2020-02-01 18:55:56 -05:00
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package d2asset
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import (
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2020-09-14 14:47:11 -04:00
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"fmt"
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"image/color"
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2020-09-12 16:51:30 -04:00
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"log"
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2020-09-20 20:30:27 -04:00
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data"
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2020-09-19 14:33:40 -04:00
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2records"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2txt"
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2020-09-12 16:51:30 -04:00
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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2020-09-14 14:47:11 -04:00
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dat"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dc6"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dcc"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2pl2"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2tbl"
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2020-07-04 22:37:13 -04:00
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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2020-09-14 14:47:11 -04:00
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2loader"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2loader/asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2loader/asset/types"
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)
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const (
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defaultCacheEntryWeight = 1
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)
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const (
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animationBudget = 1024 * 1024 * 128
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fontBudget = 128
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tableBudget = 64
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paletteBudget = 64
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paletteTransformBudget = 64
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2020-02-01 18:55:56 -05:00
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)
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2020-09-12 16:51:30 -04:00
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// AssetManager loads files and game objects
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type AssetManager struct {
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2020-09-14 14:47:11 -04:00
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loader *d2loader.Loader
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tables d2interface.Cache
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animations d2interface.Cache
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fonts d2interface.Cache
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palettes d2interface.Cache
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transforms d2interface.Cache
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2020-09-19 14:33:40 -04:00
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Records *d2records.RecordManager
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}
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func (am *AssetManager) init() error {
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rm, err := d2records.NewRecordManager()
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if err != nil {
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return err
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}
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am.Records = rm
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err = am.initDataDictionaries()
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if err != nil {
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return err
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}
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return nil
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}
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func (am *AssetManager) initDataDictionaries() error {
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dictPaths := []string{
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d2resource.LevelType,
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d2resource.LevelPreset,
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d2resource.LevelWarp,
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d2resource.ObjectType,
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d2resource.ObjectDetails,
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d2resource.Weapons,
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d2resource.Armor,
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d2resource.Misc,
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d2resource.Books,
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d2resource.ItemTypes,
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d2resource.UniqueItems,
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d2resource.Missiles,
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d2resource.SoundSettings,
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d2resource.MonStats,
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d2resource.MonStats2,
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d2resource.MonPreset,
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d2resource.MonProp,
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d2resource.MonType,
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d2resource.MonMode,
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d2resource.MagicPrefix,
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d2resource.MagicSuffix,
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d2resource.ItemStatCost,
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d2resource.ItemRatio,
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2020-10-21 11:05:53 -04:00
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d2resource.StorePage,
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2020-09-19 14:33:40 -04:00
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d2resource.Overlays,
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d2resource.CharStats,
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d2resource.Hireling,
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d2resource.Experience,
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d2resource.Gems,
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d2resource.QualityItems,
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d2resource.Runes,
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d2resource.DifficultyLevels,
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d2resource.AutoMap,
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d2resource.LevelDetails,
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d2resource.LevelMaze,
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d2resource.LevelSubstitutions,
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d2resource.CubeRecipes,
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d2resource.SuperUniques,
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d2resource.Inventory,
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d2resource.Skills,
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d2resource.SkillCalc,
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d2resource.MissileCalc,
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d2resource.Properties,
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d2resource.SkillDesc,
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d2resource.BodyLocations,
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d2resource.Sets,
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d2resource.SetItems,
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d2resource.AutoMagic,
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d2resource.TreasureClass,
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2020-10-28 13:52:15 -04:00
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d2resource.TreasureClassEx,
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d2resource.States,
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d2resource.SoundEnvirons,
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d2resource.Shrines,
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d2resource.ElemType,
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d2resource.PlrMode,
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d2resource.PetType,
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d2resource.NPC,
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d2resource.MonsterUniqueModifier,
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d2resource.MonsterEquipment,
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d2resource.UniqueAppellation,
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d2resource.MonsterLevel,
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d2resource.MonsterSound,
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d2resource.MonsterSequence,
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d2resource.PlayerClass,
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d2resource.MonsterPlacement,
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d2resource.ObjectGroup,
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d2resource.CompCode,
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d2resource.MonsterAI,
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d2resource.RarePrefix,
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d2resource.RareSuffix,
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d2resource.Events,
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2020-10-21 11:05:53 -04:00
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d2resource.Colors,
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2020-10-28 13:52:15 -04:00
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d2resource.ArmorType,
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d2resource.WeaponClass,
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d2resource.PlayerType,
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d2resource.Composite,
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d2resource.HitClass,
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d2resource.UniquePrefix,
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d2resource.UniqueSuffix,
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d2resource.CubeModifier,
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d2resource.CubeType,
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d2resource.HirelingDescription,
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d2resource.LowQualityItems,
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2020-09-19 14:33:40 -04:00
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}
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for _, path := range dictPaths {
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err := am.LoadRecords(path)
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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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2020-09-20 20:30:27 -04:00
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err := am.initAnimationData(d2resource.AnimationData)
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if err != nil {
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return err
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}
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2020-09-19 14:33:40 -04:00
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return nil
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2020-02-01 18:55:56 -05:00
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}
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2020-09-14 14:47:11 -04:00
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// LoadAsset loads an asset
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func (am *AssetManager) LoadAsset(filePath string) (asset.Asset, error) {
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data, err := am.loader.Load(filePath)
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2020-02-01 18:55:56 -05:00
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if err != nil {
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2020-09-12 16:51:30 -04:00
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log.Printf("error loading file stream %s (%v)", filePath, err.Error())
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2020-02-01 18:55:56 -05:00
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}
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2020-09-12 16:51:30 -04:00
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return data, err
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}
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2020-09-14 14:47:11 -04:00
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// LoadFileStream streams an MPQ file from a source file path
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func (am *AssetManager) LoadFileStream(filePath string) (d2interface.DataStream, error) {
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return am.LoadAsset(filePath)
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}
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2020-09-12 16:51:30 -04:00
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// LoadFile loads an entire file from a source file path as a []byte
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func (am *AssetManager) LoadFile(filePath string) ([]byte, error) {
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2020-09-14 14:47:11 -04:00
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fileAsset, err := am.LoadAsset(filePath)
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2020-02-01 18:55:56 -05:00
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if err != nil {
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2020-09-14 14:47:11 -04:00
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return nil, err
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}
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data, err := fileAsset.Data()
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if err != nil {
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return nil, err
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2020-02-01 18:55:56 -05:00
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}
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2020-09-12 16:51:30 -04:00
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return data, err
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2020-02-01 18:55:56 -05:00
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}
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2020-09-12 16:51:30 -04:00
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// FileExists checks if a file exists on the underlying file system at the given file path.
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func (am *AssetManager) FileExists(filePath string) (bool, error) {
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2020-09-14 14:47:11 -04:00
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if loadedAsset, err := am.loader.Load(filePath); err != nil || loadedAsset == nil {
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return false, err
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}
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return true, nil
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2020-09-12 16:51:30 -04:00
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}
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2020-02-01 18:55:56 -05:00
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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
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// LoadAnimation loads an Animation by its resource path and its palette path
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2020-09-12 16:51:30 -04:00
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func (am *AssetManager) LoadAnimation(animationPath, palettePath string) (d2interface.Animation, error) {
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return am.LoadAnimationWithEffect(animationPath, palettePath, d2enum.DrawEffectNone)
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2020-02-01 18:55:56 -05:00
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}
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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
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// LoadAnimationWithEffect loads an Animation by its resource path and its palette path with a given transparency value
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2020-09-12 16:51:30 -04:00
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func (am *AssetManager) LoadAnimationWithEffect(animationPath, palettePath string,
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2020-09-14 14:47:11 -04:00
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effect d2enum.DrawEffect) (d2interface.Animation, error) {
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cachePath := fmt.Sprintf("%s;%s;%d", animationPath, palettePath, effect)
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if animation, found := am.animations.Retrieve(cachePath); found {
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return animation.(d2interface.Animation).Clone(), nil
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}
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animAsset, err := am.LoadAsset(animationPath)
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if err != nil {
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return nil, err
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}
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palette, err := am.LoadPalette(palettePath)
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if err != nil {
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return nil, err
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}
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var animation d2interface.Animation
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switch animAsset.Type() {
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case types.AssetTypeDC6:
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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
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animation, err = am.loadDC6(animationPath, palette, effect)
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2020-09-14 14:47:11 -04:00
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if err != nil {
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return nil, err
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}
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case types.AssetTypeDCC:
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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
|
|
|
animation, err = am.loadDCC(animationPath, palette, effect)
|
2020-09-14 14:47:11 -04:00
|
|
|
if err != nil {
|
|
|
|
return nil, err
|
|
|
|
}
|
|
|
|
default:
|
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
|
|
|
return nil, fmt.Errorf("unknown Animation format for file: %s", animAsset.Path())
|
2020-09-14 14:47:11 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
err = am.animations.Insert(cachePath, animation, defaultCacheEntryWeight)
|
|
|
|
|
|
|
|
return animation, err
|
2020-09-12 16:51:30 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
// LoadComposite creates a composite object from a ObjectLookupRecord and palettePath describing it
|
|
|
|
func (am *AssetManager) LoadComposite(baseType d2enum.ObjectType, token, palettePath string) (*Composite, error) {
|
|
|
|
c := &Composite{
|
|
|
|
AssetManager: am,
|
|
|
|
baseType: baseType,
|
|
|
|
basePath: baseString(baseType),
|
|
|
|
token: token,
|
|
|
|
palettePath: palettePath,
|
2020-02-01 18:55:56 -05:00
|
|
|
}
|
|
|
|
|
2020-09-20 20:30:27 -04:00
|
|
|
c.SetDirection(0)
|
|
|
|
|
2020-09-12 16:51:30 -04:00
|
|
|
return c, nil
|
|
|
|
}
|
|
|
|
|
|
|
|
// LoadFont loads a font the resource files
|
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
|
|
|
func (am *AssetManager) LoadFont(tablePath, spritePath, palettePath string) (*Font, error) {
|
2020-09-14 14:47:11 -04:00
|
|
|
cachePath := fmt.Sprintf("%s;%s;%s", tablePath, spritePath, palettePath)
|
|
|
|
|
|
|
|
if cached, found := am.fonts.Retrieve(cachePath); found {
|
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
|
|
|
return cached.(*Font), nil
|
2020-09-14 14:47:11 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
sheet, err := am.LoadAnimation(spritePath, palettePath)
|
|
|
|
if err != nil {
|
|
|
|
return nil, err
|
|
|
|
}
|
|
|
|
|
|
|
|
tableData, err := am.LoadFile(tablePath)
|
|
|
|
if err != nil {
|
|
|
|
return nil, err
|
|
|
|
}
|
|
|
|
|
|
|
|
if string(tableData[:5]) != "Woo!\x01" {
|
|
|
|
return nil, fmt.Errorf("invalid font table format: %s", tablePath)
|
|
|
|
}
|
|
|
|
|
|
|
|
font := &Font{
|
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
|
|
|
table: tableData,
|
|
|
|
sheet: sheet,
|
|
|
|
color: color.White,
|
2020-09-14 14:47:11 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
err = am.fonts.Insert(cachePath, font, defaultCacheEntryWeight)
|
|
|
|
|
|
|
|
return font, err
|
2020-09-12 16:51:30 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
// LoadPalette loads a palette from a given palette path
|
|
|
|
func (am *AssetManager) LoadPalette(palettePath string) (d2interface.Palette, error) {
|
2020-09-14 14:47:11 -04:00
|
|
|
if cached, found := am.palettes.Retrieve(palettePath); found {
|
|
|
|
return cached.(d2interface.Palette), nil
|
|
|
|
}
|
|
|
|
|
|
|
|
paletteAsset, err := am.LoadAsset(palettePath)
|
|
|
|
if err != nil {
|
|
|
|
return nil, err
|
|
|
|
}
|
|
|
|
|
|
|
|
if paletteAsset.Type() != types.AssetTypePalette {
|
|
|
|
return nil, fmt.Errorf("not an instance of a palette: %s", palettePath)
|
|
|
|
}
|
|
|
|
|
|
|
|
data, err := am.LoadFile(palettePath)
|
|
|
|
if err != nil {
|
|
|
|
return nil, err
|
|
|
|
}
|
|
|
|
|
|
|
|
palette, err := d2dat.Load(data)
|
|
|
|
if err != nil {
|
|
|
|
return nil, err
|
|
|
|
}
|
|
|
|
|
|
|
|
err = am.palettes.Insert(palettePath, palette, defaultCacheEntryWeight)
|
|
|
|
|
|
|
|
return palette, err
|
|
|
|
}
|
|
|
|
|
|
|
|
// LoadStringTable loads a string table from the given path
|
|
|
|
func (am *AssetManager) LoadStringTable(tablePath string) (d2tbl.TextDictionary, error) {
|
|
|
|
if cached, found := am.tables.Retrieve(tablePath); found {
|
|
|
|
return cached.(d2tbl.TextDictionary), nil
|
|
|
|
}
|
|
|
|
|
|
|
|
data, err := am.LoadFile(tablePath)
|
|
|
|
if err != nil {
|
|
|
|
return nil, err
|
|
|
|
}
|
|
|
|
|
|
|
|
table := d2tbl.LoadTextDictionary(data)
|
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
|
|
|
if table == nil {
|
2020-09-14 14:47:11 -04:00
|
|
|
return nil, fmt.Errorf("table not found: %s", tablePath)
|
|
|
|
}
|
|
|
|
|
|
|
|
err = am.tables.Insert(tablePath, table, defaultCacheEntryWeight)
|
|
|
|
|
|
|
|
return table, err
|
|
|
|
}
|
|
|
|
|
|
|
|
// LoadPaletteTransform loads a palette transform file
|
|
|
|
func (am *AssetManager) LoadPaletteTransform(path string) (*d2pl2.PL2, error) {
|
|
|
|
if pl2, found := am.transforms.Retrieve(path); found {
|
|
|
|
return pl2.(*d2pl2.PL2), nil
|
|
|
|
}
|
|
|
|
|
|
|
|
data, err := am.LoadFile(path)
|
|
|
|
if err != nil {
|
|
|
|
return nil, err
|
|
|
|
}
|
|
|
|
|
|
|
|
pl2, err := d2pl2.Load(data)
|
|
|
|
if err != nil {
|
|
|
|
return nil, err
|
|
|
|
}
|
|
|
|
|
|
|
|
if err := am.transforms.Insert(path, pl2, 1); err != nil {
|
|
|
|
return nil, err
|
|
|
|
}
|
|
|
|
|
|
|
|
return pl2, nil
|
|
|
|
}
|
|
|
|
|
2020-09-19 14:33:40 -04:00
|
|
|
// LoadDataDictionary loads a txt data file
|
|
|
|
func (am *AssetManager) LoadDataDictionary(path string) (*d2txt.DataDictionary, error) {
|
|
|
|
// we purposefully do not cache data dictionaries because we are already
|
|
|
|
// caching the file data. The underlying csv.Reader does not implement io.Seeker,
|
|
|
|
// so after it has been iterated through, we cannot iterate through it again.
|
|
|
|
//
|
|
|
|
// The easy way around this is to not cache d2txt.DataDictionary objects, and just create
|
|
|
|
// a new instance from cached file data if/when we ever need to reload the data dict
|
2020-10-22 02:41:21 -04:00
|
|
|
data, err := am.LoadFile(path)
|
|
|
|
if err != nil {
|
2020-09-19 14:33:40 -04:00
|
|
|
return nil, err
|
|
|
|
}
|
2020-10-22 02:41:21 -04:00
|
|
|
|
|
|
|
return d2txt.LoadDataDictionary(data), nil
|
2020-09-19 14:33:40 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
// LoadRecords will load the records for the given path into the record manager.
|
|
|
|
// This is dependant on the record manager having bound a loader for the given path.
|
|
|
|
func (am *AssetManager) LoadRecords(path string) error {
|
|
|
|
dict, err := am.LoadDataDictionary(path)
|
|
|
|
if err != nil {
|
|
|
|
return err
|
|
|
|
}
|
|
|
|
|
|
|
|
err = am.Records.Load(path, dict)
|
|
|
|
if err != nil {
|
|
|
|
return err
|
|
|
|
}
|
|
|
|
|
|
|
|
return nil
|
|
|
|
}
|
|
|
|
|
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
|
|
|
// loadDC6 creates an Animation from d2dc6.DC6 and d2dat.DATPalette
|
|
|
|
func (am *AssetManager) loadDC6(path string,
|
2020-09-14 14:47:11 -04:00
|
|
|
palette d2interface.Palette, effect d2enum.DrawEffect) (d2interface.Animation, error) {
|
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
|
|
|
dc6Data, err := am.LoadFile(path)
|
2020-09-14 14:47:11 -04:00
|
|
|
if err != nil {
|
|
|
|
return nil, err
|
|
|
|
}
|
|
|
|
|
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
|
|
|
dc6, err := d2dc6.Load(dc6Data)
|
2020-09-14 14:47:11 -04:00
|
|
|
if err != nil {
|
|
|
|
return nil, err
|
|
|
|
}
|
|
|
|
|
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
|
|
|
animation, err := newDC6Animation(dc6, palette, effect)
|
2020-09-14 14:47:11 -04:00
|
|
|
|
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
|
|
|
return animation, err
|
2020-09-14 14:47:11 -04:00
|
|
|
}
|
|
|
|
|
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
|
|
|
// loadDCC creates an Animation from d2dcc.DCC and d2dat.DATPalette
|
|
|
|
func (am *AssetManager) loadDCC(path string,
|
|
|
|
palette d2interface.Palette, effect d2enum.DrawEffect) (d2interface.Animation, error) {
|
|
|
|
dccData, err := am.LoadFile(path)
|
2020-09-14 14:47:11 -04:00
|
|
|
if err != nil {
|
|
|
|
return nil, err
|
|
|
|
}
|
|
|
|
|
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
|
|
|
dcc, err := d2dcc.Load(dccData)
|
2020-09-14 14:47:11 -04:00
|
|
|
if err != nil {
|
|
|
|
return nil, err
|
|
|
|
}
|
|
|
|
|
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
|
|
|
animation, err := newDCCAnimation(dcc, palette, effect)
|
2020-10-25 20:49:41 -04:00
|
|
|
if err != nil {
|
|
|
|
return nil, err
|
|
|
|
}
|
2020-09-14 14:47:11 -04:00
|
|
|
|
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
|
|
|
return animation, nil
|
2020-02-01 18:55:56 -05:00
|
|
|
}
|
2020-07-13 20:30:30 -04:00
|
|
|
|
2020-09-20 20:30:27 -04:00
|
|
|
func (am *AssetManager) initAnimationData(path string) error {
|
|
|
|
animDataBytes, err := am.LoadFile(path)
|
|
|
|
if err != nil {
|
|
|
|
return err
|
|
|
|
}
|
|
|
|
|
|
|
|
animData := d2data.LoadAnimationData(animDataBytes)
|
|
|
|
|
2020-10-28 13:52:15 -04:00
|
|
|
am.Records.Animation.Data = animData
|
2020-09-20 20:30:27 -04:00
|
|
|
|
|
|
|
return nil
|
|
|
|
}
|
|
|
|
|
2020-09-14 14:47:11 -04:00
|
|
|
// BindTerminalCommands binds the in-game terminal comands for the asset manager.
|
2020-09-12 16:51:30 -04:00
|
|
|
func (am *AssetManager) BindTerminalCommands(term d2interface.Terminal) error {
|
2020-07-13 20:30:30 -04:00
|
|
|
if err := term.BindAction("assetspam", "display verbose asset manager logs", func(verbose bool) {
|
|
|
|
if verbose {
|
|
|
|
term.OutputInfof("asset manager verbose logging enabled")
|
|
|
|
} else {
|
|
|
|
term.OutputInfof("asset manager verbose logging disabled")
|
|
|
|
}
|
|
|
|
|
2020-09-14 14:47:11 -04:00
|
|
|
am.palettes.SetVerbose(verbose)
|
|
|
|
am.fonts.SetVerbose(verbose)
|
|
|
|
am.transforms.SetVerbose(verbose)
|
|
|
|
am.animations.SetVerbose(verbose)
|
2020-07-13 20:30:30 -04:00
|
|
|
}); err != nil {
|
|
|
|
return err
|
|
|
|
}
|
|
|
|
|
|
|
|
if err := term.BindAction("assetstat", "display asset manager cache statistics", func() {
|
|
|
|
var cacheStatistics = func(c d2interface.Cache) float64 {
|
|
|
|
const percent = 100.0
|
|
|
|
return float64(c.GetWeight()) / float64(c.GetBudget()) * percent
|
|
|
|
}
|
|
|
|
|
2020-09-14 14:47:11 -04:00
|
|
|
term.OutputInfof("palette cache: %f", cacheStatistics(am.palettes))
|
|
|
|
term.OutputInfof("palette transform cache: %f", cacheStatistics(am.transforms))
|
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
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|
|
term.OutputInfof("Animation cache: %f", cacheStatistics(am.animations))
|
2020-09-14 14:47:11 -04:00
|
|
|
term.OutputInfof("font cache: %f", cacheStatistics(am.fonts))
|
2020-07-13 20:30:30 -04:00
|
|
|
}); err != nil {
|
|
|
|
return err
|
|
|
|
}
|
|
|
|
|
|
|
|
if err := term.BindAction("assetclear", "clear asset manager cache", func() {
|
2020-09-14 14:47:11 -04:00
|
|
|
am.palettes.Clear()
|
|
|
|
am.transforms.Clear()
|
|
|
|
am.animations.Clear()
|
|
|
|
am.fonts.Clear()
|
2020-07-13 20:30:30 -04:00
|
|
|
}); err != nil {
|
|
|
|
return err
|
|
|
|
}
|
|
|
|
|
|
|
|
return nil
|
|
|
|
}
|