mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-18 02:16:23 -05:00
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) ```
225 lines
5.1 KiB
Go
225 lines
5.1 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/d2math"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dcc"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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)
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var _ d2interface.Animation = &DCCAnimation{} // Static check to confirm struct conforms to
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// interface
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func newDCCAnimation(
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dcc *d2dcc.DCC,
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pal d2interface.Palette,
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effect d2enum.DrawEffect,
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) (d2interface.Animation, error) {
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DCC := &DCCAnimation{
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dcc: dcc,
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palette: pal,
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}
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anim := Animation{
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playLength: defaultPlayLength,
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playLoop: true,
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effect: effect,
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onBindRenderer: func(r d2interface.Renderer) error {
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if DCC.renderer != r {
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DCC.renderer = r
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return DCC.createSurfaces()
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}
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return nil
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},
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}
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DCC.Animation = anim
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err := DCC.init()
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if err != nil {
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return nil, err
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}
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return DCC, nil
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}
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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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dcc *d2dcc.DCC
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palette d2interface.Palette
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}
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func (a *DCCAnimation) init() error {
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a.directions = make([]animationDirection, a.dcc.NumberOfDirections)
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for directionIndex := range a.directions {
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a.directions[directionIndex].frames = make([]animationFrame, a.dcc.FramesPerDirection)
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}
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err := a.decode()
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return err
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}
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// Clone creates a copy of the animation
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func (a *DCCAnimation) Clone() d2interface.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) decode() error {
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for directionIndex := 0; directionIndex < len(a.directions); directionIndex++ {
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err := a.decodeDirection(directionIndex)
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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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return nil
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}
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func (a *DCCAnimation) decodeDirection(directionIndex int) error {
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dccDirection := a.dcc.Directions[directionIndex]
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for frameIndex := range dccDirection.Frames {
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if a.directions[directionIndex].frames == nil {
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a.directions[directionIndex].frames = make([]animationFrame, a.dcc.FramesPerDirection)
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}
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a.directions[directionIndex].decoded = true
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frame, err := a.decodeFrame(directionIndex, frameIndex)
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if err != nil {
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return err
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}
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a.directions[directionIndex].frames[frameIndex] = frame
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}
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return nil
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}
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func (a *DCCAnimation) decodeFrame(directionIndex, frameIndex int) (animationFrame, error) {
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dccDirection := a.dcc.Directions[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 dccDirection.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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frame := 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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decoded: true,
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}
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return frame, nil
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}
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func (a *DCCAnimation) createSurfaces() error {
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for directionIndex := 0; directionIndex < len(a.directions); directionIndex++ {
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err := a.createDirectionSurfaces(directionIndex)
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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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return nil
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}
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func (a *DCCAnimation) createDirectionSurfaces(directionIndex int) error {
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for frameIndex := 0; frameIndex < int(a.dcc.FramesPerDirection); frameIndex++ {
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if !a.directions[directionIndex].decoded {
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err := a.decodeDirection(directionIndex)
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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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surface, err := a.createFrameSurface(directionIndex, frameIndex)
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if err != nil {
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return err
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}
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a.directions[directionIndex].frames[frameIndex].image = surface
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}
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return nil
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}
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func (a *DCCAnimation) createFrameSurface(directionIndex, frameIndex int) (d2interface.Surface, error) {
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if !a.directions[directionIndex].frames[frameIndex].decoded {
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frame, err := a.decodeFrame(directionIndex, frameIndex)
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if err != nil {
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return nil, err
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}
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a.directions[directionIndex].frames[frameIndex] = frame
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}
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dccFrame := a.dcc.Directions[directionIndex].Frames[frameIndex]
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animFrame := a.directions[directionIndex].frames[frameIndex]
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indexData := dccFrame.PixelData
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if len(indexData) != (animFrame.width * animFrame.height) {
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return nil, errors.New("pixel data incorrect")
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}
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colorData := d2util.ImgIndexToRGBA(indexData, a.palette)
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if a.renderer == nil {
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return nil, errors.New("no renderer")
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}
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sfc, err := a.renderer.NewSurface(animFrame.width, animFrame.height, d2enum.FilterNearest)
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if err != nil {
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return nil, err
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}
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if err := sfc.ReplacePixels(colorData); err != nil {
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return nil, err
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}
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return sfc, nil
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}
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