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https://github.com/OpenDiablo2/OpenDiablo2
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* improve AssetManager implementation Notable changes are: * removed the individual managers inside of d2asset, only one asset manager * AssetManager now has caches for the types of files it loads * created a type for TextDictionary (the txt file structs) * fixed a file path bug in d2loader Source * fixed a asset stream bug in d2loader Asset * d2loader.Loader now needs a d2config.Config on creation (for resolving locale files) * updated the mpq file in d2asset test data, added test case for "sub-directory" * added a Data method to d2asset.Asset. The data is cached on first full read. * renamed ArchiveDataStream to DataStream in d2interface * moved palette utility func out of d2asset and into d2util * bugfix for MacOS mpq loader issue * lint fixes, added data caching to filesystem asset * adding comment for mpq asset close * Decouple d2asset from d2render Notable changes in d2common: * d2dcc.Load now fully decodes the dcc and stores the directions/frames in the dcc struct * un-exported dcc.decodeDirection, it is only used in d2dcc * removed font interface from d2interface, we only have one font implementation * added `Renderer` method to d2interface.Surface, animations use this to bind to a renderer and create surfaces as they need * added `BindRenderer` method to animation interface Notable changes in d2common/d2asset: * **d2asset.NewAssetManager only needs to be passed a d2config.Config**, it is decoupled from d2render * exported Animation * Animation implementation binds to the renderer to create surfaces only on the first time it is rendered * font, dcc, dc6 initialization logic moved out of asset_manager.go * for dc6 and dcc animations, the process of decoding and creating render surfaces has been broken into different methods * the d2asset.Font struct now stores font table data for initialization purposes Notable changes in d2core/d2render: * Surfaces store a renderer reference, this allows animations to bind to the renderer and create a surface just-in-time **These last changes should have been a separate PR, sorry.** Notable changes in d2core/d2ui: * ui.NewSprite now handles creating an animation internally, only needs image and palette path as arguments Notable Changes in d2game: Because of the change in d2ui, all instances of this code pattern... ```golang animation, err := screen.asset.LoadAnimation(imgPath, palettePath) sprite, err := screen.ui.NewSprite(animation) ``` ... becomes this ... ```golang sprite, err := screen.ui.NewSprite(imgPath, palettePath) ```
148 lines
3.9 KiB
Go
148 lines
3.9 KiB
Go
package ebiten
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import (
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"image"
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten/ebitenutil"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2config"
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)
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const (
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screenWidth = 800
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screenHeight = 600
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defaultSaturation = 1.0
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defaultBrightness = 1.0
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defaultSkewX = 0.0
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defaultSkewY = 0.0
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defaultScaleX = 1.0
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defaultScaleY = 1.0
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)
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// Renderer is an implementation of a renderer
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type Renderer struct {
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renderCallback func(surface d2interface.Surface) error
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}
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// Update updates the screen with the given *ebiten.Image
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func (r *Renderer) Update(screen *ebiten.Image) error {
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err := r.renderCallback(createEbitenSurface(r, screen))
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if err != nil {
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return err
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}
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return nil
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}
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// Layout returns the renderer screen width and height
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func (r *Renderer) Layout(_, _ int) (width, height int) {
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return screenWidth, screenHeight
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}
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// CreateRenderer creates an ebiten renderer instance
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func CreateRenderer() (*Renderer, error) {
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result := &Renderer{}
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config := d2config.Config
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ebiten.SetCursorMode(ebiten.CursorModeHidden)
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ebiten.SetFullscreen(config.FullScreen)
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ebiten.SetRunnableOnUnfocused(config.RunInBackground)
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ebiten.SetVsyncEnabled(config.VsyncEnabled)
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ebiten.SetMaxTPS(config.TicksPerSecond)
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return result, nil
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}
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// GetRendererName returns the name of the renderer
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func (*Renderer) GetRendererName() string {
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return "Ebiten"
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}
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// SetWindowIcon sets the icon for the window, visible in the chrome of the window
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func (*Renderer) SetWindowIcon(fileName string) {
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_, iconImage, err := ebitenutil.NewImageFromFile(fileName, ebiten.FilterLinear)
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if err == nil {
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ebiten.SetWindowIcon([]image.Image{iconImage})
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}
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}
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// IsDrawingSkipped returns a bool for whether or not the drawing has been skipped
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func (r *Renderer) IsDrawingSkipped() bool {
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return ebiten.IsDrawingSkipped()
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}
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// Run initializes the renderer
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func (r *Renderer) Run(f func(surface d2interface.Surface) error, width, height int, title string) error {
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r.renderCallback = f
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ebiten.SetWindowTitle(title)
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ebiten.SetWindowResizable(true)
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ebiten.SetWindowSize(width, height)
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return ebiten.RunGame(r)
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}
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// CreateSurface creates a renderer surface from an existing surface
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func (r *Renderer) CreateSurface(surface d2interface.Surface) (d2interface.Surface, error) {
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img := surface.(*ebitenSurface).image
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sfcState := surfaceState{
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filter: ebiten.FilterNearest,
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effect: d2enum.DrawEffectNone,
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saturation: defaultSaturation,
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brightness: defaultBrightness,
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skewX: defaultSkewX,
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skewY: defaultSkewY,
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scaleX: defaultScaleX,
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scaleY: defaultScaleY,
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}
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result := createEbitenSurface(r, img, sfcState)
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return result, nil
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}
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// NewSurface creates a new surface
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func (r *Renderer) NewSurface(width, height int, filter d2enum.Filter) (d2interface.Surface, error) {
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ebitenFilter := d2ToEbitenFilter(filter)
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img, err := ebiten.NewImage(width, height, ebitenFilter)
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if err != nil {
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return nil, err
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}
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return createEbitenSurface(r, img), nil
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}
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// IsFullScreen returns a boolean for whether or not the renderer is currently set to fullscreen
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func (r *Renderer) IsFullScreen() bool {
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return ebiten.IsFullscreen()
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}
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// SetFullScreen sets the renderer to fullscreen, given a boolean
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func (r *Renderer) SetFullScreen(fullScreen bool) {
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ebiten.SetFullscreen(fullScreen)
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}
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// SetVSyncEnabled enables vsync, given a boolean
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func (r *Renderer) SetVSyncEnabled(vsync bool) {
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ebiten.SetVsyncEnabled(vsync)
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}
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// GetVSyncEnabled returns a boolean for whether or not vsync is enabled
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func (r *Renderer) GetVSyncEnabled() bool {
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return ebiten.IsVsyncEnabled()
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}
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// GetCursorPos returns the current cursor position x,y coordinates
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func (r *Renderer) GetCursorPos() (x, y int) {
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return ebiten.CursorPosition()
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}
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// CurrentFPS returns the current frames per second of the renderer
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func (r *Renderer) CurrentFPS() float64 {
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return ebiten.CurrentFPS()
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}
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