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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-20 14:15:23 +00:00
OpenDiablo2/main.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 main
import (
"log"
"github.com/OpenDiablo2/OpenDiablo2/d2app"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
ebiten2 "github.com/OpenDiablo2/OpenDiablo2/d2core/d2audio/ebiten"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2config"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2input"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render/ebiten"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2term"
"github.com/OpenDiablo2/OpenDiablo2/d2script"
)
// GitBranch is set by the CI build process to the name of the branch
//nolint:gochecknoglobals This is filled in by the build system
var GitBranch string
// GitCommit is set by the CI build process to the commit hash
//nolint:gochecknoglobals This is filled in by the build system
var GitCommit string
func main() {
log.SetFlags(log.Lshortfile)
log.Println("OpenDiablo2 - Open source Diablo 2 engine")
if err := d2config.Load(); err != nil {
panic(err)
}
// NewAssetManager our providers
renderer, err := ebiten.CreateRenderer()
if err != nil {
panic(err)
}
asset, err := d2asset.NewAssetManager(d2config.Config)
if err != nil {
panic(err)
}
audio, err := ebiten2.CreateAudio(asset)
if err != nil {
panic(err)
}
inputManager := d2input.NewInputManager()
term, err := d2term.New(inputManager)
if err != nil {
log.Fatal(err)
}
asset.BindTerminalCommands(term)
scriptEngine := d2script.CreateScriptEngine()
app := d2app.Create(GitBranch, GitCommit, inputManager, term, scriptEngine, audio, renderer, asset)
if err := app.Run(); err != nil {
log.Fatal(err)
}
}