full = 1.0
|
|
half = 0.5
|
|
zero = 0.0
|
|
)
|
|
|
|
func (a *Animation) renderShadow(target d2interface.Surface) {
|
|
direction := a.directions[a.directionIndex]
|
|
frame := direction.frames[a.frameIndex]
|
|
|
|
target.PushFilter(d2enum.FilterLinear)
|
|
defer target.Pop()
|
|
|
|
target.PushTranslation(frame.offsetX, int(float64(frame.offsetY)*half))
|
|
defer target.Pop()
|
|
|
|
target.PushScale(full, half)
|
|
defer target.Pop()
|
|
|
|
target.PushSkew(half, zero)
|
|
defer target.Pop()
|
|
|
|
target.PushEffect(d2enum.DrawEffectPctTransparency25)
|
|
defer target.Pop()
|
|
|
|
target.PushBrightness(zero)
|
|
defer target.Pop()
|
|
|
|
target.Render(frame.image)
|
|
}
|
|
|
|
// GetCurrentFrameSurface returns the surface for the current frame of the
|
|
// animation
|
|
func (a *Animation) GetCurrentFrameSurface() d2interface.Surface {
|
|
return a.directions[a.directionIndex].frames[a.frameIndex].image
|
|
}
|
|
|
|
// Render renders the animation to the given surface
|
|
func (a *Animation) Render(target d2interface.Surface) {
|
|
if a.renderer == nil {
|
|
a.BindRenderer(target.Renderer())
|
|
}
|
|
|
|
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()
|
|
|
|
target.Render(frame.image)
|
|
}
|
|
|
|
// BindRenderer binds the given renderer to the animation so that it can initialize
|
|
// the required surfaces
|
|
func (a *Animation) BindRenderer(r d2interface.Renderer) {
|
|
if a.onBindRenderer == nil {
|
|
return
|
|
}
|
|
|
|
if err := a.onBindRenderer(r); err != nil {
|
|
log.Println(err)
|
|
}
|
|
}
|
|
|
|
// RenderFromOrigin renders the animation from the animation origin
|
|
func (a *Animation) RenderFromOrigin(target d2interface.Surface, shadow bool) {
|
|
if a.renderer == nil {
|
|
a.BindRenderer(target.Renderer())
|
|
}
|
|
|
|
if a.originAtBottom {
|
|
direction := a.directions[a.directionIndex]
|
|
frame := direction.frames[a.frameIndex]
|
|
target.PushTranslation(0, -frame.height)
|
|
|
|
defer target.Pop()
|
|
}
|
|
|
|
if shadow && !a.effect.Transparent() && a.hasShadow {
|
|
_, height := a.GetFrameBounds()
|
|
height = int(math.Abs(float64(height)))
|
|
halfHeight := height / 2 //nolint:gomnd // this ain't rocket surgery...
|
|
|
|
target.PushTranslation(-halfHeight, 0)
|
|
defer target.Pop()
|
|
|
|
a.renderShadow(target)
|
|
|
|
return
|
|
}
|
|
|
|
a.Render(target)
|
|
}
|
|
|
|
// RenderSection renders the section of the animation frame enclosed by bounds
|
|
func (a *Animation) RenderSection(target d2interface.Surface, bound image.Rectangle) {
|
|
if a.renderer == nil {
|
|
a.BindRenderer(target.Renderer())
|
|
}
|
|
|
|
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()
|
|
|
|
target.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, err := a.GetFrameSize(a.frameIndex)
|
|
if err != nil {
|
|
log.Print(err)
|
|
}
|
|
|
|
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 = d2math.MaxInt(maxWidth, frame.width)
|
|
maxHeight = d2math.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() {
|
|
err := a.SetCurrentFrame(0)
|
|
if err != nil {
|
|
log.Print(err)
|
|
}
|
|
}
|
|
|
|
// 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) {
|
|
// https://github.com/OpenDiablo2/OpenDiablo2/issues/813
|
|
a.playLength = playLength
|
|
a.lastFrameTime = 0
|
|
}
|
|
|
|
// 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
|
|
}
|
|
|
|
// SetEffect sets the draw effect for the animation
|
|
func (a *Animation) SetEffect(e d2enum.DrawEffect) {
|
|
a.effect = e
|
|
}
|
|
|
|
// SetShadow sets bool for whether or not to draw a shadow
|
|
func (a *Animation) SetShadow(shadow bool) {
|
|
a.hasShadow = shadow
|
|
}
|
|
|
|
// Clone creates a copy of the Animation
|
|
func (a *Animation) Clone() d2interface.Animation {
|
|
clone := *a
|
|
copy(clone.directions, a.directions)
|
|
|
|
return &clone
|
|
}
|