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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-30 02:55:23 +00:00
OpenDiablo2/OpenDiablo2.SDL2/SDL2Sprite.cs
2018-12-08 13:31:50 -05:00

175 lines
5.4 KiB
C#

/* OpenDiablo 2 - An open source re-implementation of Diablo 2 in C#
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
using System;
using System.Drawing;
using System.Linq;
using OpenDiablo2.Common.Exceptions;
using OpenDiablo2.Common.Interfaces;
using OpenDiablo2.Common.Models;
using SDL2;
namespace OpenDiablo2.SDL2_
{
internal sealed class SDL2Sprite : ISprite
{
internal readonly ImageSet source;
private readonly IntPtr renderer;
internal IntPtr texture = IntPtr.Zero;
public Point Location { get; set; }
public Size FrameSize { get; set; }
private bool darken;
public bool Darken
{
get => darken;
set
{
if (darken == value)
return;
darken = value;
LoadFrame(frame);
}
}
private int frame = -1;
public int Frame
{
get => frame;
set
{
if (frame == value && texture != IntPtr.Zero)
return;
frame = Math.Max(0, Math.Min(value, TotalFrames));
LoadFrame(frame);
}
}
public int TotalFrames { get; internal set; }
private bool blend = false;
public bool Blend
{
get => blend;
set
{
blend = value;
SDL.SDL_SetTextureBlendMode(texture, blend ? SDL.SDL_BlendMode.SDL_BLENDMODE_ADD : SDL.SDL_BlendMode.SDL_BLENDMODE_BLEND);
}
}
private Palette palette;
public Palette CurrentPalette
{
get => palette;
set
{
palette = value;
UpdateTextureData();
}
}
public SDL2Sprite(ImageSet source, IntPtr renderer)
{
this.source = source;
this.renderer = renderer;
TotalFrames = source.Frames.Count();
Location = Point.Empty;
FrameSize = new Size(Pow2((int)source.Frames.Max(x => x.Width)), Pow2((int)source.Frames.Max(x => x.Height)));
}
internal Point GetRenderPoint()
{
return source == null
? Location
: new Point(Location.X + source.Frames[Frame].OffsetX, Location.Y - FrameSize.Height + source.Frames[Frame].OffsetY);
}
public Size LocalFrameSize => new Size((int)source.Frames[Frame].Width, (int)source.Frames[Frame].Height);
private void UpdateTextureData()
{
if (texture == IntPtr.Zero)
{
texture = SDL.SDL_CreateTexture(renderer, SDL.SDL_PIXELFORMAT_ARGB8888, (int)SDL.SDL_TextureAccess.SDL_TEXTUREACCESS_STREAMING, Pow2(FrameSize.Width), Pow2(FrameSize.Height));
if (texture == IntPtr.Zero)
throw new OpenDiablo2Exception("Unaple to initialize texture.");
Frame = 0;
}
}
private unsafe void LoadFrame(int index)
{
var sourceFrame = source.Frames[index];
//var fullRect = new SDL.SDL_Rect { x = 0, y = 0, w = FrameSize.Width, h = FrameSize.Height };
SDL.SDL_SetTextureBlendMode(texture, blend ? SDL.SDL_BlendMode.SDL_BLENDMODE_ADD : SDL.SDL_BlendMode.SDL_BLENDMODE_BLEND);
SDL.SDL_LockTexture(texture, IntPtr.Zero, out IntPtr pixels, out int pitch);
try
{
UInt32* data = (UInt32*)pixels;
var frameOffset = FrameSize.Height - sourceFrame.Height;
var frameWidth = FrameSize.Width;
var frameHeight = FrameSize.Height;
for (var y = 0; y < frameHeight; y++)
{
for (int x = 0; x < frameWidth; x++)
{
if ((x >= sourceFrame.Width) || (y < frameOffset))
{
data[x + (y * (pitch / 4))] = 0;
continue;
}
var color = sourceFrame.GetColor(x, (int)(y - frameOffset), CurrentPalette);
if (darken)
color = ((color & 0xFF000000) > 0) ? (color >> 1) & 0xFF7F7F7F | 0xFF000000 : 0;
data[x + (y * (pitch / 4))] = color;
}
}
}
finally
{
SDL.SDL_UnlockTexture(texture);
}
}
private int Pow2(int val)
{
int result = 1;
while (result < val)
result *= 2;
return result;
}
public void Dispose()
{
SDL.SDL_DestroyTexture(texture);
}
}
}