1
1
mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-09-24 12:16:14 -04:00
OpenDiablo2/d2core/d2render/ebiten/ebiten_renderer.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

148 lines
3.9 KiB
Go

package ebiten
import (
"image"
"github.com/hajimehoshi/ebiten"
"github.com/hajimehoshi/ebiten/ebitenutil"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2config"
)
const (
screenWidth = 800
screenHeight = 600
defaultSaturation = 1.0
defaultBrightness = 1.0
defaultSkewX = 0.0
defaultSkewY = 0.0
defaultScaleX = 1.0
defaultScaleY = 1.0
)
// Renderer is an implementation of a renderer
type Renderer struct {
renderCallback func(surface d2interface.Surface) error
}
// Update updates the screen with the given *ebiten.Image
func (r *Renderer) Update(screen *ebiten.Image) error {
err := r.renderCallback(createEbitenSurface(r, screen))
if err != nil {
return err
}
return nil
}
// Layout returns the renderer screen width and height
func (r *Renderer) Layout(_, _ int) (width, height int) {
return screenWidth, screenHeight
}
// CreateRenderer creates an ebiten renderer instance
func CreateRenderer() (*Renderer, error) {
result := &Renderer{}
config := d2config.Config
ebiten.SetCursorMode(ebiten.CursorModeHidden)
ebiten.SetFullscreen(config.FullScreen)
ebiten.SetRunnableOnUnfocused(config.RunInBackground)
ebiten.SetVsyncEnabled(config.VsyncEnabled)
ebiten.SetMaxTPS(config.TicksPerSecond)
return result, nil
}
// GetRendererName returns the name of the renderer
func (*Renderer) GetRendererName() string {
return "Ebiten"
}
// SetWindowIcon sets the icon for the window, visible in the chrome of the window
func (*Renderer) SetWindowIcon(fileName string) {
_, iconImage, err := ebitenutil.NewImageFromFile(fileName, ebiten.FilterLinear)
if err == nil {
ebiten.SetWindowIcon([]image.Image{iconImage})
}
}
// IsDrawingSkipped returns a bool for whether or not the drawing has been skipped
func (r *Renderer) IsDrawingSkipped() bool {
return ebiten.IsDrawingSkipped()
}
// Run initializes the renderer
func (r *Renderer) Run(f func(surface d2interface.Surface) error, width, height int, title string) error {
r.renderCallback = f
ebiten.SetWindowTitle(title)
ebiten.SetWindowResizable(true)
ebiten.SetWindowSize(width, height)
return ebiten.RunGame(r)
}
// CreateSurface creates a renderer surface from an existing surface
func (r *Renderer) CreateSurface(surface d2interface.Surface) (d2interface.Surface, error) {
img := surface.(*ebitenSurface).image
sfcState := surfaceState{
filter: ebiten.FilterNearest,
effect: d2enum.DrawEffectNone,
saturation: defaultSaturation,
brightness: defaultBrightness,
skewX: defaultSkewX,
skewY: defaultSkewY,
scaleX: defaultScaleX,
scaleY: defaultScaleY,
}
result := createEbitenSurface(r, img, sfcState)
return result, nil
}
// NewSurface creates a new surface
func (r *Renderer) NewSurface(width, height int, filter d2enum.Filter) (d2interface.Surface, error) {
ebitenFilter := d2ToEbitenFilter(filter)
img, err := ebiten.NewImage(width, height, ebitenFilter)
if err != nil {
return nil, err
}
return createEbitenSurface(r, img), nil
}
// IsFullScreen returns a boolean for whether or not the renderer is currently set to fullscreen
func (r *Renderer) IsFullScreen() bool {
return ebiten.IsFullscreen()
}
// SetFullScreen sets the renderer to fullscreen, given a boolean
func (r *Renderer) SetFullScreen(fullScreen bool) {
ebiten.SetFullscreen(fullScreen)
}
// SetVSyncEnabled enables vsync, given a boolean
func (r *Renderer) SetVSyncEnabled(vsync bool) {
ebiten.SetVsyncEnabled(vsync)
}
// GetVSyncEnabled returns a boolean for whether or not vsync is enabled
func (r *Renderer) GetVSyncEnabled() bool {
return ebiten.IsVsyncEnabled()
}
// GetCursorPos returns the current cursor position x,y coordinates
func (r *Renderer) GetCursorPos() (x, y int) {
return ebiten.CursorPosition()
}
// CurrentFPS returns the current frames per second of the renderer
func (r *Renderer) CurrentFPS() float64 {
return ebiten.CurrentFPS()
}