1
1
mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-12 02:30:43 +00:00
Commit Graph

13 Commits

Author SHA1 Message Date
gravestench
6e31cfb52a
migrate to ebiten v2.0 API (#860)
* migrate to ebiten v2.0 API

* fixed lint errors
2020-10-28 14:17:42 -04:00
Gürkan Kaymak
ec9c0c3d95
fixes #767, implemented deepCopy for the dcc_animation and dc6_animation (#852) 2020-10-26 09:13:08 -04:00
gravestench
6f8b43f8d6
Various lint error fixes and suppressions (#846)
* suppressing the magic number lint errors in mapgen, it will get a heavy refactor soon, hopefully...

* adding string token constants for SkillClass

* adding panic on error to left/right skill select render

* fixed cuddle lint error

* fixed unnecessary conversion, unused func param lint errors in dcc_animation.go

* adding comment for skill class tokens

* fixed typo in comment

* removed unused parameter in dcc/dc6 animations

* supress warning about Object.setMode always being passed direction value of 0

* fixed all invalid golint directives

* fixed a couple gocritic lint errors
2020-10-26 02:04:50 -07:00
lord
7e3aff557b
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
lord
7f6ae1b785
improve AssetManager implementation (#728)
* 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

* minor lint fixes

* removed obsolete interfaces from d2interface

* lint fixes, added data caching to filesystem asset

* adding comment for mpq asset close

* adding comment for mpq asset close
2020-09-14 14:47:11 -04:00
lord
854fce3b14
remove d2asset singleton (#726)
* export d2asset singleton

* add *d2asset.AssetManager to d2app

- d2app now has a reference to an asset manager which it will use for loading
- added asset loader methods to the asset manager
- functions in d2asset are now wrappers for asset manager methods

* add asset manager reference to audio provider

- d2app asset manager reference is now passed to audio provider
- asset manager is created in main.go for now to pass into audio provider
- CreateSoundEffect is now a method, no longer exported, uses the asset manager reference

* d2app passes asset manager refence to map engine test

* in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile

* blizzard intro and credits screen

- d2app passes reference to the asset manager to these screens

* asset manager for d2map

- adding MapStampFactory, takes an asset manager reference
- embedded MapStampFactory into the MapEngine
- LoadStamp is now a method of the MapStampFactory

* d2asset: removed LoadFileStream, LoadFile, and FileExists

* d2gui changes

- singleton now has an asset manager reference
- calls to d2asset loader functions removed
- createButton is now a method of LayoutManager
- moved LayoutEntry to its own file

* map entity factory

- Map engine has an embedded map entity factory
- Map stamp factory gets a reference to the map engine's entity factory
- Stamps are given a reference to the map engine entity factory when created
- Character select gets a map entity factory
- Embedded the stamp factory into the MapEngine

* asset manager for d2ui

- d2ui is passed an asset manager reference when created
- all calls to d2asset loader functions in d2ui now refer to the asset manager
- d2gamescreen gets a ui manager when created
- help overlay is now passed a ui manager when created

* d2gamescreen + d2player: asset manager references

added an asset manager reference to
- inventory panel + inventory grid
- mini panel
- game controls
- help overlay
- character select
- main menu
- select hero class
- hero stats panel

* Removed d2asset.LoadAnimation

all references to this function have been replaced with calls to the asset manager method

* adding asset to help overlay, bugfix for 4d59c91

* Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect

all references to these have been replaced with calls to the asset manager methods

* MapRenderer now gets an asset manager reference

* removed d2asset.LoadPalette

all references have been replaced with calls to an asset manager instance

* merged d2object with d2mapentity

d2object was only being used to create objects in the map, so the provider
function is now a method of the map entity factory. calls to d2asset have
been removed.

* removed d2asset.LoadComposite

all calls are now made to the asset manager method

* removed d2asset singleton

all singleton references have been removed, a single instance of the
asset manager is passed around the entire app

* rename Initialize to NewAssetManager
2020-09-12 16:51:30 -04:00
Gürkan Kaymak
7a49f3637f
lint fixes (#615) 2020-07-23 12:56:50 -04:00
Sunny Klair
41e7a5b28b
Add static checks to help ensure implementations conform to interfaces (#582) 2020-07-13 09:05:04 -04:00
Ziemas
e2e8a303c2
Use our own DrawEffects enum for draw effects (#564)
* Add PushEffect, handle effects in renderer

* Set effects instead of blend

* Stop using PushCompositeMode, use PushEffect

* Remove remaining composite mode things
2020-07-08 21:57:35 -04:00
Ziemas
1ad3c72211
Standardize indexed color to RGBA conversion to one function (#562)
* Common function for indexed color to rgba

* Use ImgIndexToRGBA when decoding tiles

* Pass DrawEffect down to animation
2020-07-08 17:46:45 -04:00
Ziemas
38213e749a
Some slight DC6 cleanup (#557) 2020-07-08 09:14:09 -04:00
dk
60e6fcb7ac
moving enumerations out of d2interface (#552)
* moved filter constants back to d2enum

* moving key and mouse button enums into d2enum

* moving render type enum into d2enum

* moving input even priority enums into d2enum

* moving terminal enums into d2enum
2020-07-06 21:26:08 -04:00
Ziemas
5212270c44
Split up DCC/DC6 animation implementations, decode directions on demand (#548)
* Split DCC and decode direction on demand

* Clean up

* More cleanup

* Make dc6 animation it's own type

* Make base animation private

* Also decode DC6 directions on demand
2020-07-06 20:13:06 -04:00