OpenDiablo2/OpenDiablo2.SDL2/SDL2Sprite.cs

124 lines
3.9 KiB
C#

using OpenDiablo2.Common.Interfaces;
using System;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SDL2;
using System.Runtime.InteropServices;
using OpenDiablo2.Common.Models;
namespace OpenDiablo2.SDL2_
{
public sealed class SDL2Sprite : ISprite
{
public Point Location { get; set; } = new Point();
public Size FrameSize { get; set; } = new Size();
public int Frame { get; set; }
public int TotalFrames { get; internal set; }
private Palette palette;
public Palette CurrentPalette
{
get => palette;
set
{
palette = value;
UpdateTextureData();
}
}
private readonly ImageSet source;
private readonly IntPtr renderer;
internal IntPtr[] textures = new IntPtr[0];
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
);
private void UpdateTextureData()
{
foreach (var texture in textures)
{
SDL.SDL_DestroyTexture(texture);
}
textures = new IntPtr[TotalFrames];
for (var i = 0; i < source.Frames.Count(); i++)
textures[i] = LoadFrame(source.Frames[i], renderer);
}
// TODO: Less dumb color correction
private Color AdjustColor(Color source)
=> Color.FromArgb(
source.A,
(byte)Math.Min((float)source.R * 1.0, 255),
(byte)Math.Min((float)source.G * 1.0, 255),
(byte)Math.Min((float)source.B * 1.0, 255)
);
private IntPtr LoadFrame(ImageFrame frame, IntPtr renderer)
{
var texture = SDL.SDL_CreateTexture(renderer, SDL.SDL_PIXELFORMAT_ARGB8888, (int)SDL.SDL_TextureAccess.SDL_TEXTUREACCESS_TARGET, Pow2(FrameSize.Width), Pow2(FrameSize.Height));
if (texture == IntPtr.Zero)
throw new ApplicationException("Unaple to initialize texture.");
SDL.SDL_SetTextureBlendMode(texture, SDL.SDL_BlendMode.SDL_BLENDMODE_BLEND);
SDL.SDL_SetRenderTarget(renderer, texture);
SDL.SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL.SDL_RenderFillRect(renderer, IntPtr.Zero);
SDL.SDL_SetRenderTarget(renderer, IntPtr.Zero);
var binaryData = new UInt32[frame.Width * frame.Height];
for (int y = 0; y < frame.Height; y++)
for (int x = 0; x < frame.Width; x++)
{
var col = AdjustColor(frame.GetColor(x, y, CurrentPalette));
binaryData[x + y * frame.Width] = (uint)col.ToArgb();
}
var rect = new SDL.SDL_Rect { x = 0, y = FrameSize.Height - (int)frame.Height, w = (int)frame.Width, h = (int)frame.Height };
GCHandle pinnedArray = GCHandle.Alloc(binaryData, GCHandleType.Pinned);
SDL.SDL_UpdateTexture(texture, ref rect, pinnedArray.AddrOfPinnedObject(), (int)frame.Width * 4);
pinnedArray.Free();
return texture;
}
private int Pow2(int val)
{
int result = 1;
while (result < val)
result *= 2;
return result;
}
public void Dispose()
{
foreach (var texture in textures)
{
SDL.SDL_DestroyTexture(texture);
}
}
}
}