using System; using System.Drawing; using System.Linq; using System.Runtime.InteropServices; using OpenDiablo2.Common.Interfaces; using OpenDiablo2.Common.Models; using SDL2; namespace OpenDiablo2.SDL2_ { internal sealed class SDL2Sprite : ISprite { static readonly log4net.ILog log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); internal readonly ImageSet source; private readonly IntPtr renderer; internal IntPtr texture = IntPtr.Zero; public Point Location { get; set; } = new Point(); public Size FrameSize { get; set; } = new Size(); private int frame = -1; public int Frame { get => frame; set { if (frame == value && texture != IntPtr.Zero) return; frame = Math.Max(0, Math.Min(value, TotalFrames)); LoadFrame(frame); } } public int TotalFrames { get; internal set; } private bool blend = false; public bool Blend { get => blend; set { blend = value; SDL.SDL_SetTextureBlendMode(texture, blend ? SDL.SDL_BlendMode.SDL_BLENDMODE_ADD : SDL.SDL_BlendMode.SDL_BLENDMODE_BLEND); } } private Palette palette; public Palette CurrentPalette { get => palette; set { palette = value; UpdateTextureData(); } } public SDL2Sprite(ImageSet source, IntPtr renderer) { this.source = source; this.renderer = renderer; TotalFrames = source.Frames.Count(); FrameSize = new Size(Pow2((int)source.Frames.Max(x => x.Width)), Pow2((int)source.Frames.Max(x => x.Height))); } internal Point GetRenderPoint() => new Point( Location.X + source.Frames[Frame].OffsetX, (Location.Y - FrameSize.Height) + source.Frames[Frame].OffsetY ); public Size LocalFrameSize => new Size((int)source.Frames[Frame].Width, (int)source.Frames[Frame].Height); // TODO: This is slow. Make fix. private void UpdateTextureData() { if (texture == IntPtr.Zero) { texture = SDL.SDL_CreateTexture(renderer, SDL.SDL_PIXELFORMAT_ARGB8888, (int)SDL.SDL_TextureAccess.SDL_TEXTUREACCESS_STREAMING, Pow2(FrameSize.Width), Pow2(FrameSize.Height)); if (texture == IntPtr.Zero) throw new ApplicationException("Unaple to initialize texture."); Frame = 0; } } private unsafe void LoadFrame(int index) { var frame = source.Frames[index]; IntPtr pixels; int pitch; var fullRect = new SDL.SDL_Rect { x = 0, y = 0, w = FrameSize.Width, h = FrameSize.Height }; SDL.SDL_SetTextureBlendMode(texture, blend ? SDL.SDL_BlendMode.SDL_BLENDMODE_ADD : SDL.SDL_BlendMode.SDL_BLENDMODE_BLEND); SDL.SDL_LockTexture(texture, IntPtr.Zero, out pixels, out pitch); try { UInt32* data = (UInt32*)pixels; var frameOffset = FrameSize.Height - frame.Height; for (var y = 0; y < FrameSize.Height; y++) { for (int x = 0; x < FrameSize.Width; x++) { if ((x >= frame.Width) || (y < frameOffset)) { data[x + (y * (pitch / 4))] = 0; continue; } data[x + (y * (pitch / 4))] = frame.GetColor(x, (int)(y - frameOffset), CurrentPalette); } } } finally { SDL.SDL_UnlockTexture(texture); } } private int Pow2(int val) { int result = 1; while (result < val) result *= 2; return result; } public void Dispose() { SDL.SDL_DestroyTexture(texture); } } }