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OpenDiablo2/d2core/d2asset/font.go
lord 7e3aff557b
Decouple asset manager from renderer (#730)
* 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)
```
2020-09-14 17:31:45 -04:00

128 lines
2.4 KiB
Go

package d2asset
import (
"encoding/binary"
"image/color"
"strings"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math"
)
type fontGlyph struct {
frame int
width int
height int
}
// Font represents a displayable font
type Font struct {
sheet d2interface.Animation
table []byte
glyphs map[rune]fontGlyph
color color.Color
}
// SetColor sets the fonts color
func (f *Font) SetColor(c color.Color) {
f.color = c
}
// GetTextMetrics returns the dimensions of the Font element in pixels
func (f *Font) GetTextMetrics(text string) (width, height int) {
if f.glyphs == nil {
f.initGlyphs()
}
var (
lineWidth int
lineHeight int
)
for _, c := range text {
if c == '\n' {
width = d2math.MaxInt(width, lineWidth)
height += lineHeight
lineWidth = 0
lineHeight = 0
} else if glyph, ok := f.glyphs[c]; ok {
lineWidth += glyph.width
lineHeight = d2math.MaxInt(lineHeight, glyph.height)
}
}
width = d2math.MaxInt(width, lineWidth)
height += lineHeight
return width, height
}
// RenderText prints a text using its configured style on a Surface (multi-lines are left-aligned, use label otherwise)
func (f *Font) RenderText(text string, target d2interface.Surface) error {
if f.glyphs == nil {
err := f.sheet.BindRenderer(target.Renderer())
if err != nil {
return err
}
f.initGlyphs()
}
f.sheet.SetColorMod(f.color)
lines := strings.Split(text, "\n")
for _, line := range lines {
var (
lineHeight int
lineLength int
)
for _, c := range line {
glyph, ok := f.glyphs[c]
if !ok {
continue
}
if err := f.sheet.SetCurrentFrame(glyph.frame); err != nil {
return err
}
if err := f.sheet.Render(target); err != nil {
return err
}
lineHeight = d2math.MaxInt(lineHeight, glyph.height)
lineLength++
target.PushTranslation(glyph.width, 0)
}
target.PopN(lineLength)
target.PushTranslation(0, lineHeight)
}
target.PopN(len(lines))
return nil
}
func (f *Font) initGlyphs() {
_, maxCharHeight := f.sheet.GetFrameBounds()
glyphs := make(map[rune]fontGlyph)
for i := 12; i < len(f.table); i += 14 {
code := rune(binary.LittleEndian.Uint16(f.table[i : i+2]))
var glyph fontGlyph
glyph.frame = int(binary.LittleEndian.Uint16(f.table[i+8 : i+10]))
glyph.width = int(f.table[i+3])
glyph.height = maxCharHeight
glyphs[code] = glyph
}
f.glyphs = glyphs
}