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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-05 07:20:42 +00:00
OpenDiablo2/d2core/d2asset/dc6_animation.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

202 lines
4.6 KiB
Go

package d2asset
import (
"errors"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dc6"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dcc"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
)
var _ d2interface.Animation = &DC6Animation{} // Static check to confirm struct conforms to
// interface
func newDC6Animation(
dc6 *d2dc6.DC6,
pal d2interface.Palette,
effect d2enum.DrawEffect,
) (d2interface.Animation, error) {
DC6 := &DC6Animation{
dc6: dc6,
palette: pal,
}
anim := Animation{
playLength: defaultPlayLength,
playLoop: true,
originAtBottom: true,
effect: effect,
onBindRenderer: func(r d2interface.Renderer) error {
if DC6.renderer != r {
DC6.renderer = r
return DC6.createSurfaces()
}
return nil
},
}
DC6.Animation = anim
err := DC6.init()
if err != nil {
return nil, err
}
return DC6, nil
}
// DC6Animation is an animation made from a DC6 file
type DC6Animation struct {
Animation
dc6 *d2dc6.DC6
palette d2interface.Palette
}
func (a *DC6Animation) init() error {
a.directions = make([]animationDirection, a.dc6.Directions)
for directionIndex := range a.directions {
a.directions[directionIndex].frames = make([]animationFrame, a.dc6.FramesPerDirection)
}
err := a.decode()
return err
}
// SetDirection decodes and sets the direction
func (a *DC6Animation) SetDirection(directionIndex int) error {
const smallestInvalidDirectionIndex = 64
if directionIndex >= smallestInvalidDirectionIndex {
return errors.New("invalid direction index")
}
direction := d2dcc.Dir64ToDcc(directionIndex, len(a.directions))
if !a.directions[directionIndex].decoded {
err := a.decodeDirection(direction)
if err != nil {
return err
}
}
a.directionIndex = direction
return nil
}
func (a *DC6Animation) decode() error {
for directionIndex := 0; directionIndex < len(a.directions); directionIndex++ {
err := a.decodeDirection(directionIndex)
if err != nil {
return err
}
}
return nil
}
func (a *DC6Animation) decodeDirection(directionIndex int) error {
for frameIndex := 0; frameIndex < int(a.dc6.FramesPerDirection); frameIndex++ {
frame, err := a.decodeFrame(directionIndex, frameIndex)
if err != nil {
return err
}
a.directions[directionIndex].frames[frameIndex] = frame
}
a.directions[directionIndex].decoded = true
return nil
}
func (a *DC6Animation) decodeFrame(directionIndex, frameIndex int) (animationFrame, error) {
startFrame := directionIndex * int(a.dc6.FramesPerDirection)
dc6Frame := a.dc6.Frames[startFrame+frameIndex]
frame := animationFrame{
width: int(dc6Frame.Width),
height: int(dc6Frame.Height),
offsetX: int(dc6Frame.OffsetX),
offsetY: int(dc6Frame.OffsetY),
}
a.directions[directionIndex].frames[frameIndex].decoded = true
return frame, nil
}
func (a *DC6Animation) createSurfaces() error {
for directionIndex := 0; directionIndex < len(a.directions); directionIndex++ {
err := a.createDirectionSurfaces(directionIndex)
if err != nil {
return err
}
}
return nil
}
func (a *DC6Animation) createDirectionSurfaces(directionIndex int) error {
for frameIndex := 0; frameIndex < int(a.dc6.FramesPerDirection); frameIndex++ {
if !a.directions[directionIndex].decoded {
err := a.decodeDirection(directionIndex)
if err != nil {
return err
}
}
surface, err := a.createFrameSurface(directionIndex, frameIndex)
if err != nil {
return err
}
a.directions[directionIndex].frames[frameIndex].image = surface
}
return nil
}
func (a *DC6Animation) createFrameSurface(directionIndex, frameIndex int) (d2interface.Surface, error) {
if !a.directions[directionIndex].frames[frameIndex].decoded {
frame, err := a.decodeFrame(directionIndex, frameIndex)
if err != nil {
return nil, err
}
a.directions[directionIndex].frames[frameIndex] = frame
}
startFrame := directionIndex * int(a.dc6.FramesPerDirection)
dc6Frame := a.dc6.Frames[startFrame+frameIndex]
indexData := a.dc6.DecodeFrame(startFrame + frameIndex)
colorData := d2util.ImgIndexToRGBA(indexData, a.palette)
if a.renderer == nil {
return nil, errors.New("no renderer")
}
sfc, err := a.renderer.NewSurface(int(dc6Frame.Width), int(dc6Frame.Height), d2enum.FilterNearest)
if err != nil {
return nil, err
}
if err := sfc.ReplacePixels(colorData); err != nil {
return nil, err
}
return sfc, nil
}
// Clone creates a copy of the animation
func (a *DC6Animation) Clone() d2interface.Animation {
animation := *a
return &animation
}