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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-09-16 00:08:29 -04:00
OpenDiablo2/d2core/d2asset/dcc_animation.go
lord 854fce3b14
remove d2asset singleton (#726)
* export d2asset singleton

* add *d2asset.AssetManager to d2app

- d2app now has a reference to an asset manager which it will use for loading
- added asset loader methods to the asset manager
- functions in d2asset are now wrappers for asset manager methods

* add asset manager reference to audio provider

- d2app asset manager reference is now passed to audio provider
- asset manager is created in main.go for now to pass into audio provider
- CreateSoundEffect is now a method, no longer exported, uses the asset manager reference

* d2app passes asset manager refence to map engine test

* in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile

* blizzard intro and credits screen

- d2app passes reference to the asset manager to these screens

* asset manager for d2map

- adding MapStampFactory, takes an asset manager reference
- embedded MapStampFactory into the MapEngine
- LoadStamp is now a method of the MapStampFactory

* d2asset: removed LoadFileStream, LoadFile, and FileExists

* d2gui changes

- singleton now has an asset manager reference
- calls to d2asset loader functions removed
- createButton is now a method of LayoutManager
- moved LayoutEntry to its own file

* map entity factory

- Map engine has an embedded map entity factory
- Map stamp factory gets a reference to the map engine's entity factory
- Stamps are given a reference to the map engine entity factory when created
- Character select gets a map entity factory
- Embedded the stamp factory into the MapEngine

* asset manager for d2ui

- d2ui is passed an asset manager reference when created
- all calls to d2asset loader functions in d2ui now refer to the asset manager
- d2gamescreen gets a ui manager when created
- help overlay is now passed a ui manager when created

* d2gamescreen + d2player: asset manager references

added an asset manager reference to
- inventory panel + inventory grid
- mini panel
- game controls
- help overlay
- character select
- main menu
- select hero class
- hero stats panel

* Removed d2asset.LoadAnimation

all references to this function have been replaced with calls to the asset manager method

* adding asset to help overlay, bugfix for 4d59c91

* Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect

all references to these have been replaced with calls to the asset manager methods

* MapRenderer now gets an asset manager reference

* removed d2asset.LoadPalette

all references have been replaced with calls to an asset manager instance

* merged d2object with d2mapentity

d2object was only being used to create objects in the map, so the provider
function is now a method of the map entity factory. calls to d2asset have
been removed.

* removed d2asset.LoadComposite

all calls are now made to the asset manager method

* removed d2asset singleton

all singleton references have been removed, a single instance of the
asset manager is passed around the entire app

* rename Initialize to NewAssetManager
2020-09-12 16:51:30 -04:00

97 lines
2.3 KiB
Go

package d2asset
import (
"errors"
"math"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dcc"
d2iface "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
)
var _ d2iface.Animation = &DCCAnimation{} // Static check to confirm struct conforms to interface
// DCCAnimation represents an animation decoded from DCC
type DCCAnimation struct {
animation
*animationManager
dccPath string
palette d2iface.Palette
renderer d2iface.Renderer
}
// Clone creates a copy of the animation
func (a *DCCAnimation) Clone() d2iface.Animation {
animation := *a
return &animation
}
// SetDirection places the animation in the direction of an animation
func (a *DCCAnimation) SetDirection(directionIndex int) error {
const smallestInvalidDirectionIndex = 64
if directionIndex >= smallestInvalidDirectionIndex {
return errors.New("invalid direction index")
}
direction := d2dcc.Dir64ToDcc(directionIndex, len(a.directions))
if !a.directions[direction].decoded {
err := a.decodeDirection(direction)
if err != nil {
return err
}
}
a.directionIndex = direction
a.frameIndex = 0
return nil
}
func (a *DCCAnimation) decodeDirection(directionIndex int) error {
dcc, err := a.loadDCC(a.dccPath)
if err != nil {
return err
}
direction := dcc.DecodeDirection(directionIndex)
minX, minY := math.MaxInt32, math.MaxInt32
maxX, maxY := math.MinInt32, math.MinInt32
for _, dccFrame := range direction.Frames {
minX = d2math.MinInt(minX, dccFrame.Box.Left)
minY = d2math.MinInt(minY, dccFrame.Box.Top)
maxX = d2math.MaxInt(maxX, dccFrame.Box.Right())
maxY = d2math.MaxInt(maxY, dccFrame.Box.Bottom())
}
frameWidth := maxX - minX
frameHeight := maxY - minY
for _, dccFrame := range direction.Frames {
pixels := ImgIndexToRGBA(dccFrame.PixelData, a.palette)
sfc, err := a.renderer.NewSurface(frameWidth, frameHeight, d2enum.FilterNearest)
if err != nil {
return err
}
if err := sfc.ReplacePixels(pixels); err != nil {
return err
}
a.directions[directionIndex].decoded = true
a.directions[directionIndex].frames = append(a.directions[directionIndex].frames, &animationFrame{
width: frameWidth,
height: frameHeight,
offsetX: minX,
offsetY: minY,
image: sfc,
})
}
return nil
}