mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2025-02-08 17:46:24 -05:00
478 lines
18 KiB
C#
478 lines
18 KiB
C#
using System;
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using System.Drawing;
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using System.Linq;
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using System.Runtime.InteropServices;
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using OpenDiablo2.Common.Interfaces;
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using OpenDiablo2.Common.Interfaces.Drawing;
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using OpenDiablo2.Common.Models;
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using SDL2;
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namespace OpenDiablo2.SDL2_
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{
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public sealed class SDL2RenderWindow : IRenderWindow, IMouseInfoProvider, IKeyboardInfoProvider
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{
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private static readonly log4net.ILog log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private IntPtr window, renderer;
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private bool fullscreen;
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public bool IsRunning { get; private set; }
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public int MouseX { get; internal set; } = 0;
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public int MouseY { get; internal set; } = 0;
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public bool LeftMouseDown { get; internal set; } = false;
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public bool LeftMousePressed { get; internal set; } = false;
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public bool RightMouseDown { get; internal set; } = false;
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public bool ReserveMouse { get; set; } = false;
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public OnKeyPressed KeyPressCallback { get; set; }
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private IMouseCursor mouseCursor = null;
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public IMouseCursor MouseCursor
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{
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get => mouseCursor;
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set
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{
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if (mouseCursor == value)
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return;
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SetCursor(value);
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}
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}
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private readonly IMPQProvider mpqProvider;
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private readonly IPaletteProvider paletteProvider;
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private readonly IResourceManager resourceManager;
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private readonly GlobalConfiguration globalConfig;
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private readonly Func<IGameState> getGameState;
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private readonly Func<IMapEngine> getMapEngine;
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public SDL2RenderWindow(
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GlobalConfiguration globalConfig,
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IMPQProvider mpqProvider,
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IPaletteProvider paletteProvider,
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IResourceManager resourceManager,
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Func<IGameState> getGameState,
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Func<IMapEngine> getMapEngine
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)
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{
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this.globalConfig = globalConfig;
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this.mpqProvider = mpqProvider;
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this.paletteProvider = paletteProvider;
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this.resourceManager = resourceManager;
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this.getGameState = getGameState;
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this.getMapEngine = getMapEngine;
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this.fullscreen = globalConfig.FullScreen;
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SDL.SDL_Init(SDL.SDL_INIT_EVERYTHING);
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if (SDL.SDL_SetHint(SDL.SDL_HINT_RENDER_SCALE_QUALITY, "0") == SDL.SDL_bool.SDL_FALSE)
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throw new ApplicationException($"Unable to Init hinting: {SDL.SDL_GetError()}");
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window = SDL.SDL_CreateWindow("OpenDiablo2", SDL.SDL_WINDOWPOS_UNDEFINED, SDL.SDL_WINDOWPOS_UNDEFINED, 800, 600,
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SDL.SDL_WindowFlags.SDL_WINDOW_SHOWN | (fullscreen ? SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN : 0));
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if (window == IntPtr.Zero)
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throw new ApplicationException($"Unable to create SDL Window: {SDL.SDL_GetError()}");
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renderer = SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RendererFlags.SDL_RENDERER_ACCELERATED | SDL.SDL_RendererFlags.SDL_RENDERER_PRESENTVSYNC);
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if (renderer == IntPtr.Zero)
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throw new ApplicationException($"Unable to create SDL Window: {SDL.SDL_GetError()}");
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SDL.SDL_SetRenderDrawBlendMode(renderer, SDL.SDL_BlendMode.SDL_BLENDMODE_BLEND);
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SDL.SDL_GL_SetSwapInterval(1);
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SDL.SDL_ShowCursor(globalConfig.MouseMode == eMouseMode.Hardware ? 1 : 0);
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IsRunning = true;
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}
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public void Quit() => IsRunning = false;
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public void Dispose()
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{
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SDL.SDL_DestroyRenderer(renderer);
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SDL.SDL_DestroyWindow(window);
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SDL.SDL_Quit();
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}
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public unsafe bool KeyIsPressed(int scancode)
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{
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int numKeys;
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byte* keys = (byte*)SDL.SDL_GetKeyboardState(out numKeys);
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return keys[scancode] > 0;
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}
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public void Clear()
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{
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SDL.SDL_SetRenderTarget(renderer, IntPtr.Zero);
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SDL.SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL.SDL_RenderClear(renderer);
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}
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public unsafe void Sync()
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{
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if (globalConfig.MouseMode == eMouseMode.Software)
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{
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var cursor = mouseCursor as SDL2MouseCursor;
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var texture = cursor.SWTexture;
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var srcRect = new SDL.SDL_Rect
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{
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x = 0,
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y = 0,
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w = cursor.ImageSize.Width,
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h = cursor.ImageSize.Height
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};
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var destRect = new SDL.SDL_Rect
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{
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x = MouseX - cursor.Hotspot.X,
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y = MouseY - cursor.Hotspot.Y,
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w = cursor.ImageSize.Width,
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h = cursor.ImageSize.Height
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};
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SDL.SDL_RenderCopy(renderer, texture, ref srcRect, ref destRect);
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}
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SDL.SDL_RenderPresent(renderer);
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}
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public unsafe void Update()
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{
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LeftMousePressed = false;
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while (SDL.SDL_PollEvent(out SDL.SDL_Event evt) != 0)
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{
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if (evt.type == SDL.SDL_EventType.SDL_MOUSEMOTION)
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{
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MouseX = evt.motion.x;
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MouseY = evt.motion.y;
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continue;
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}
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else if (evt.type == SDL.SDL_EventType.SDL_MOUSEBUTTONDOWN)
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{
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switch ((uint)evt.button.button)
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{
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case SDL.SDL_BUTTON_LEFT:
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LeftMousePressed = true; // Cannot find a better to handle a single press
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LeftMouseDown = true;
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break;
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case SDL.SDL_BUTTON_RIGHT:
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RightMouseDown = true;
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break;
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}
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}
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else if (evt.type == SDL.SDL_EventType.SDL_MOUSEBUTTONUP)
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{
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switch ((uint)evt.button.button)
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{
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case SDL.SDL_BUTTON_LEFT:
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LeftMouseDown = false;
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break;
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case SDL.SDL_BUTTON_RIGHT:
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RightMouseDown = false;
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break;
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}
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}
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else if (evt.type == SDL.SDL_EventType.SDL_KEYDOWN)
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{
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/* NOTE: This absolutely trashes rendering for some reason...
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if (evt.key.keysym.mod.HasFlag(SDL.SDL_Keymod.KMOD_RALT) && evt.key.keysym.scancode.HasFlag(SDL.SDL_Scancode.SDL_SCANCODE_RETURN))
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{
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fullscreen = !fullscreen;
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SDL.SDL_SetWindowFullscreen(window, (uint)(fullscreen ? SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN : 0));
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}
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else*/
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if (evt.key.keysym.sym == SDL.SDL_Keycode.SDLK_BACKSPACE && KeyPressCallback != null)
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KeyPressCallback('\b');
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}
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else if (evt.type == SDL.SDL_EventType.SDL_TEXTINPUT)
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{
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KeyPressCallback?.Invoke(Marshal.PtrToStringAnsi((IntPtr)evt.text.text)[0]);
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continue;
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}
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else if (evt.type == SDL.SDL_EventType.SDL_QUIT)
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{
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IsRunning = false;
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continue;
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}
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}
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}
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public void Draw(ISprite sprite, Point location)
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{
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sprite.Location = location;
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Draw(sprite);
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}
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public void Draw(ISprite sprite, int frame, Point location)
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{
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sprite.Location = location;
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sprite.Frame = frame;
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Draw(sprite);
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}
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public void Draw(ISprite sprite, int frame)
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{
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sprite.Frame = frame;
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Draw(sprite);
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}
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public void Draw(ISprite sprite)
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{
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var spr = sprite as SDL2Sprite;
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if (spr.texture == IntPtr.Zero)
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return;
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var loc = spr.GetRenderPoint();
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var destRect = new SDL.SDL_Rect
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{
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x = loc.X,
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y = loc.Y,
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w = spr.FrameSize.Width,
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h = spr.FrameSize.Height
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};
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SDL.SDL_RenderCopy(renderer, spr.texture, IntPtr.Zero, ref destRect);
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}
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public void Draw(ISprite sprite, int xSegments, int ySegments, int offset)
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{
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var spr = sprite as SDL2Sprite;
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var segSize = xSegments * ySegments;
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for (var y = 0; y < ySegments; y++)
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{
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for (var x = 0; x < xSegments; x++)
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{
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var textureIndex = x + (y * xSegments) + (offset * xSegments * ySegments);
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spr.Frame = Math.Min(spr.TotalFrames - 1, Math.Max(0, textureIndex));
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var destRect = new SDL.SDL_Rect
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{
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x = sprite.Location.X + (x * 256),
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y = sprite.Location.Y + (y * 256) - (int)(spr.FrameSize.Height - spr.source.Frames[textureIndex].Height),
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w = spr.FrameSize.Width,
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h = spr.FrameSize.Height
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};
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SDL.SDL_RenderCopy(renderer, spr.texture, IntPtr.Zero, ref destRect);
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}
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}
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}
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public ISprite LoadSprite(string resourcePath, string palette) => LoadSprite(resourcePath, palette, Point.Empty);
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public ISprite LoadSprite(string resourcePath, string palette, Point location)
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{
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var result = new SDL2Sprite(resourceManager.GetImageSet(resourcePath), renderer)
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{
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CurrentPalette = paletteProvider.PaletteTable[palette],
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Location = location
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};
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return result;
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}
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public IFont LoadFont(string resourcePath, string palette)
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{
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var result = new SDL2Font(resourceManager.GetMPQFont(resourcePath), renderer)
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{
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CurrentPalette = paletteProvider.PaletteTable[palette]
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};
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return result;
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}
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public ILabel CreateLabel(IFont font)
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{
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var result = new SDL2Label(font, renderer);
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return result;
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}
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public ILabel CreateLabel(IFont font, string text)
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{
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var result = CreateLabel(font);
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result.Text = text;
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return result;
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}
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public ILabel CreateLabel(IFont font, Point position, string text)
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{
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var result = new SDL2Label(font, renderer)
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{
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Text = text,
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Location = position
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};
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return result;
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}
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public void Draw(ILabel label)
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{
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var lbl = label as SDL2Label;
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var loc = lbl.Location;
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var destRect = new SDL.SDL_Rect
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{
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x = loc.X,
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y = loc.Y,
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w = lbl.textureSize.Width,
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h = lbl.textureSize.Height
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};
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SDL.SDL_RenderCopy(renderer, lbl.texture, IntPtr.Zero, ref destRect);
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}
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public unsafe MapCellInfo CacheMapCell(MPQDT1Tile mapCell)
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{
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var minX = mapCell.Blocks.Min(x => x.PositionX);
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var minY = mapCell.Blocks.Min(x => x.PositionY);
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var maxX = mapCell.Blocks.Max(x => x.PositionX + 32);
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var maxY = mapCell.Blocks.Max(x => x.PositionY + 32);
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var diffX = maxX - minX;
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var diffY = maxY - minY;
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var offX = -minX;
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var offY = -minY;
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var frameSize = new Size(diffX, Math.Abs(diffY));
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var srcRect = new SDL.SDL_Rect { x = 0, y = 0, w = frameSize.Width, h = Math.Abs(frameSize.Height) };
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var frameSizeMax = diffX * Math.Abs(diffY);
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var texId = SDL.SDL_CreateTexture(renderer, SDL.SDL_PIXELFORMAT_ARGB8888, (int)SDL.SDL_TextureAccess.SDL_TEXTUREACCESS_STREAMING, frameSize.Width, frameSize.Height);
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SDL.SDL_SetTextureBlendMode(texId, SDL.SDL_BlendMode.SDL_BLENDMODE_BLEND);
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if (SDL.SDL_LockTexture(texId, IntPtr.Zero, out IntPtr pixels, out int pitch) != 0)
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throw new ApplicationException("Could not lock texture for map rendering");
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try
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{
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UInt32* data = (UInt32*)pixels;
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var pitchChange = (pitch / 4);
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for (var i = 0; i < frameSize.Height * pitchChange; i++)
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data[i] = 0x0;
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foreach (var block in mapCell.Blocks)
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{
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var index = block.PositionX + offX + ((block.PositionY + offY) * pitchChange);
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var xx = 0;
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var yy = 0;
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foreach (var colorIndex in block.PixelData)
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{
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try
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{
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if (colorIndex == 0)
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continue;
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var color = getGameState().CurrentPalette.Colors[colorIndex];
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if (color > 0)
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data[index] = color;
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}
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finally
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{
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index++;
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xx++;
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if (xx == 32)
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{
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index -= 32;
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index += pitchChange;
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xx = 0;
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yy++;
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}
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}
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}
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}
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}
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finally
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{
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SDL.SDL_UnlockTexture(texId);
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}
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return new MapCellInfo
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{
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Tile = mapCell,
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FrameHeight = frameSize.Height,
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FrameWidth = frameSize.Width,
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OffX = offX,
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OffY = offY,
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Rect = srcRect.ToRectangle(),
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Texture = new SDL2Texture { Pointer = texId }
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};
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}
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public void DrawMapCell(MapCellInfo mapCellInfo, int xPixel, int yPixel)
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{
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var srcRect = new SDL.SDL_Rect { x = 0, y = 0, w = mapCellInfo.FrameWidth, h = Math.Abs(mapCellInfo.FrameHeight) };
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var destRect = new SDL.SDL_Rect { x = xPixel - mapCellInfo.OffX, y = yPixel - mapCellInfo.OffY, w = mapCellInfo.FrameWidth, h = mapCellInfo.FrameHeight };
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SDL.SDL_RenderCopy(renderer, (mapCellInfo.Texture as SDL2Texture).Pointer, ref srcRect, ref destRect);
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}
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public unsafe IMouseCursor LoadCursor(ISprite sprite, int frame, Point hotspot)
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{
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if (globalConfig.MouseMode == eMouseMode.Software)
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{
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sprite.Frame = frame;
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var texId = SDL.SDL_CreateTexture(renderer, SDL.SDL_PIXELFORMAT_ARGB8888,
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(int)SDL.SDL_TextureAccess.SDL_TEXTUREACCESS_TARGET, sprite.LocalFrameSize.Width, sprite.LocalFrameSize.Height);
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SDL.SDL_SetTextureBlendMode(texId, SDL.SDL_BlendMode.SDL_BLENDMODE_BLEND);
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SDL.SDL_SetRenderTarget(renderer, texId);
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SDL.SDL_RenderCopy(renderer, (sprite as SDL2Sprite).texture, IntPtr.Zero, IntPtr.Zero);
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SDL.SDL_SetRenderTarget(renderer, IntPtr.Zero);
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return new SDL2MouseCursor
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{
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Hotspot = hotspot,
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ImageSize = sprite.LocalFrameSize,
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SWTexture = texId
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};
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}
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var multiple = globalConfig.HardwareMouseScale;
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var spr = sprite as SDL2Sprite;
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var surface = SDL.SDL_CreateRGBSurface(0, spr.LocalFrameSize.Width * multiple, spr.LocalFrameSize.Height * multiple, 32, 0xFF0000, 0xFF00, 0xFF, 0xFF000000);
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var yOffset = 0; //(spr.FrameSize.Height - spr.LocalFrameSize.Height);
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var XOffset = 0; //(spr.FrameSize.Width - spr.LocalFrameSize.Width);
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var pixels = (UInt32*)((SDL.SDL_Surface*)surface)->pixels;
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for (var y = 0; y < (spr.LocalFrameSize.Height * multiple) - 1; y++)
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for (var x = 0; x < (spr.LocalFrameSize.Width * multiple) - 1; x++)
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{
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pixels[x + XOffset + ((y + yOffset) * spr.LocalFrameSize.Width * multiple)] = spr.source.Frames[frame].GetColor(x / multiple, y / multiple, sprite.CurrentPalette);
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}
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var cursor = SDL.SDL_CreateColorCursor(surface, hotspot.X * multiple, hotspot.Y * multiple);
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if (cursor == IntPtr.Zero)
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throw new ApplicationException($"Unable to set the cursor cursor: {SDL.SDL_GetError()}"); // TODO: Is this supported everywhere? May need to still support software cursors.
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return new SDL2MouseCursor { HWSurface = cursor };
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}
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private void SetCursor(IMouseCursor mouseCursor)
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{
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this.mouseCursor = mouseCursor;
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if (globalConfig.MouseMode != eMouseMode.Hardware)
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return;
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SDL.SDL_SetCursor((mouseCursor as SDL2MouseCursor).HWSurface);
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}
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public uint GetTicks() => SDL.SDL_GetTicks();
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public ICharacterRenderer CreateCharacterRenderer()
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=> new SDL2CharacterRenderer(this.renderer, resourceManager, paletteProvider);
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}
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}
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