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OpenDiablo2/d2core/d2render/ebiten/ebiten_renderer.go

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package ebiten
import (
"errors"
"image"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2config"
)
const (
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screenWidth = 800
screenHeight = 600
defaultSaturation = 1.0
defaultBrightness = 1.0
defaultSkewX = 0.0
defaultSkewY = 0.0
defaultScaleX = 1.0
defaultScaleY = 1.0
)
type renderCallback = func(surface d2interface.Surface) error
type updateCallback = func() error
// static check that we implement our renderer interface
var _ d2interface.Renderer = &Renderer{}
// Renderer is an implementation of a renderer
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type Renderer struct {
updateCallback
renderCallback
*d2util.GlyphPrinter
lastRenderError error
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}
// Update calls the game's logical update function (the `Advance` method)
func (r *Renderer) Update() error {
if r.updateCallback == nil {
return errors.New("no update callback defined for ebiten renderer")
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}
return r.updateCallback()
}
const drawError = "no render callback defined for ebiten renderer"
// Draw updates the screen with the given *ebiten.Image
func (r *Renderer) Draw(screen *ebiten.Image) {
r.lastRenderError = nil
if r.renderCallback == nil {
r.lastRenderError = errors.New(drawError)
return
}
r.lastRenderError = r.renderCallback(createEbitenSurface(r, screen))
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}
// Layout returns the renderer screen width and height
func (r *Renderer) Layout(_, _ int) (width, height int) {
return screenWidth, screenHeight
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}
// CreateRenderer creates an ebiten renderer instance
func CreateRenderer(cfg *d2config.Configuration) (*Renderer, error) {
result := &Renderer{
GlyphPrinter: d2util.NewDebugPrinter(),
}
if cfg != nil {
config := cfg
ebiten.SetCursorMode(ebiten.CursorModeHidden)
ebiten.SetFullscreen(config.FullScreen)
ebiten.SetRunnableOnUnfocused(config.RunInBackground)
ebiten.SetVsyncEnabled(config.VsyncEnabled)
ebiten.SetMaxTPS(config.TicksPerSecond)
}
return result, nil
}
// GetRendererName returns the name of the renderer
func (*Renderer) GetRendererName() string {
return "Ebiten"
}
// SetWindowIcon sets the icon for the window, visible in the chrome of the window
func (*Renderer) SetWindowIcon(fileName string) {
_, iconImage, err := ebitenutil.NewImageFromFile(fileName)
if err == nil {
ebiten.SetWindowIcon([]image.Image{iconImage})
}
}
// IsDrawingSkipped returns a bool for whether or not the drawing has been skipped
func (r *Renderer) IsDrawingSkipped() bool {
return r.lastRenderError != nil
}
// Run initializes the renderer
func (r *Renderer) Run(f renderCallback, u updateCallback, width, height int, title string) error {
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r.renderCallback = f
r.updateCallback = u
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ebiten.SetWindowTitle(title)
ebiten.SetWindowResizable(true)
ebiten.SetWindowSize(width, height)
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return ebiten.RunGame(r)
}
// CreateSurface creates a renderer surface from an existing surface
func (r *Renderer) CreateSurface(surface d2interface.Surface) (d2interface.Surface, 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) ```
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img := surface.(*ebitenSurface).image
sfcState := surfaceState{
filter: ebiten.FilterNearest,
effect: d2enum.DrawEffectNone,
saturation: defaultSaturation,
brightness: defaultBrightness,
skewX: defaultSkewX,
skewY: defaultSkewY,
scaleX: defaultScaleX,
scaleY: defaultScaleY,
}
result := createEbitenSurface(r, img, sfcState)
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return result, nil
}
// NewSurface creates a new surface
func (r *Renderer) NewSurface(width, height int) d2interface.Surface {
img := ebiten.NewImage(width, height)
return createEbitenSurface(r, img)
}
// IsFullScreen returns a boolean for whether or not the renderer is currently set to fullscreen
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func (r *Renderer) IsFullScreen() bool {
return ebiten.IsFullscreen()
}
// SetFullScreen sets the renderer to fullscreen, given a boolean
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func (r *Renderer) SetFullScreen(fullScreen bool) {
ebiten.SetFullscreen(fullScreen)
}
// SetVSyncEnabled enables vsync, given a boolean
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func (r *Renderer) SetVSyncEnabled(vsync bool) {
ebiten.SetVsyncEnabled(vsync)
}
// GetVSyncEnabled returns a boolean for whether or not vsync is enabled
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func (r *Renderer) GetVSyncEnabled() bool {
return ebiten.IsVsyncEnabled()
}
// GetCursorPos returns the current cursor position x,y coordinates
func (r *Renderer) GetCursorPos() (x, y int) {
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return ebiten.CursorPosition()
}
// CurrentFPS returns the current frames per second of the renderer
func (r *Renderer) CurrentFPS() float64 {
return ebiten.CurrentFPS()
}
// ShowPanicScreen shows a panic message in a forever loop
func (r *Renderer) ShowPanicScreen(message string) {
errorScreen := CreatePanicScreen(message)
err := ebiten.RunGame(errorScreen)
if err != nil {
panic(err)
}
}