package d2asset import ( "errors" "image" "image/color" "log" "math" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dcc" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2math" ) type playMode int const ( playModePause playMode = iota playModeForward playModeBackward ) const defaultPlayLength = 1.0 type animationFrame struct { decoded bool width int height int offsetX int offsetY int image d2interface.Surface } type animationDirection struct { decoded bool frames []animationFrame } // Animation has directionality, play modes, and frame counting type Animation struct { renderer d2interface.Renderer onBindRenderer func(renderer d2interface.Renderer) error directions []animationDirection effect d2enum.DrawEffect colorMod color.Color frameIndex int directionIndex int lastFrameTime float64 playedCount int playMode playMode playLength float64 subStartingFrame int subEndingFrame int originAtBottom bool playLoop bool hasSubLoop bool // runs after first animation ends hasShadow bool } // SetSubLoop sets a sub loop for the animation func (a *Animation) SetSubLoop(startFrame, endFrame int) { a.subStartingFrame = startFrame a.subEndingFrame = endFrame a.hasSubLoop = true } // Advance advances the animation state func (a *Animation) Advance(elapsed float64) error { if a.playMode == playModePause { return nil } frameCount := a.GetFrameCount() frameLength := a.playLength / float64(frameCount) a.lastFrameTime += elapsed framesAdvanced := int(a.lastFrameTime / frameLength) a.lastFrameTime -= float64(framesAdvanced) * frameLength for i := 0; i < framesAdvanced; i++ { startIndex := 0 endIndex := frameCount if a.hasSubLoop && a.playedCount > 0 { startIndex = a.subStartingFrame endIndex = a.subEndingFrame } switch a.playMode { case playModeForward: a.frameIndex++ if a.frameIndex >= endIndex { a.playedCount++ if a.playLoop { a.frameIndex = startIndex } else { a.frameIndex = endIndex - 1 break } } case playModeBackward: a.frameIndex-- if a.frameIndex < startIndex { a.playedCount++ if a.playLoop { a.frameIndex = endIndex - 1 } else { a.frameIndex = startIndex break } } } } return nil } func (a *Animation) renderShadow(target d2interface.Surface) error { direction := a.directions[a.directionIndex] frame := direction.frames[a.frameIndex] target.PushFilter(d2enum.FilterLinear) target.PushTranslation( frame.offsetX, int(float64(frame.offsetY)*0.5)) target.PushScale(1.0, 0.5) target.PushSkew(0.5, 0.0) target.PushEffect(d2enum.DrawEffectPctTransparency25) target.PushBrightness(0.0) defer target.PopN(6) return target.Render(frame.image) } // Render renders the animation to the given surface func (a *Animation) Render(target d2interface.Surface) error { if a.renderer == nil { err := a.BindRenderer(target.Renderer()) if err != nil { return err } } direction := a.directions[a.directionIndex] frame := direction.frames[a.frameIndex] target.PushTranslation(frame.offsetX, frame.offsetY) defer target.Pop() target.PushEffect(a.effect) defer target.Pop() target.PushColor(a.colorMod) defer target.Pop() return target.Render(frame.image) } // BindRenderer binds the given renderer to the animation so that it can initialize // the required surfaces func (a *Animation) BindRenderer(r d2interface.Renderer) error { if a.onBindRenderer == nil { return errors.New("the Animation does not have a onBindRenderer handler") } return a.onBindRenderer(r) } // RenderFromOrigin renders the animation from the animation origin func (a *Animation) RenderFromOrigin(target d2interface.Surface, shadow bool) error { if a.renderer == nil { err := a.BindRenderer(target.Renderer()) if err != nil { return err } } if a.originAtBottom { direction := a.directions[a.directionIndex] frame := direction.frames[a.frameIndex] target.PushTranslation(0, -frame.height) defer target.Pop() } if shadow && !a.effect.Transparent() && a.hasShadow { _, height := a.GetFrameBounds() height = int(math.Abs(float64(height))) target.PushTranslation(-height/2, 0) defer target.Pop() return a.renderShadow(target) } return a.Render(target) } // RenderSection renders the section of the animation frame enclosed by bounds func (a *Animation) RenderSection(sfc d2interface.Surface, bound image.Rectangle) error { if a.renderer == nil { err := a.BindRenderer(sfc.Renderer()) if err != nil { return err } } direction := a.directions[a.directionIndex] frame := direction.frames[a.frameIndex] sfc.PushTranslation(frame.offsetX, frame.offsetY) sfc.PushEffect(a.effect) sfc.PushColor(a.colorMod) defer sfc.PopN(3) return sfc.RenderSection(frame.image, bound) } // GetFrameSize gets the Size(width, height) of a indexed frame. func (a *Animation) GetFrameSize(frameIndex int) (width, height int, err error) { direction := a.directions[a.directionIndex] if frameIndex >= len(direction.frames) { return 0, 0, errors.New("invalid frame index") } frame := direction.frames[frameIndex] return frame.width, frame.height, nil } // GetCurrentFrameSize gets the Size(width, height) of the current frame. func (a *Animation) GetCurrentFrameSize() (width, height int) { width, height, err := a.GetFrameSize(a.frameIndex) if err != nil { log.Print(err) } return width, height } // GetFrameBounds gets maximum Size(width, height) of all frame. func (a *Animation) GetFrameBounds() (maxWidth, maxHeight int) { maxWidth, maxHeight = 0, 0 direction := a.directions[a.directionIndex] for _, frame := range direction.frames { maxWidth = d2math.MaxInt(maxWidth, frame.width) maxHeight = d2math.MaxInt(maxHeight, frame.height) } return maxWidth, maxHeight } // GetCurrentFrame gets index of current frame in animation func (a *Animation) GetCurrentFrame() int { return a.frameIndex } // GetFrameCount gets number of frames in animation func (a *Animation) GetFrameCount() int { direction := a.directions[a.directionIndex] return len(direction.frames) } // IsOnFirstFrame gets if the animation on its first frame func (a *Animation) IsOnFirstFrame() bool { return a.frameIndex == 0 } // IsOnLastFrame gets if the animation on its last frame func (a *Animation) IsOnLastFrame() bool { return a.frameIndex == a.GetFrameCount()-1 } // GetDirectionCount gets the number of animation direction func (a *Animation) GetDirectionCount() int { return len(a.directions) } // SetDirection places the animation in the direction of an animation func (a *Animation) SetDirection(directionIndex int) error { const smallestInvalidDirectionIndex = 64 if directionIndex >= smallestInvalidDirectionIndex { return errors.New("invalid direction index") } a.directionIndex = d2dcc.Dir64ToDcc(directionIndex, len(a.directions)) a.frameIndex = 0 return nil } // GetDirection get the current animation direction func (a *Animation) GetDirection() int { return a.directionIndex } // SetCurrentFrame sets animation at a specific frame func (a *Animation) SetCurrentFrame(frameIndex int) error { if frameIndex >= a.GetFrameCount() { return errors.New("invalid frame index") } a.frameIndex = frameIndex a.lastFrameTime = 0 return nil } // Rewind animation to beginning func (a *Animation) Rewind() { err := a.SetCurrentFrame(0) if err != nil { log.Print(err) } } // PlayForward plays animation forward func (a *Animation) PlayForward() { a.playMode = playModeForward a.lastFrameTime = 0 } // PlayBackward plays animation backward func (a *Animation) PlayBackward() { a.playMode = playModeBackward a.lastFrameTime = 0 } // Pause animation func (a *Animation) Pause() { a.playMode = playModePause a.lastFrameTime = 0 } // SetPlayLoop sets whether to loop the animation func (a *Animation) SetPlayLoop(loop bool) { a.playLoop = loop } // SetPlaySpeed sets play speed of the animation func (a *Animation) SetPlaySpeed(playSpeed float64) { a.SetPlayLength(playSpeed * float64(a.GetFrameCount())) } // SetPlayLength sets the Animation's play length in seconds func (a *Animation) SetPlayLength(playLength float64) { // TODO refactor to use time.Duration instead of float64 a.playLength = playLength a.lastFrameTime = 0 } // SetPlayLengthMs sets the Animation's play length in milliseconds func (a *Animation) SetPlayLengthMs(playLengthMs int) { // TODO remove this method const millisecondsPerSecond = 1000.0 a.SetPlayLength(float64(playLengthMs) / millisecondsPerSecond) } // SetColorMod sets the Animation's color mod func (a *Animation) SetColorMod(colorMod color.Color) { a.colorMod = colorMod } // GetPlayedCount gets the number of times the application played func (a *Animation) GetPlayedCount() int { return a.playedCount } // ResetPlayedCount resets the play count func (a *Animation) ResetPlayedCount() { a.playedCount = 0 } func (a *Animation) SetEffect(e d2enum.DrawEffect) { a.effect = e } func (a *Animation) SetShadow(shadow bool) { a.hasShadow = shadow }