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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-16 09:25:57 -05:00
Commit Graph

1089 Commits

Author SHA1 Message Date
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
presiyan-ivanov
8a670d7482
Prevent player movement and casting if current spell cast is not fini… (#729)
* Prevent player movement and casting if current spell cast is not finished yet

* Properly format the fields of Player struct

Co-authored-by: Presiyan Ivanov <presiyan-ivanov@users.noreply.github.com>
2020-09-14 14:49:31 -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
f4a71c72e4
lint fixes (#727) 2020-09-12 16:25:09 -04:00
lord
3988bd7f1c
d2tbl loader returns string lookup table (#725)
* fix glfw error in ci workflow

* make the tbl loader return the string lookup table (for use in hellspawner)
2020-09-11 19:24:33 -04:00
lord
77c358ed67
d2loader refactor (#722)
* d2loader refactor

- export sources
- asset and source both have a Path method
- make asset and source implement fmt.Stringer, which just calls Path method
- Loader.AddSource now returns the source and an error

* Update loader.go
2020-09-09 14:35:52 -04:00
lord
28a40983ad
move logger into d2util (#720)
* moved logger into d2util

* resolved upstream conflict
2020-09-09 08:22:13 -04:00
Brendan Porter
cbb512ab4b
Help Overlay Added (#724)
* Adds help overlay frame and some text and bullets

* Finished basic layout, still need cancel button graphic, behavior
2020-09-09 08:21:27 -04:00
lord
d805ed40f4
fix glfw error in ci workflow (#723) 2020-09-09 00:34:21 -04:00
lord
1bcba2701b
update import of d2cache (it was moved in recent d2common refactor) (#721) 2020-09-08 17:39:34 -04:00
lord
a0345ef3b1
need to change reference to stream reader after d2common refactor moved it (#719) 2020-09-08 17:39:18 -04:00
lord
65cce60eab
adding animdata loader (#718)
* adding animdata loader

* utility methods, more tests, export record struct

- added methods for fps and frame duration calculation to the AnimationDataRecord
- exported AnimationDataRecord
- split the various structs into their own files
- added getter methods for retrieving records by name
- added tests for the new utility methods
2020-09-08 15:59:38 -04:00
lord
0218cad717
organize d2common pakage (#716)
* move music path enumerations into d2resource

* move text dictionary (.tbl) loader into d2fileformats sub-package d2tbl

* lint fix, add doc file for d2tbl

* moved data_dictionary.go into d2fileformats sub-package d2txt, added doc file

* added sub-packages d2geom for geometry-related things, and d2path for path-related things

* moved calcstring.go to d2calculation

* move bitmuncher, bitstream, stream reader/writer from d2common into sub-package d2datautils

* fix lint errors in d2datadict loaders (caused by moving stuf around in d2common)

* move size.go into d2geom

* move d2common/cache.go into sub-package d2common/d2cache

* renamed d2debugutil to d2util, moved utility functions from d2common into d2util
2020-09-08 15:58:35 -04:00
lord
50d40fb5d3
D2loader (#714)
* adding logger implementation to d2common

* Adding file loader implementation

The file loader works in terms of `Sources` and `Assets`. A `Source` is
something like a filesystem that has a cache. An `Asset` is something
that implements `io.ReadSeeker` and has a few methods of its own.

There are currently `Source` implementations for MPQ archives and for the
host filesystem, meaning that one can specify a directory on the host fs to
load files from.

`Sources` are added to a loader with `loader.AddSource(path)`, where `path`
resolves somewhere on disk. In the case that the path points to an MPQ,
then an MPQ `Source` is created and added to the loader. If `path` resolves
to a directory, then a filesystem source is added.

Files are loaded with `loader.Load("data/global/excel/monstats.txt")`, and the
sources are searched in the order that they were added.

* adding tests for d2common/logger_test.go

* adding tests and testdata for d2loader

* logger lint fixes, fixed missing test case

* minor edits, lint fixes, changes some comments, embedded Logger into Loader

* moved d2loader into d2common (I dont think it belonged in d2core)

* removed my simple cache implementation in favor of our existing cache in d2common
2020-09-08 15:45:26 -04:00
lord
52125932f8
testing to see if this fixes the github build issues (#715) 2020-09-06 17:09:05 -04:00
Brendan Porter
439b2e7472
Fixes game crash on exit (#707) (#713) 2020-09-06 01:17:33 -04:00
Gürkan Kaymak
32a58fd5d3
Added mini panel (#711)
* resolves #685, added mini panel

* formatting
2020-08-25 09:10:26 -04:00
liberodark
6a6c4d48da
Update build.sh (#710)
Fixe #437 and not reinstall libs if you have installed libs
2020-08-24 22:26:24 -04:00
thetogi
41e43ac6be
Display HP/Mana stats when hovering over or clicking respective globe. Update d2debugutil to not use internal package for assets. (#709)
* Set HP/Mana stats when globes are clicked

* Display HP or Mana stat when hovering over globe

* Display HP/Mana stats when hovering globe or when toggling by clicking the respective globe. Rename internal to assets and move assets package into folder.

* Adding .bmp to assets folder
2020-08-24 15:50:33 -04:00
AndrejMijic
2ceba68c73
Add initial calculation string parser (#706)
* Add objgroup.txt loader

* Add parser

* Add parser

* Add tests
2020-08-16 21:56:28 -04:00
Ziemas
dccb930f5c
Only draw shadows for layers that should have them (#704)
* Don't draw shadows for transparent layers

* Also use cof shadow setting
2020-08-16 14:59:34 -04:00
Ziemas
8d87c19532
Draw entities back to front within tiles (#705)
* Draw entities per subtile for correct depth order

* Use a temporary entity slice for depth sorting

Speeds things up quite a bit
2020-08-16 14:59:03 -04:00
Gürkan Kaymak
858fa18068
lint fixes (#703) 2020-08-11 18:01:33 -04:00
Stephen Horan
2254e4b2a6
Networking Refactor (#698)
* Networking refactor

* Networking refactor

* Networking refactor

* Networking refactor

* Refactor netpacket for json.Rawmessages as the data type and client side JSON decoder.

* Move game server connection handler to json decoder.

* Move game server connection handler to json decoder.
2020-08-09 20:32:47 -04:00
lord
0ea6bd5b92
add rare prefix+suffix loaders, d2items use rare item names (#702)
* adding loaders for rare prefix/suffix records

* switch to slices instead of maps for storing rare prefix/suffix records

* rare items now use the rare prefix/suffix names
2020-08-06 22:32:40 -04:00
lord
16b8a6467f
fixed most lint errors in d2data (#701)
- moved ds1 object definition into the ds1 dir
- added doc files
- only lint errors remaining are for the unused variables in d2video
2020-08-06 16:45:38 -04:00
lord
33f66badfc
d2enum lint (#700)
* fixing some lint errors in d2enum

* fixed lint errors in d2enum
2020-08-06 16:45:22 -04:00
lord
acc4c7a13e
d2ui refactor (#699)
* fixed lint errors in button.go

* fixed lint errors in checkbox.go

* Removed d2ui singleton, fixed nearly all lint errors

- Changed `UI` struct to `UIManager`, removed singleton
- UI element provider functions are now methods of the UI Manager
- Screens now use the UI manager to create UI elements
- game panels in d2player now use the UI Manager to create UI elements
- Only the UI manager knows about "widgets"; calls to `d2ui.AddWidget` in Screen instances have been removed

* changed ui element provider methods from `Create` to `New`
2020-08-06 10:30:23 -04:00
lord
c1ed5a2381
fixed a couple lint errors in d2term (#697) 2020-08-05 22:32:23 -04:00
lord
ca7412aea6
removed singleton screen manager instance (#696) 2020-08-05 22:31:56 -04:00
lord
4507b1e1c1
fixed lint errors in d2render (#695) 2020-08-05 22:04:36 -04:00
lord
8b2b991b12
D2mapengine remove entity, minor edits (#694)
* implement entity removal

* add rgba color func, fix some lint errors in d2map

* bugfix for map entity tests
2020-08-05 21:27:45 -04:00
lord
0a6915a040
fixed lint errors in d2input (#693) 2020-08-05 13:51:35 -04:00
lord
04275eb8b6
fixed lint errors in d2gui (#692) 2020-08-05 13:51:19 -04:00
lord
e73299b99e
fixed lint errors in d2audio (#691) 2020-08-05 01:17:25 -04:00
lord
8e41133f39
lint and minor refactor of d2common (#690)
- moved contents of `d2common/math.go` into `d2math/math.go`
- removed lint errors from files in d2common
2020-08-05 00:03:33 -04:00
lord
319e1f0245
fixed lint errors in d2resource (#688) 2020-08-04 23:14:17 -04:00
lord
fe992699b5
fix lint errors in d2interface (#684)
- fixed lint errors in d2interface
- removed `archived_` from interface names, was not necessary
- removed the Bitmuncher and Bitstream interfaces, as they are too specific and unnecessary
2020-08-04 22:53:36 -04:00
lord
aa4a936fde
fix lint errors in mpq package (#683) 2020-08-04 22:52:54 -04:00
lord
6ef931ddd5
remove lint errors from dt1 package (#682) 2020-08-04 22:23:41 -04:00
lord
c3326a30f1
fix lint errors for dc6 package (#681) 2020-08-04 22:23:26 -04:00
lord
120afe51a1
fixed lint errors in d2debututil (#678) 2020-08-04 22:23:15 -04:00
AndrejMijic
4a48acb8ba
Add objgroup.txt loader (#677) 2020-08-04 12:12:03 -04:00
lord
466855e5f5
remove lint errors from d2datadict (#676) 2020-08-04 11:16:06 -04:00
AndrejMijic
c216ddab53
Add monpreset.txt loader (#675) 2020-08-04 09:06:33 -04:00
lord
f49770a0d7
Bugfix inventory panel position (#673)
* adding simple inventory item descriptions

* adding method to identify items

* offset description so it doesn't overlap with item in inventory grid

* needed to offset inv panel by 1px
2020-08-03 13:47:45 -04:00
lord
76ed8ff180
simple inventory item descriptions (#672)
* adding simple inventory item descriptions

* adding method to identify items

* offset description so it doesn't overlap with item in inventory grid
2020-08-03 13:44:00 -04:00
lord
8560956f7f
added background color to labels (#671) 2020-08-03 00:48:17 -04:00
lord
50a070d7b0
unidentified items should use common record name for label (#670) 2020-08-02 23:01:06 -04:00