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https://github.com/OpenDiablo2/OpenDiablo2
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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) ```
64 lines
1.5 KiB
Go
64 lines
1.5 KiB
Go
package d2dcc
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import (
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"errors"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2datautils"
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)
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const dccFileSignature = 0x74
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const directionOffsetMultiplier = 8
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// DCC represents a DCC file.
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type DCC struct {
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Signature int
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Version int
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NumberOfDirections int
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FramesPerDirection int
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Directions []*DCCDirection
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directionOffsets []int
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fileData []byte
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}
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// Load loads a DCC file.
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func Load(fileData []byte) (*DCC, error) {
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result := &DCC{
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fileData: fileData,
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}
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var bm = d2datautils.CreateBitMuncher(fileData, 0)
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result.Signature = int(bm.GetByte())
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if result.Signature != dccFileSignature {
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return nil, errors.New("signature expected to be 0x74 but it is not")
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}
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result.Version = int(bm.GetByte())
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result.NumberOfDirections = int(bm.GetByte())
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result.FramesPerDirection = int(bm.GetInt32())
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result.Directions = make([]*DCCDirection, result.NumberOfDirections)
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if bm.GetInt32() != 1 {
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return nil, errors.New("this value isn't 1. It has to be 1")
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}
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bm.GetInt32() // TotalSizeCoded
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result.directionOffsets = make([]int, result.NumberOfDirections)
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for i := 0; i < result.NumberOfDirections; i++ {
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result.directionOffsets[i] = int(bm.GetInt32())
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result.Directions[i] = result.decodeDirection(i)
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}
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return result, nil
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}
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// decodeDirection decodes and returns the given direction
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func (dcc *DCC) decodeDirection(direction int) *DCCDirection {
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return CreateDCCDirection(d2datautils.CreateBitMuncher(dcc.fileData,
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dcc.directionOffsets[direction]*directionOffsetMultiplier), dcc)
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}
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