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https://github.com/OpenDiablo2/OpenDiablo2
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* 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) ```
204 lines
5.1 KiB
Go
204 lines
5.1 KiB
Go
package d2ui
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import (
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"fmt"
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"image"
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"image/color"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math"
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)
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// Sprite is a positioned visual object.
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type Sprite struct {
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x int
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y int
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animation d2interface.Animation
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}
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const (
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errNoAnimation = "no animation was specified"
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)
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// NewSprite creates a new Sprite
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func (ui *UIManager) NewSprite(animationPath, palettePath string) (*Sprite, error) {
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animation, err := ui.asset.LoadAnimation(animationPath, palettePath)
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if animation == nil || err != nil {
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return nil, fmt.Errorf(errNoAnimation)
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}
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err = animation.BindRenderer(ui.renderer)
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if err != nil {
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return nil, err
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}
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return &Sprite{animation: animation}, nil
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}
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// Render renders the sprite on the given surface
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func (s *Sprite) Render(target d2interface.Surface) error {
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_, frameHeight := s.animation.GetCurrentFrameSize()
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target.PushTranslation(s.x, s.y-frameHeight)
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defer target.Pop()
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return s.animation.Render(target)
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}
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// RenderSection renders the section of the sprite enclosed by bounds
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func (s *Sprite) RenderSection(sfc d2interface.Surface, bound image.Rectangle) error {
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sfc.PushTranslation(s.x, s.y-bound.Dy())
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defer sfc.Pop()
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return s.animation.RenderSection(sfc, bound)
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}
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// RenderSegmented renders a sprite that is internally segmented as frames
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func (s *Sprite) RenderSegmented(target d2interface.Surface, segmentsX, segmentsY, frameOffset int) error {
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var currentY int
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for y := 0; y < segmentsY; y++ {
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var currentX, maxFrameHeight int
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for x := 0; x < segmentsX; x++ {
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idx := x + y*segmentsX + frameOffset*segmentsX*segmentsY
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if err := s.animation.SetCurrentFrame(idx); err != nil {
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return err
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}
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target.PushTranslation(s.x+currentX, s.y+currentY)
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err := s.animation.Render(target)
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target.Pop()
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if err != nil {
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return err
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}
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frameWidth, frameHeight := s.GetCurrentFrameSize()
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maxFrameHeight = d2math.MaxInt(maxFrameHeight, frameHeight)
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currentX += frameWidth
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}
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currentY += maxFrameHeight
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}
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return nil
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}
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// SetPosition places the sprite in 2D
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func (s *Sprite) SetPosition(x, y int) {
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s.x = x
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s.y = y
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}
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// GetPosition retrieves the 2D position of the sprite
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func (s *Sprite) GetPosition() (x, y int) {
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return s.x, s.y
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}
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// GetFrameSize gets the Size(width, height) of a indexed frame.
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func (s *Sprite) GetFrameSize(frameIndex int) (x, y int, err error) {
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return s.animation.GetFrameSize(frameIndex)
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}
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// GetCurrentFrameSize gets the Size(width, height) of the current frame.
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func (s *Sprite) GetCurrentFrameSize() (width, height int) {
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return s.animation.GetCurrentFrameSize()
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}
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// GetFrameBounds gets maximum Size(width, height) of all frame.
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func (s *Sprite) GetFrameBounds() (width, height int) {
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return s.animation.GetFrameBounds()
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}
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// GetCurrentFrame gets index of current frame in animation
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func (s *Sprite) GetCurrentFrame() int {
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return s.animation.GetCurrentFrame()
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}
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// GetFrameCount gets number of frames in animation
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func (s *Sprite) GetFrameCount() int {
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return s.animation.GetFrameCount()
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}
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// IsOnFirstFrame gets if the animation on its first frame
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func (s *Sprite) IsOnFirstFrame() bool {
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return s.animation.IsOnFirstFrame()
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}
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// IsOnLastFrame gets if the animation on its last frame
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func (s *Sprite) IsOnLastFrame() bool {
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return s.animation.IsOnLastFrame()
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}
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// GetDirectionCount gets the number of animation direction
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func (s *Sprite) GetDirectionCount() int {
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return s.animation.GetDirectionCount()
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}
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// SetDirection places the animation in the direction of an animation
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func (s *Sprite) SetDirection(directionIndex int) error {
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return s.animation.SetDirection(directionIndex)
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}
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// GetDirection get the current animation direction
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func (s *Sprite) GetDirection() int {
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return s.animation.GetDirection()
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}
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// SetCurrentFrame sets animation at a specific frame
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func (s *Sprite) SetCurrentFrame(frameIndex int) error {
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return s.animation.SetCurrentFrame(frameIndex)
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}
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// Rewind sprite to beginning
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func (s *Sprite) Rewind() {
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_ = s.animation.SetCurrentFrame(0)
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}
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// PlayForward plays sprite forward
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func (s *Sprite) PlayForward() {
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s.animation.PlayForward()
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}
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// PlayBackward play sprites backward
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func (s *Sprite) PlayBackward() {
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s.animation.PlayBackward()
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}
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// Pause animation
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func (s *Sprite) Pause() {
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s.animation.Pause()
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}
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// SetPlayLoop sets whether to loop the animation
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func (s *Sprite) SetPlayLoop(loop bool) {
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s.animation.SetPlayLoop(loop)
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}
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// SetPlayLength sets the play length of the sprite animation
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func (s *Sprite) SetPlayLength(playLength float64) {
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s.animation.SetPlayLength(playLength)
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}
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// SetPlayLengthMs sets the play length of the sprite animation in milliseconds
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func (s *Sprite) SetPlayLengthMs(playLengthMs int) {
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s.animation.SetPlayLengthMs(playLengthMs)
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}
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// SetColorMod sets the color modifier
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func (s *Sprite) SetColorMod(c color.Color) {
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s.animation.SetColorMod(c)
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}
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// Advance advances the animation
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func (s *Sprite) Advance(elapsed float64) error {
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return s.animation.Advance(elapsed)
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}
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// SetEffect sets the draw effect type
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func (s *Sprite) SetEffect(e d2enum.DrawEffect) {
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s.animation.SetEffect(e)
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}
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