mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-09-16 00:08:29 -04:00
854fce3b14
* 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
97 lines
2.3 KiB
Go
97 lines
2.3 KiB
Go
package d2asset
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import (
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"errors"
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"math"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dcc"
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d2iface "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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)
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var _ d2iface.Animation = &DCCAnimation{} // Static check to confirm struct conforms to interface
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// DCCAnimation represents an animation decoded from DCC
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type DCCAnimation struct {
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animation
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*animationManager
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dccPath string
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palette d2iface.Palette
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renderer d2iface.Renderer
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}
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// Clone creates a copy of the animation
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func (a *DCCAnimation) Clone() d2iface.Animation {
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animation := *a
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return &animation
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}
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// SetDirection places the animation in the direction of an animation
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func (a *DCCAnimation) 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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direction := d2dcc.Dir64ToDcc(directionIndex, len(a.directions))
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if !a.directions[direction].decoded {
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err := a.decodeDirection(direction)
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if err != nil {
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return err
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}
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}
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a.directionIndex = direction
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a.frameIndex = 0
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return nil
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}
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func (a *DCCAnimation) decodeDirection(directionIndex int) error {
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dcc, err := a.loadDCC(a.dccPath)
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if err != nil {
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return err
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}
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direction := dcc.DecodeDirection(directionIndex)
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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 direction.Frames {
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minX = d2math.MinInt(minX, dccFrame.Box.Left)
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minY = d2math.MinInt(minY, dccFrame.Box.Top)
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maxX = d2math.MaxInt(maxX, dccFrame.Box.Right())
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maxY = d2math.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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for _, dccFrame := range direction.Frames {
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pixels := ImgIndexToRGBA(dccFrame.PixelData, a.palette)
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sfc, err := a.renderer.NewSurface(frameWidth, frameHeight, d2enum.FilterNearest)
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if err != nil {
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return err
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}
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if err := sfc.ReplacePixels(pixels); err != nil {
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return err
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}
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a.directions[directionIndex].decoded = true
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a.directions[directionIndex].frames = append(a.directions[directionIndex].frames, &animationFrame{
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width: frameWidth,
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height: frameHeight,
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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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return nil
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}
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