mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-06-27 01:25:35 +00:00
* export d2asset singleton * add *d2asset.AssetManager to d2app - d2app now has a reference to an asset manager which it will use for loading - added asset loader methods to the asset manager - functions in d2asset are now wrappers for asset manager methods * add asset manager reference to audio provider - d2app asset manager reference is now passed to audio provider - asset manager is created in main.go for now to pass into audio provider - CreateSoundEffect is now a method, no longer exported, uses the asset manager reference * d2app passes asset manager refence to map engine test * in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile * blizzard intro and credits screen - d2app passes reference to the asset manager to these screens * asset manager for d2map - adding MapStampFactory, takes an asset manager reference - embedded MapStampFactory into the MapEngine - LoadStamp is now a method of the MapStampFactory * d2asset: removed LoadFileStream, LoadFile, and FileExists * d2gui changes - singleton now has an asset manager reference - calls to d2asset loader functions removed - createButton is now a method of LayoutManager - moved LayoutEntry to its own file * map entity factory - Map engine has an embedded map entity factory - Map stamp factory gets a reference to the map engine's entity factory - Stamps are given a reference to the map engine entity factory when created - Character select gets a map entity factory - Embedded the stamp factory into the MapEngine * asset manager for d2ui - d2ui is passed an asset manager reference when created - all calls to d2asset loader functions in d2ui now refer to the asset manager - d2gamescreen gets a ui manager when created - help overlay is now passed a ui manager when created * d2gamescreen + d2player: asset manager references added an asset manager reference to - inventory panel + inventory grid - mini panel - game controls - help overlay - character select - main menu - select hero class - hero stats panel * Removed d2asset.LoadAnimation all references to this function have been replaced with calls to the asset manager method * adding asset to help overlay, bugfix for 4d59c91 * Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect all references to these have been replaced with calls to the asset manager methods * MapRenderer now gets an asset manager reference * removed d2asset.LoadPalette all references have been replaced with calls to an asset manager instance * merged d2object with d2mapentity d2object was only being used to create objects in the map, so the provider function is now a method of the map entity factory. calls to d2asset have been removed. * removed d2asset.LoadComposite all calls are now made to the asset manager method * removed d2asset singleton all singleton references have been removed, a single instance of the asset manager is passed around the entire app * rename Initialize to NewAssetManager
101 lines
2.2 KiB
Go
101 lines
2.2 KiB
Go
package d2gui
|
|
|
|
import (
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
|
|
)
|
|
|
|
// AnimationDirection is a the animation play direction
|
|
type AnimationDirection int
|
|
|
|
// AnimationDirection types
|
|
const (
|
|
DirectionForward AnimationDirection = iota
|
|
DirectionBackward
|
|
)
|
|
|
|
// Sprite is an image
|
|
type Sprite struct {
|
|
widgetBase
|
|
|
|
segmentsX int
|
|
segmentsY int
|
|
frameOffset int
|
|
|
|
animation d2interface.Animation
|
|
}
|
|
|
|
// AnimatedSprite is a sprite that has animation
|
|
type AnimatedSprite struct {
|
|
*Sprite
|
|
}
|
|
|
|
func createSprite(imagePath, palettePath string) (*Sprite, error) {
|
|
animation, err := singleton.asset.LoadAnimation(imagePath, palettePath)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
|
|
sprite := &Sprite{}
|
|
sprite.animation = animation
|
|
sprite.SetVisible(true)
|
|
|
|
return sprite, nil
|
|
}
|
|
|
|
func createAnimatedSprite(imagePath, palettePath string, direction AnimationDirection) (*AnimatedSprite, error) {
|
|
animation, err := singleton.asset.LoadAnimation(imagePath, palettePath)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
|
|
sprite := &AnimatedSprite{
|
|
&Sprite{},
|
|
}
|
|
|
|
sprite.animation = animation
|
|
|
|
if direction == DirectionForward {
|
|
sprite.animation.PlayForward()
|
|
} else {
|
|
sprite.animation.PlayBackward()
|
|
}
|
|
|
|
sprite.SetVisible(true)
|
|
|
|
return sprite, nil
|
|
}
|
|
|
|
func (s *AnimatedSprite) render(target d2interface.Surface) error {
|
|
_, frameHeight := s.animation.GetCurrentFrameSize()
|
|
|
|
target.PushTranslation(s.x, s.y-frameHeight)
|
|
defer target.Pop()
|
|
|
|
return s.animation.Render(target)
|
|
}
|
|
|
|
// SetSegmented sets the segment properties of the sprite
|
|
func (s *Sprite) SetSegmented(segmentsX, segmentsY, frameOffset int) {
|
|
s.segmentsX = segmentsX
|
|
s.segmentsY = segmentsY
|
|
s.frameOffset = frameOffset
|
|
}
|
|
|
|
func (s *Sprite) render(target d2interface.Surface) error {
|
|
return renderSegmented(s.animation, s.segmentsX, s.segmentsY, s.frameOffset, target)
|
|
}
|
|
|
|
func (s *Sprite) advance(elapsed float64) error {
|
|
return s.animation.Advance(elapsed)
|
|
}
|
|
|
|
func (s *Sprite) getSize() (width, height int) {
|
|
return s.animation.GetCurrentFrameSize()
|
|
}
|
|
|
|
// SetEffect sets the draw effect for the sprite
|
|
func (s *Sprite) SetEffect(e d2enum.DrawEffect) {
|
|
s.animation.SetEffect(e)
|
|
}
|