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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-18 02:16:23 -05:00
OpenDiablo2/d2core/d2asset/dcc_animation.go
lord 7e3aff557b
Decouple asset manager from renderer (#730)
* 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)
```
2020-09-14 17:31:45 -04:00

225 lines
5.1 KiB
Go

package d2asset
import (
"errors"
"math"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dcc"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
)
var _ d2interface.Animation = &DCCAnimation{} // Static check to confirm struct conforms to
// interface
func newDCCAnimation(
dcc *d2dcc.DCC,
pal d2interface.Palette,
effect d2enum.DrawEffect,
) (d2interface.Animation, error) {
DCC := &DCCAnimation{
dcc: dcc,
palette: pal,
}
anim := Animation{
playLength: defaultPlayLength,
playLoop: true,
effect: effect,
onBindRenderer: func(r d2interface.Renderer) error {
if DCC.renderer != r {
DCC.renderer = r
return DCC.createSurfaces()
}
return nil
},
}
DCC.Animation = anim
err := DCC.init()
if err != nil {
return nil, err
}
return DCC, nil
}
// DCCAnimation represents an animation decoded from DCC
type DCCAnimation struct {
Animation
dcc *d2dcc.DCC
palette d2interface.Palette
}
func (a *DCCAnimation) init() error {
a.directions = make([]animationDirection, a.dcc.NumberOfDirections)
for directionIndex := range a.directions {
a.directions[directionIndex].frames = make([]animationFrame, a.dcc.FramesPerDirection)
}
err := a.decode()
return err
}
// Clone creates a copy of the animation
func (a *DCCAnimation) Clone() d2interface.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) decode() error {
for directionIndex := 0; directionIndex < len(a.directions); directionIndex++ {
err := a.decodeDirection(directionIndex)
if err != nil {
return err
}
}
return nil
}
func (a *DCCAnimation) decodeDirection(directionIndex int) error {
dccDirection := a.dcc.Directions[directionIndex]
for frameIndex := range dccDirection.Frames {
if a.directions[directionIndex].frames == nil {
a.directions[directionIndex].frames = make([]animationFrame, a.dcc.FramesPerDirection)
}
a.directions[directionIndex].decoded = true
frame, err := a.decodeFrame(directionIndex, frameIndex)
if err != nil {
return err
}
a.directions[directionIndex].frames[frameIndex] = frame
}
return nil
}
func (a *DCCAnimation) decodeFrame(directionIndex, frameIndex int) (animationFrame, error) {
dccDirection := a.dcc.Directions[directionIndex]
minX, minY := math.MaxInt32, math.MaxInt32
maxX, maxY := math.MinInt32, math.MinInt32
for _, dccFrame := range dccDirection.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
frame := animationFrame{
width: frameWidth,
height: frameHeight,
offsetX: minX,
offsetY: minY,
decoded: true,
}
return frame, nil
}
func (a *DCCAnimation) createSurfaces() error {
for directionIndex := 0; directionIndex < len(a.directions); directionIndex++ {
err := a.createDirectionSurfaces(directionIndex)
if err != nil {
return err
}
}
return nil
}
func (a *DCCAnimation) createDirectionSurfaces(directionIndex int) error {
for frameIndex := 0; frameIndex < int(a.dcc.FramesPerDirection); frameIndex++ {
if !a.directions[directionIndex].decoded {
err := a.decodeDirection(directionIndex)
if err != nil {
return err
}
}
surface, err := a.createFrameSurface(directionIndex, frameIndex)
if err != nil {
return err
}
a.directions[directionIndex].frames[frameIndex].image = surface
}
return nil
}
func (a *DCCAnimation) createFrameSurface(directionIndex, frameIndex int) (d2interface.Surface, error) {
if !a.directions[directionIndex].frames[frameIndex].decoded {
frame, err := a.decodeFrame(directionIndex, frameIndex)
if err != nil {
return nil, err
}
a.directions[directionIndex].frames[frameIndex] = frame
}
dccFrame := a.dcc.Directions[directionIndex].Frames[frameIndex]
animFrame := a.directions[directionIndex].frames[frameIndex]
indexData := dccFrame.PixelData
if len(indexData) != (animFrame.width * animFrame.height) {
return nil, errors.New("pixel data incorrect")
}
colorData := d2util.ImgIndexToRGBA(indexData, a.palette)
if a.renderer == nil {
return nil, errors.New("no renderer")
}
sfc, err := a.renderer.NewSurface(animFrame.width, animFrame.height, d2enum.FilterNearest)
if err != nil {
return nil, err
}
if err := sfc.ReplacePixels(colorData); err != nil {
return nil, err
}
return sfc, nil
}