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OpenDiablo2/d2common/d2fileformats/d2dcc/dcc.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

64 lines
1.5 KiB
Go

package d2dcc
import (
"errors"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2datautils"
)
const dccFileSignature = 0x74
const directionOffsetMultiplier = 8
// DCC represents a DCC file.
type DCC struct {
Signature int
Version int
NumberOfDirections int
FramesPerDirection int
Directions []*DCCDirection
directionOffsets []int
fileData []byte
}
// Load loads a DCC file.
func Load(fileData []byte) (*DCC, error) {
result := &DCC{
fileData: fileData,
}
var bm = d2datautils.CreateBitMuncher(fileData, 0)
result.Signature = int(bm.GetByte())
if result.Signature != dccFileSignature {
return nil, errors.New("signature expected to be 0x74 but it is not")
}
result.Version = int(bm.GetByte())
result.NumberOfDirections = int(bm.GetByte())
result.FramesPerDirection = int(bm.GetInt32())
result.Directions = make([]*DCCDirection, result.NumberOfDirections)
if bm.GetInt32() != 1 {
return nil, errors.New("this value isn't 1. It has to be 1")
}
bm.GetInt32() // TotalSizeCoded
result.directionOffsets = make([]int, result.NumberOfDirections)
for i := 0; i < result.NumberOfDirections; i++ {
result.directionOffsets[i] = int(bm.GetInt32())
result.Directions[i] = result.decodeDirection(i)
}
return result, nil
}
// decodeDirection decodes and returns the given direction
func (dcc *DCC) decodeDirection(direction int) *DCCDirection {
return CreateDCCDirection(d2datautils.CreateBitMuncher(dcc.fileData,
dcc.directionOffsets[direction]*directionOffsetMultiplier), dcc)
}