mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-09-30 15:15:56 -04:00
More rendering fixes. offsets make sense now.
This commit is contained in:
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77c4621295
commit
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@ -16,5 +16,6 @@ namespace OpenDiablo2.Common.Interfaces
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void Sync();
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void Sync();
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ISprite LoadSprite(ImageSet source);
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ISprite LoadSprite(ImageSet source);
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void Draw(ISprite sprite);
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void Draw(ISprite sprite);
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void Draw(ISprite sprite, int xSegments, int ySegments, int offset);
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}
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}
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}
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}
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@ -86,8 +86,5 @@
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<ItemGroup>
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<ItemGroup>
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<None Include="packages.config" />
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<None Include="packages.config" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<Content Include="Properties\MPQEditor.exe" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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</Project>
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</Project>
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@ -103,6 +103,31 @@ namespace OpenDiablo2.SDL2_
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}
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}
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public void Draw(ISprite sprite, int xSegments, int ySegments, int offset)
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{
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var spr = sprite as SDL2Sprite;
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var segSize = xSegments * ySegments;
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for (var y = 0; y < ySegments; y++)
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{
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for (var x = 0; x < xSegments; x++)
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{
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var textureIndex = x + (y * xSegments) + (offset * xSegments * ySegments);
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if (textureIndex >= spr.textures.Count())
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continue;
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var destRect = new SDL.SDL_Rect
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{
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x = sprite.Location.X + (x * 256),
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y = sprite.Location.Y + (y * 256) - (int)(spr.FrameSize.Height - spr.source.Frames[textureIndex].Height),
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w = spr.FrameSize.Width,
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h = spr.FrameSize.Height
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};
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SDL.SDL_RenderCopy(renderer, spr.textures[textureIndex], IntPtr.Zero, ref destRect);
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}
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}
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}
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public ISprite LoadSprite(ImageSet source)
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public ISprite LoadSprite(ImageSet source)
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=> new SDL2Sprite(source, renderer);
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=> new SDL2Sprite(source, renderer);
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}
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}
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@ -29,7 +29,7 @@ namespace OpenDiablo2.SDL2_
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UpdateTextureData();
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UpdateTextureData();
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}
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}
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}
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}
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private readonly ImageSet source;
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internal readonly ImageSet source;
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private readonly IntPtr renderer;
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private readonly IntPtr renderer;
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internal IntPtr[] textures = new IntPtr[0];
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internal IntPtr[] textures = new IntPtr[0];
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@ -41,6 +41,7 @@ namespace OpenDiablo2.Scenes
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//var texture = renderWindow.LoadSprite(ImageSet.LoadFromStream(mpqProvider.GetStream("data\\global\\ui\\Logo\\logo.DC6")));
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//var texture = renderWindow.LoadSprite(ImageSet.LoadFromStream(mpqProvider.GetStream("data\\global\\ui\\Logo\\logo.DC6")));
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backgroundSprite = renderWindow.LoadSprite(ImageSet.LoadFromStream(mpqProvider.GetStream("data\\global\\ui\\FrontEnd\\gameselectscreenEXP.dc6")));
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backgroundSprite = renderWindow.LoadSprite(ImageSet.LoadFromStream(mpqProvider.GetStream("data\\global\\ui\\FrontEnd\\gameselectscreenEXP.dc6")));
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backgroundSprite.CurrentPalette = paletteProvider.PaletteTable["Sky"];
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backgroundSprite.CurrentPalette = paletteProvider.PaletteTable["Sky"];
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backgroundSprite.Location = new Point(0, 0);
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diabloLogoLeft = renderWindow.LoadSprite(ImageSet.LoadFromStream(mpqProvider.GetStream("data\\global\\ui\\FrontEnd\\D2logoFireLeft.DC6")));
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diabloLogoLeft = renderWindow.LoadSprite(ImageSet.LoadFromStream(mpqProvider.GetStream("data\\global\\ui\\FrontEnd\\D2logoFireLeft.DC6")));
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diabloLogoLeft.CurrentPalette = paletteProvider.PaletteTable["Units"];
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diabloLogoLeft.CurrentPalette = paletteProvider.PaletteTable["Units"];
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@ -79,7 +80,7 @@ namespace OpenDiablo2.Scenes
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// TODO: Fake loading for now, this should be in its own scene as we start loading real stuff
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// TODO: Fake loading for now, this should be in its own scene as we start loading real stuff
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var r = new Random();
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var r = new Random();
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for(int i = 1; i < 10; i++)
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for (int i = 1; i < 10; i++)
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{
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{
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renderWindow.Clear();
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renderWindow.Clear();
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loadingSprite.Frame = i;
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loadingSprite.Frame = i;
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@ -96,16 +97,7 @@ namespace OpenDiablo2.Scenes
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{
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{
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renderWindow.Clear();
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renderWindow.Clear();
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for (int y = 0; y < 3; y++)
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renderWindow.Draw(backgroundSprite, 4, 3, 0);
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{
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for (int x = 0; x < 4; x++)
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{
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backgroundSprite.Frame = x + (y * 4);
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backgroundSprite.Location = new Point(x * 256, ((y+1) * 256) - (backgroundSprite.FrameSize.Height - backgroundSprite.LocalFrameSize.Height));
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renderWindow.Draw(backgroundSprite);
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}
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}
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diabloLogoLeftBlack.Frame = (int)((float)diabloLogoLeftBlack.TotalFrames * logoFrame);
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diabloLogoLeftBlack.Frame = (int)((float)diabloLogoLeftBlack.TotalFrames * logoFrame);
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renderWindow.Draw(diabloLogoLeftBlack);
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renderWindow.Draw(diabloLogoLeftBlack);
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@ -117,13 +109,8 @@ namespace OpenDiablo2.Scenes
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diabloLogoRight.Frame = (int)((float)diabloLogoRight.TotalFrames * logoFrame);
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diabloLogoRight.Frame = (int)((float)diabloLogoRight.TotalFrames * logoFrame);
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renderWindow.Draw(diabloLogoRight);
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renderWindow.Draw(diabloLogoRight);
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wideButton.Location = new Point(264, 290);
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wideButton.Location = new Point(260, 320);
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renderWindow.Draw(wideButton, 2, 1, 0);
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wideButton.Frame = 0;
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renderWindow.Draw(wideButton);
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wideButton.Frame = 1;
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wideButton.Location = new Point(260 + 256, 320);
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renderWindow.Draw(wideButton);
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mouseSprite.Location = new Point(mouseInfoProvider.MouseX, mouseInfoProvider.MouseY + mouseSprite.FrameSize.Height - 1);
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mouseSprite.Location = new Point(mouseInfoProvider.MouseX, mouseInfoProvider.MouseY + mouseSprite.FrameSize.Height - 1);
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renderWindow.Draw(mouseSprite);
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renderWindow.Draw(mouseSprite);
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