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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-20 22:25:24 +00:00

More rendering fixes. offsets make sense now.

This commit is contained in:
Tim Sarbin 2018-11-22 12:35:21 -05:00
parent 77c4621295
commit 68d942ab4a
5 changed files with 32 additions and 22 deletions

View File

@ -16,5 +16,6 @@ namespace OpenDiablo2.Common.Interfaces
void Sync();
ISprite LoadSprite(ImageSet source);
void Draw(ISprite sprite);
void Draw(ISprite sprite, int xSegments, int ySegments, int offset);
}
}

View File

@ -86,8 +86,5 @@
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
<ItemGroup>
<Content Include="Properties\MPQEditor.exe" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>

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@ -103,6 +103,31 @@ namespace OpenDiablo2.SDL2_
}
public void Draw(ISprite sprite, int xSegments, int ySegments, int offset)
{
var spr = sprite as SDL2Sprite;
var segSize = xSegments * ySegments;
for (var y = 0; y < ySegments; y++)
{
for (var x = 0; x < xSegments; x++)
{
var textureIndex = x + (y * xSegments) + (offset * xSegments * ySegments);
if (textureIndex >= spr.textures.Count())
continue;
var destRect = new SDL.SDL_Rect
{
x = sprite.Location.X + (x * 256),
y = sprite.Location.Y + (y * 256) - (int)(spr.FrameSize.Height - spr.source.Frames[textureIndex].Height),
w = spr.FrameSize.Width,
h = spr.FrameSize.Height
};
SDL.SDL_RenderCopy(renderer, spr.textures[textureIndex], IntPtr.Zero, ref destRect);
}
}
}
public ISprite LoadSprite(ImageSet source)
=> new SDL2Sprite(source, renderer);
}

View File

@ -29,7 +29,7 @@ namespace OpenDiablo2.SDL2_
UpdateTextureData();
}
}
private readonly ImageSet source;
internal readonly ImageSet source;
private readonly IntPtr renderer;
internal IntPtr[] textures = new IntPtr[0];

View File

@ -41,6 +41,7 @@ namespace OpenDiablo2.Scenes
//var texture = renderWindow.LoadSprite(ImageSet.LoadFromStream(mpqProvider.GetStream("data\\global\\ui\\Logo\\logo.DC6")));
backgroundSprite = renderWindow.LoadSprite(ImageSet.LoadFromStream(mpqProvider.GetStream("data\\global\\ui\\FrontEnd\\gameselectscreenEXP.dc6")));
backgroundSprite.CurrentPalette = paletteProvider.PaletteTable["Sky"];
backgroundSprite.Location = new Point(0, 0);
diabloLogoLeft = renderWindow.LoadSprite(ImageSet.LoadFromStream(mpqProvider.GetStream("data\\global\\ui\\FrontEnd\\D2logoFireLeft.DC6")));
diabloLogoLeft.CurrentPalette = paletteProvider.PaletteTable["Units"];
@ -79,7 +80,7 @@ namespace OpenDiablo2.Scenes
// TODO: Fake loading for now, this should be in its own scene as we start loading real stuff
var r = new Random();
for(int i = 1; i < 10; i++)
for (int i = 1; i < 10; i++)
{
renderWindow.Clear();
loadingSprite.Frame = i;
@ -96,16 +97,7 @@ namespace OpenDiablo2.Scenes
{
renderWindow.Clear();
for (int y = 0; y < 3; y++)
{
for (int x = 0; x < 4; x++)
{
backgroundSprite.Frame = x + (y * 4);
backgroundSprite.Location = new Point(x * 256, ((y+1) * 256) - (backgroundSprite.FrameSize.Height - backgroundSprite.LocalFrameSize.Height));
renderWindow.Draw(backgroundSprite);
}
}
renderWindow.Draw(backgroundSprite, 4, 3, 0);
diabloLogoLeftBlack.Frame = (int)((float)diabloLogoLeftBlack.TotalFrames * logoFrame);
renderWindow.Draw(diabloLogoLeftBlack);
@ -117,13 +109,8 @@ namespace OpenDiablo2.Scenes
diabloLogoRight.Frame = (int)((float)diabloLogoRight.TotalFrames * logoFrame);
renderWindow.Draw(diabloLogoRight);
wideButton.Location = new Point(260, 320);
wideButton.Frame = 0;
renderWindow.Draw(wideButton);
wideButton.Frame = 1;
wideButton.Location = new Point(260 + 256, 320);
renderWindow.Draw(wideButton);
wideButton.Location = new Point(264, 290);
renderWindow.Draw(wideButton, 2, 1, 0);
mouseSprite.Location = new Point(mouseInfoProvider.MouseX, mouseInfoProvider.MouseY + mouseSprite.FrameSize.Height - 1);
renderWindow.Draw(mouseSprite);