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OpenDiablo2/d2common/d2interface/surface.go

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package d2interface
import (
"image"
"image/color"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
)
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// Surface represents a renderable surface.
type Surface interface {
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) ```
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Renderer() Renderer
Clear(color color.Color) error
DrawRect(width, height int, color color.Color)
DrawLine(x, y int, color color.Color)
DrawTextf(format string, params ...interface{})
GetSize() (width, height int)
GetDepth() int
Pop()
PopN(n int)
PushColor(color color.Color)
PushEffect(effect d2enum.DrawEffect)
PushFilter(filter d2enum.Filter)
PushTranslation(x, y int)
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PushSkew(x, y float64)
PushScale(x, y float64)
PushBrightness(brightness float64)
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PushSaturation(saturation float64)
Render(surface Surface) error
// Renders a section of the surface enclosed by bounds
RenderSection(surface Surface, bound image.Rectangle) error
ReplacePixels(pixels []byte) error
Screenshot() *image.RGBA
}