package d2asset import ( "errors" "image" "image/color" "math" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface" "github.com/OpenDiablo2/OpenDiablo2/d2common" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dat" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dc6" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dcc" ) type playMode int const ( playModePause playMode = iota playModeForward playModeBackward ) const defaultPlayLength = 1.0 type animationFrame struct { width int height int offsetX int offsetY int image d2interface.Surface } type animationDirection struct { frames []*animationFrame } // Animation has directionality, play modes, and frame counting type Animation struct { directions []*animationDirection frameIndex int directionIndex int lastFrameTime float64 playedCount int compositeMode d2enum.CompositeMode colorMod color.Color originAtBottom bool playMode playMode playLength float64 playLoop bool hasSubLoop bool // runs after first animation ends subStartingFrame int subEndingFrame int } // CreateAnimationFromDCC creates an animation from d2dcc.DCC and d2dat.DATPalette func CreateAnimationFromDCC(renderer d2interface.Renderer, dcc *d2dcc.DCC, palette *d2dat.DATPalette, transparency int) (*Animation, error) { animation := &Animation{ playLength: defaultPlayLength, playLoop: true, } for directionIndex, dccDirection := range dcc.Directions { for _, dccFrame := range dccDirection.Frames { minX, minY := math.MaxInt32, math.MaxInt32 maxX, maxY := math.MinInt32, math.MinInt32 for _, dccFrame := range dccDirection.Frames { minX = d2common.MinInt(minX, dccFrame.Box.Left) minY = d2common.MinInt(minY, dccFrame.Box.Top) maxX = d2common.MaxInt(maxX, dccFrame.Box.Right()) maxY = d2common.MaxInt(maxY, dccFrame.Box.Bottom()) } frameWidth := maxX - minX frameHeight := maxY - minY const bytesPerPixel = 4 pixels := make([]byte, frameWidth*frameHeight*bytesPerPixel) for y := 0; y < frameHeight; y++ { for x := 0; x < frameWidth; x++ { if paletteIndex := dccFrame.PixelData[y*frameWidth+x]; paletteIndex != 0 { palColor := palette.Colors[paletteIndex] offset := (x + y*frameWidth) * bytesPerPixel pixels[offset] = palColor.R pixels[offset+1] = palColor.G pixels[offset+2] = palColor.B pixels[offset+3] = byte(transparency) } } } sfc, err := renderer.NewSurface(frameWidth, frameHeight, d2interface.FilterNearest) if err != nil { return nil, err } if err := sfc.ReplacePixels(pixels); err != nil { return nil, err } if directionIndex >= len(animation.directions) { animation.directions = append(animation.directions, new(animationDirection)) } direction := animation.directions[directionIndex] direction.frames = append(direction.frames, &animationFrame{ width: dccFrame.Width, height: dccFrame.Height, offsetX: minX, offsetY: minY, image: sfc, }) } } return animation, nil } // CreateAnimationFromDC6 creates an Animation from d2dc6.DC6 and d2dat.DATPalette func CreateAnimationFromDC6(renderer d2interface.Renderer, dc6 *d2dc6.DC6, palette *d2dat.DATPalette) (*Animation, error) { animation := &Animation{ playLength: defaultPlayLength, playLoop: true, originAtBottom: true, } for frameIndex, dc6Frame := range dc6.Frames { sfc, err := renderer.NewSurface(int(dc6Frame.Width), int(dc6Frame.Height), d2interface.FilterNearest) if err != nil { return nil, err } indexData := make([]int, dc6Frame.Width*dc6Frame.Height) for i := range indexData { indexData[i] = -1 } x := 0 y := int(dc6Frame.Height) - 1 offset := 0 for { b := int(dc6Frame.FrameData[offset]) offset++ if b == 0x80 { if y == 0 { break } y-- x = 0 } else if b&0x80 > 0 { transparentPixels := b & 0x7f for i := 0; i < transparentPixels; i++ { indexData[x+y*int(dc6Frame.Width)+i] = -1 } x += transparentPixels } else { for i := 0; i < b; i++ { indexData[x+y*int(dc6Frame.Width)+i] = int(dc6Frame.FrameData[offset]) offset++ } x += b } } bytesPerPixel := 4 colorData := make([]byte, int(dc6Frame.Width)*int(dc6Frame.Height)*bytesPerPixel) for i := 0; i < int(dc6Frame.Width*dc6Frame.Height); i++ { if indexData[i] < 1 { // TODO: Is this == -1 or < 1? continue } colorData[i*bytesPerPixel] = palette.Colors[indexData[i]].R colorData[i*bytesPerPixel+1] = palette.Colors[indexData[i]].G colorData[i*bytesPerPixel+2] = palette.Colors[indexData[i]].B colorData[i*bytesPerPixel+3] = 0xff } if err := sfc.ReplacePixels(colorData); err != nil { return nil, err } directionIndex := frameIndex / int(dc6.FramesPerDirection) if directionIndex >= len(animation.directions) { animation.directions = append(animation.directions, new(animationDirection)) } direction := animation.directions[directionIndex] direction.frames = append(direction.frames, &animationFrame{ width: int(dc6Frame.Width), height: int(dc6Frame.Height), offsetX: int(dc6Frame.OffsetX), offsetY: int(dc6Frame.OffsetY), image: sfc, }) } return animation, nil } func (a *Animation) Clone() *Animation { animation := *a return &animation } func (a *Animation) SetSubLoop(startFrame, EndFrame int) { a.subStartingFrame = startFrame a.subEndingFrame = EndFrame a.hasSubLoop = true } 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) Render(target d2interface.Surface) error { direction := a.directions[a.directionIndex] frame := direction.frames[a.frameIndex] target.PushTranslation(frame.offsetX, frame.offsetY) defer target.Pop() target.PushCompositeMode(a.compositeMode) defer target.Pop() target.PushColor(a.colorMod) defer target.Pop() return target.Render(frame.image) } func (a *Animation) RenderFromOrigin(target d2interface.Surface) error { if a.originAtBottom { direction := a.directions[a.directionIndex] frame := direction.frames[a.frameIndex] target.PushTranslation(0, -frame.height) defer target.Pop() } 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 { direction := a.directions[a.directionIndex] frame := direction.frames[a.frameIndex] sfc.PushTranslation(frame.offsetX, frame.offsetY) sfc.PushCompositeMode(a.compositeMode) 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) (int, int, 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() (int, int) { width, height, _ := a.GetFrameSize(a.frameIndex) return width, height } // GetFrameBounds gets maximum Size(width, height) of all frame. func (a *Animation) GetFrameBounds() (int, int) { maxWidth, maxHeight := 0, 0 direction := a.directions[a.directionIndex] for _, frame := range direction.frames { maxWidth = d2common.MaxInt(maxWidth, frame.width) maxHeight = d2common.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() { _ = a.SetCurrentFrame(0) } // 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 } // SetBlend sets the Animation alpha blending status func (a *Animation) SetBlend(blend bool) { if blend { a.compositeMode = d2enum.CompositeModeLighter } else { a.compositeMode = d2enum.CompositeModeSourceOver } }