mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-02 17:27:23 -04:00
7e3aff557b
* improve AssetManager implementation Notable changes are: * removed the individual managers inside of d2asset, only one asset manager * AssetManager now has caches for the types of files it loads * created a type for TextDictionary (the txt file structs) * fixed a file path bug in d2loader Source * fixed a asset stream bug in d2loader Asset * d2loader.Loader now needs a d2config.Config on creation (for resolving locale files) * updated the mpq file in d2asset test data, added test case for "sub-directory" * added a Data method to d2asset.Asset. The data is cached on first full read. * renamed ArchiveDataStream to DataStream in d2interface * moved palette utility func out of d2asset and into d2util * bugfix for MacOS mpq loader issue * lint fixes, added data caching to filesystem asset * adding comment for mpq asset close * Decouple d2asset from d2render Notable changes in d2common: * d2dcc.Load now fully decodes the dcc and stores the directions/frames in the dcc struct * un-exported dcc.decodeDirection, it is only used in d2dcc * removed font interface from d2interface, we only have one font implementation * added `Renderer` method to d2interface.Surface, animations use this to bind to a renderer and create surfaces as they need * added `BindRenderer` method to animation interface Notable changes in d2common/d2asset: * **d2asset.NewAssetManager only needs to be passed a d2config.Config**, it is decoupled from d2render * exported Animation * Animation implementation binds to the renderer to create surfaces only on the first time it is rendered * font, dcc, dc6 initialization logic moved out of asset_manager.go * for dc6 and dcc animations, the process of decoding and creating render surfaces has been broken into different methods * the d2asset.Font struct now stores font table data for initialization purposes Notable changes in d2core/d2render: * Surfaces store a renderer reference, this allows animations to bind to the renderer and create a surface just-in-time **These last changes should have been a separate PR, sorry.** Notable changes in d2core/d2ui: * ui.NewSprite now handles creating an animation internally, only needs image and palette path as arguments Notable Changes in d2game: Because of the change in d2ui, all instances of this code pattern... ```golang animation, err := screen.asset.LoadAnimation(imgPath, palettePath) sprite, err := screen.ui.NewSprite(animation) ``` ... becomes this ... ```golang sprite, err := screen.ui.NewSprite(imgPath, palettePath) ```
44 lines
1.0 KiB
Go
44 lines
1.0 KiB
Go
package d2interface
|
|
|
|
import (
|
|
"image"
|
|
"image/color"
|
|
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
|
|
)
|
|
|
|
// Animation is an animation
|
|
type Animation interface {
|
|
BindRenderer(Renderer) error
|
|
Clone() Animation
|
|
SetSubLoop(startFrame, EndFrame int)
|
|
Advance(elapsed float64) error
|
|
Render(target Surface) error
|
|
RenderFromOrigin(target Surface, shadow bool) error
|
|
RenderSection(sfc Surface, bound image.Rectangle) error
|
|
GetFrameSize(frameIndex int) (int, int, error)
|
|
GetCurrentFrameSize() (int, int)
|
|
GetFrameBounds() (int, int)
|
|
GetCurrentFrame() int
|
|
GetFrameCount() int
|
|
IsOnFirstFrame() bool
|
|
IsOnLastFrame() bool
|
|
GetDirectionCount() int
|
|
SetDirection(directionIndex int) error
|
|
GetDirection() int
|
|
SetCurrentFrame(frameIndex int) error
|
|
Rewind()
|
|
PlayForward()
|
|
PlayBackward()
|
|
Pause()
|
|
SetPlayLoop(loop bool)
|
|
SetPlaySpeed(playSpeed float64)
|
|
SetPlayLength(playLength float64)
|
|
SetPlayLengthMs(playLengthMs int)
|
|
SetColorMod(colorMod color.Color)
|
|
GetPlayedCount() int
|
|
ResetPlayedCount()
|
|
SetEffect(effect d2enum.DrawEffect)
|
|
SetShadow(shadow bool)
|
|
}
|