2020-02-25 03:35:21 +00:00
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package d2gui
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import (
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"errors"
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2020-07-18 22:06:36 +00:00
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"image/color"
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2020-02-25 03:35:21 +00:00
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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 21:31:45 +00:00
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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2020-06-29 04:41:58 +00:00
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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2020-08-05 17:51:19 +00:00
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math"
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2020-02-25 03:35:21 +00:00
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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 21:31:45 +00:00
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func loadFont(fontStyle FontStyle) (*d2asset.Font, error) {
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2020-08-05 17:51:19 +00:00
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config := getFontStyleConfig(fontStyle)
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if config == nil {
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2020-02-25 03:35:21 +00:00
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return nil, errors.New("invalid font style")
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}
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2020-09-12 20:51:30 +00:00
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return singleton.asset.LoadFont(config.fontBasePath+".tbl", config.fontBasePath+".dc6",
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config.palettePath)
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2020-02-25 03:35:21 +00:00
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}
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2020-07-05 17:01:44 +00:00
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func renderSegmented(animation d2interface.Animation, segmentsX, segmentsY, frameOffset int,
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target d2interface.Surface) error {
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2020-02-25 03:35:21 +00:00
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var currentY int
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2020-07-18 22:06:36 +00:00
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2020-02-25 03:35:21 +00:00
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for y := 0; y < segmentsY; y++ {
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2020-07-18 22:06:36 +00:00
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var currentX, maxHeight int
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2020-02-25 03:35:21 +00:00
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for x := 0; x < segmentsX; x++ {
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if err := animation.SetCurrentFrame(x + y*segmentsX + frameOffset*segmentsX*segmentsY); err != nil {
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return err
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}
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target.PushTranslation(x+currentX, y+currentY)
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err := animation.Render(target)
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target.Pop()
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2020-07-18 22:06:36 +00:00
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2020-02-25 03:35:21 +00:00
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if err != nil {
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return err
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}
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width, height := animation.GetCurrentFrameSize()
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2020-08-05 04:03:33 +00:00
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maxHeight = d2math.MaxInt(maxHeight, height)
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2020-02-25 03:35:21 +00:00
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currentX += width
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}
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currentY += maxHeight
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}
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return nil
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}
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2020-07-18 22:06:36 +00:00
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func half(n int) int {
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return n / 2
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}
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func rgbaColor(rgba uint32) color.RGBA {
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result := color.RGBA{}
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a, b, g, r := 0, 1, 2, 3
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byteWidth := 8
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byteMask := 0xff
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for idx := 0; idx < 4; idx++ {
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shift := idx * byteWidth
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component := uint8(rgba>>shift) & uint8(byteMask)
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switch idx {
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case a:
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result.A = component
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case b:
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result.B = component
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case g:
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result.G = component
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case r:
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result.R = component
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}
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}
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return result
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}
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