2020-01-31 23:18:11 -05:00
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package ebiten
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import (
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"image"
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2020-07-23 12:56:50 -04:00
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten/ebitenutil"
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2020-07-08 09:16:16 -04:00
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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2020-06-29 00:41:58 -04:00
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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2020-07-08 09:16:16 -04:00
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2config"
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2020-01-31 23:18:11 -05:00
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)
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2020-07-17 18:51:44 -04:00
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const (
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2020-08-05 22:04:36 -04:00
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screenWidth = 800
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screenHeight = 600
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defaultSaturation = 1.0
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defaultBrightness = 1.0
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defaultSkewX = 0.0
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defaultSkewY = 0.0
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defaultScaleX = 1.0
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defaultScaleY = 1.0
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2020-07-17 18:51:44 -04:00
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)
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// Renderer is an implementation of a renderer
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2020-06-19 02:19:27 -04:00
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type Renderer struct {
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renderCallback func(surface d2interface.Surface) error
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}
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2020-07-17 18:51:44 -04:00
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// Update updates the screen with the given *ebiten.Image
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2020-06-19 02:19:27 -04:00
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func (r *Renderer) Update(screen *ebiten.Image) error {
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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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err := r.renderCallback(createEbitenSurface(r, screen))
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2020-06-19 02:19:27 -04:00
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if err != nil {
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return err
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}
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2020-07-17 18:51:44 -04:00
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2020-06-19 02:19:27 -04:00
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return nil
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}
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2020-07-17 18:51:44 -04:00
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// Layout returns the renderer screen width and height
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func (r *Renderer) Layout(_, _ int) (width, height int) {
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return screenWidth, screenHeight
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}
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2020-01-31 23:18:11 -05:00
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2020-07-17 18:51:44 -04:00
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// CreateRenderer creates an ebiten renderer instance
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2020-02-01 21:51:49 -05:00
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func CreateRenderer() (*Renderer, error) {
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result := &Renderer{}
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2020-01-31 23:18:11 -05:00
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2020-07-08 09:16:16 -04:00
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config := d2config.Config
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2020-07-17 18:51:44 -04:00
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2020-06-22 11:53:44 -04:00
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ebiten.SetCursorMode(ebiten.CursorModeHidden)
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ebiten.SetFullscreen(config.FullScreen)
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ebiten.SetRunnableOnUnfocused(config.RunInBackground)
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ebiten.SetVsyncEnabled(config.VsyncEnabled)
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ebiten.SetMaxTPS(config.TicksPerSecond)
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2020-01-31 23:18:11 -05:00
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return result, nil
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}
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// GetRendererName returns the name of the renderer
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func (*Renderer) GetRendererName() string {
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return "Ebiten"
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}
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2020-07-17 18:51:44 -04:00
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// SetWindowIcon sets the icon for the window, visible in the chrome of the window
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func (*Renderer) SetWindowIcon(fileName string) {
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2020-01-31 23:18:11 -05:00
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_, iconImage, err := ebitenutil.NewImageFromFile(fileName, ebiten.FilterLinear)
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if err == nil {
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ebiten.SetWindowIcon([]image.Image{iconImage})
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}
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}
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2020-07-17 18:51:44 -04:00
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// IsDrawingSkipped returns a bool for whether or not the drawing has been skipped
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func (r *Renderer) IsDrawingSkipped() bool {
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return ebiten.IsDrawingSkipped()
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}
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2020-07-17 18:51:44 -04:00
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// Run initializes the renderer
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func (r *Renderer) Run(f func(surface d2interface.Surface) error, width, height int, title string) error {
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r.renderCallback = f
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2020-06-19 02:19:27 -04:00
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ebiten.SetWindowTitle(title)
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ebiten.SetWindowResizable(true)
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ebiten.SetWindowSize(width, height)
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2020-06-19 02:19:27 -04:00
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return ebiten.RunGame(r)
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2020-01-31 23:18:11 -05:00
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}
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2020-07-17 18:51:44 -04:00
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// CreateSurface creates a renderer surface from an existing surface
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2020-06-29 00:41:58 -04:00
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func (r *Renderer) CreateSurface(surface d2interface.Surface) (d2interface.Surface, error) {
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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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img := surface.(*ebitenSurface).image
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sfcState := surfaceState{
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filter: ebiten.FilterNearest,
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effect: d2enum.DrawEffectNone,
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saturation: defaultSaturation,
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brightness: defaultBrightness,
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skewX: defaultSkewX,
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skewY: defaultSkewY,
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scaleX: defaultScaleX,
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scaleY: defaultScaleY,
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}
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result := createEbitenSurface(r, img, sfcState)
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2020-07-07 08:57:40 -04:00
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2020-02-09 14:12:04 -05:00
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return result, nil
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2020-01-31 23:18:11 -05:00
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}
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2020-07-17 18:51:44 -04:00
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// NewSurface creates a new surface
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func (r *Renderer) NewSurface(width, height int, filter d2enum.Filter) (d2interface.Surface, error) {
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2020-01-31 23:18:11 -05:00
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ebitenFilter := d2ToEbitenFilter(filter)
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img, err := ebiten.NewImage(width, height, ebitenFilter)
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2020-07-17 18:51:44 -04:00
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2020-01-31 23:18:11 -05:00
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if err != nil {
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2020-02-09 14:12:04 -05:00
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return nil, err
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2020-01-31 23:18:11 -05:00
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}
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2020-07-17 18:51:44 -04:00
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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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return createEbitenSurface(r, img), nil
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2020-01-31 23:18:11 -05:00
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}
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2020-07-17 18:51:44 -04:00
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// IsFullScreen returns a boolean for whether or not the renderer is currently set to fullscreen
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2020-02-09 14:12:04 -05:00
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func (r *Renderer) IsFullScreen() bool {
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return ebiten.IsFullscreen()
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2020-01-31 23:18:11 -05:00
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}
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2020-07-17 18:51:44 -04:00
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// SetFullScreen sets the renderer to fullscreen, given a boolean
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2020-02-09 14:12:04 -05:00
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func (r *Renderer) SetFullScreen(fullScreen bool) {
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2020-01-31 23:18:11 -05:00
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ebiten.SetFullscreen(fullScreen)
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}
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2020-07-17 18:51:44 -04:00
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// SetVSyncEnabled enables vsync, given a boolean
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2020-02-09 14:12:04 -05:00
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func (r *Renderer) SetVSyncEnabled(vsync bool) {
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2020-01-31 23:18:11 -05:00
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ebiten.SetVsyncEnabled(vsync)
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}
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2020-07-17 18:51:44 -04:00
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// GetVSyncEnabled returns a boolean for whether or not vsync is enabled
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2020-02-09 14:12:04 -05:00
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func (r *Renderer) GetVSyncEnabled() bool {
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return ebiten.IsVsyncEnabled()
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2020-01-31 23:18:11 -05:00
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}
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2020-07-17 18:51:44 -04:00
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// GetCursorPos returns the current cursor position x,y coordinates
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func (r *Renderer) GetCursorPos() (x, y int) {
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2020-02-09 14:12:04 -05:00
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return ebiten.CursorPosition()
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2020-01-31 23:18:11 -05:00
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}
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2020-07-17 18:51:44 -04:00
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// CurrentFPS returns the current frames per second of the renderer
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2020-02-01 21:51:49 -05:00
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func (r *Renderer) CurrentFPS() float64 {
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2020-01-31 23:18:11 -05:00
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return ebiten.CurrentFPS()
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}
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