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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-29 02:25:23 +00:00
OpenDiablo2/d2core/engine.go
Alex Yatskov 1b03e691b9 High level resource caching; resource cleanup (#264)
* Work on resource loading

* Use new material flag name. (#261)

Update ebiten ref while at it

* Hopefully fix CI (#262)

* Don't try to copy config.json on travis (#263)

I doesn't exist anymore

* Update D2Shared references

* Fix character selection rect

Co-authored-by: Ziemas <ziemas@ziemas.se>
2019-12-21 20:53:18 -05:00

217 lines
7.0 KiB
Go

package d2core
import (
"log"
"math"
"runtime"
"strconv"
"time"
"github.com/OpenDiablo2/D2Shared/d2common/d2resource"
"github.com/OpenDiablo2/D2Shared/d2helper"
"github.com/OpenDiablo2/OpenDiablo2/d2corecommon/d2coreinterface"
"github.com/OpenDiablo2/OpenDiablo2/d2render"
"github.com/OpenDiablo2/D2Shared/d2data"
"github.com/OpenDiablo2/D2Shared/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2audio"
"github.com/OpenDiablo2/D2Shared/d2common"
"github.com/OpenDiablo2/OpenDiablo2/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2corecommon"
"github.com/OpenDiablo2/OpenDiablo2/d2render/d2ui"
"github.com/hajimehoshi/ebiten"
"github.com/hajimehoshi/ebiten/ebitenutil"
"github.com/hajimehoshi/ebiten/inpututil"
)
// Engine is the core OpenDiablo2 engine
type Engine struct {
Settings *d2corecommon.Configuration // Engine configuration settings from json file
CheckedPatch map[string]bool // First time we check a file, we'll check if it's in the patch. This notes that we've already checked that.
LoadingSprite *d2render.Sprite // The sprite shown when loading stuff
loadingProgress float64 // LoadingProcess is a range between 0.0 and 1.0. If set, loading screen displays.
loadingIndex int // Determines which load function is currently being called
thingsToLoad []func() // The load functions for the next scene
stepLoadingSize float64 // The size for each loading step
CurrentScene d2coreinterface.Scene // The current scene being rendered
UIManager *d2ui.Manager // The UI manager
SoundManager *d2audio.Manager // The sound manager
nextScene d2coreinterface.Scene // The next scene to be loaded at the end of the game loop
fullscreenKey bool // When true, the fullscreen toggle is still being pressed
lastTime float64 // Last time we updated the scene
showFPS bool
}
// CreateEngine creates and instance of the OpenDiablo2 engine
func CreateEngine() Engine {
var result Engine
result.Settings = d2corecommon.LoadConfiguration()
if err := result.Settings.Save(); err != nil {
log.Printf("could not load settings: %v", err)
}
d2asset.Initialize(result.Settings)
d2resource.LanguageCode = result.Settings.Language
d2datadict.LoadPalettes(nil, &result)
d2common.LoadTextDictionary(&result)
d2datadict.LoadLevelTypes(&result)
d2datadict.LoadLevelPresets(&result)
d2datadict.LoadLevelWarps(&result)
d2datadict.LoadObjectTypes(&result)
d2datadict.LoadObjects(&result)
d2datadict.LoadWeapons(&result)
d2datadict.LoadArmors(&result)
d2datadict.LoadMiscItems(&result)
d2datadict.LoadUniqueItems(&result)
d2datadict.LoadMissiles(&result)
d2datadict.LoadSounds(&result)
d2data.LoadAnimationData(&result)
d2datadict.LoadMonStats(&result)
LoadHeroObjects()
result.SoundManager = d2audio.CreateManager()
result.SoundManager.SetVolumes(result.Settings.BgmVolume, result.Settings.SfxVolume)
result.UIManager = d2ui.CreateManager(*result.SoundManager)
result.LoadingSprite, _ = d2render.LoadSprite(d2resource.LoadingScreen, d2resource.PaletteLoading)
loadingSpriteSizeX, loadingSpriteSizeY := result.LoadingSprite.GetCurrentFrameSize()
result.LoadingSprite.SetPosition(int(400-(loadingSpriteSizeX/2)), int(300+(loadingSpriteSizeY/2)))
return result
}
func (v *Engine) LoadFile(fileName string) []byte {
data, _ := d2asset.LoadFile(fileName)
return data
}
// IsLoading returns true if the engine is currently in a loading state
func (v Engine) IsLoading() bool {
return v.loadingProgress < 1.0
}
// updateScene handles the scene maintenance for the engine
func (v *Engine) updateScene() {
if v.nextScene == nil {
if v.thingsToLoad != nil {
if v.loadingIndex < len(v.thingsToLoad) {
v.thingsToLoad[v.loadingIndex]()
v.loadingIndex++
if v.loadingIndex < len(v.thingsToLoad) {
v.StepLoading()
} else {
v.FinishLoading()
v.thingsToLoad = nil
}
return
}
}
return
}
if v.CurrentScene != nil {
v.CurrentScene.Unload()
runtime.GC()
}
v.CurrentScene = v.nextScene
v.nextScene = nil
v.UIManager.Reset()
v.thingsToLoad = v.CurrentScene.Load()
v.loadingIndex = 0
v.SetLoadingStepSize(1.0 / float64(len(v.thingsToLoad)))
v.ResetLoading()
}
// Update updates the internal state of the engine
func (v *Engine) Update() {
if ebiten.IsKeyPressed(ebiten.KeyAlt) && ebiten.IsKeyPressed(ebiten.KeyEnter) {
if !v.fullscreenKey {
ebiten.SetFullscreen(!ebiten.IsFullscreen())
}
v.fullscreenKey = true
} else {
v.fullscreenKey = false
}
if inpututil.IsKeyJustPressed(ebiten.KeyF6) {
v.showFPS = !v.showFPS
}
if inpututil.IsKeyJustPressed(ebiten.KeyF8) {
ebiten.SetVsyncEnabled(!ebiten.IsVsyncEnabled())
}
v.updateScene()
if v.CurrentScene == nil {
log.Fatal("no scene loaded")
}
if v.IsLoading() {
return
}
currentTime := float64(time.Now().UnixNano()) / float64(time.Second)
deltaTime := math.Min((currentTime - v.lastTime), 0.1)
v.lastTime = currentTime
v.CurrentScene.Update(deltaTime)
v.UIManager.Update()
}
// Draw draws the game
func (v Engine) Draw(screen *ebiten.Image) {
if v.loadingProgress < 1.0 {
v.LoadingSprite.SetCurrentFrame(int(d2helper.Max(0, d2helper.Min(uint32(v.LoadingSprite.GetFrameCount()-1), uint32(float64(v.LoadingSprite.GetFrameCount()-1)*v.loadingProgress)))))
v.LoadingSprite.Render(screen)
} else {
if v.CurrentScene == nil {
log.Fatal("no scene loaded")
}
v.CurrentScene.Render(screen)
v.UIManager.Render(screen)
}
if v.showFPS {
ebitenutil.DebugPrintAt(screen, "vsync:"+strconv.FormatBool(ebiten.IsVsyncEnabled())+"\nFPS:"+strconv.Itoa(int(ebiten.CurrentFPS())), 5, 565)
var m runtime.MemStats
runtime.ReadMemStats(&m)
ebitenutil.DebugPrintAt(screen, "Alloc "+strconv.FormatInt(int64(m.Alloc)/1024/1024, 10), 680, 0)
ebitenutil.DebugPrintAt(screen, "Pause "+strconv.FormatInt(int64(m.PauseTotalNs/1024/1024), 10), 680, 10)
ebitenutil.DebugPrintAt(screen, "HeapSys "+strconv.FormatInt(int64(m.HeapSys/1024/1024), 10), 680, 20)
ebitenutil.DebugPrintAt(screen, "NumGC "+strconv.FormatInt(int64(m.NumGC), 10), 680, 30)
cx, cy := ebiten.CursorPosition()
ebitenutil.DebugPrintAt(screen, "Coords "+strconv.FormatInt(int64(cx), 10)+","+strconv.FormatInt(int64(cy), 10), 680, 40)
}
}
// SetNextScene tells the engine what scene to load on the next update cycle
func (v *Engine) SetNextScene(nextScene d2coreinterface.Scene) {
v.nextScene = nextScene
}
// SetLoadingStepSize sets the size of the loading step
func (v *Engine) SetLoadingStepSize(size float64) {
v.stepLoadingSize = size
}
// ResetLoading resets the loading progress
func (v *Engine) ResetLoading() {
v.loadingProgress = 0.0
}
// StepLoading increments the loading progress
func (v *Engine) StepLoading() {
v.loadingProgress = math.Min(1.0, v.loadingProgress+v.stepLoadingSize)
}
// FinishLoading terminates the loading phase
func (v *Engine) FinishLoading() {
v.loadingProgress = 1.0
}