Remove internal/conv

This sets font rendering back a little bit, but not much.
This commit is contained in:
2020-03-21 13:37:20 +00:00
parent 4c0355ac4f
commit be4229b8fe
8 changed files with 145 additions and 220 deletions

View File

@@ -2,7 +2,6 @@ package main
import (
"flag"
"fmt"
"image"
"log"
"os"
@@ -10,24 +9,23 @@ import (
"github.com/hajimehoshi/ebiten"
"code.ur.gs/lupine/ordoor/internal/conv"
"code.ur.gs/lupine/ordoor/internal/assetstore"
"code.ur.gs/lupine/ordoor/internal/data"
"code.ur.gs/lupine/ordoor/internal/fonts"
"code.ur.gs/lupine/ordoor/internal/menus"
"code.ur.gs/lupine/ordoor/internal/ui"
)
var (
gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
menuFile = flag.String("menu", "", "Path to a .mnu file, e.g. ./orig/Menu/MainGame.mnu")
menuFile = flag.String("menu", "", "Name of a menu, e.g. Main")
)
type env struct {
menu *menus.Menu
objects []*conv.Object
objects []*assetstore.Object
fonts []*conv.Font
fontObjs []*conv.Object
// fonts []*assetstore.Font
// fontObjs []*assetstore.Object
step int
state state
@@ -39,41 +37,6 @@ type state struct {
winBounds image.Rectangle
}
func loadObjects(names ...string) ([]*conv.Object, error) {
objs := make([]*conv.Object, 0, len(names))
for _, name := range names {
objFile := filepath.Join(filepath.Dir(*menuFile), name)
rawObj, err := data.LoadObject(objFile)
if err != nil {
log.Fatalf("Failed to load %s: %v", name, err)
}
obj, err := conv.ConvertObject(rawObj, name)
if err != nil {
return nil, err
}
objs = append(objs, obj)
}
return objs, nil
}
func loadFonts(names ...string) ([]*conv.Font, error) {
var out []*conv.Font
for _, name := range names {
fnt, err := fonts.LoadFont(filepath.Join(*gamePath, "Fonts", name+".fnt"))
if err != nil {
return nil, fmt.Errorf("%v: %v", name, err)
}
out = append(out, conv.ConvertFont(fnt))
}
return out, nil
}
func main() {
flag.Parse()
@@ -82,6 +45,11 @@ func main() {
os.Exit(1)
}
assets, err := assetstore.New(*gamePath)
if err != nil {
log.Fatal(err)
}
menu, err := menus.LoadMenu(*menuFile)
if err != nil {
log.Fatalf("Couldn't load menu file %s: %v", *menuFile, err)
@@ -93,21 +61,26 @@ func main() {
menu.Internationalize(i18n)
}
loadedFonts, err := loadFonts(menu.FontNames...)
if err != nil {
log.Fatalf("Failed to load font: %v", err)
}
// loadedFonts, err := loadFonts(menu.FontNames...)
// if err != nil {
// log.Fatalf("Failed to load font: %v", err)
// }
menuObjs, err := loadObjects(menu.ObjectFiles...)
if err != nil {
log.Fatalf("Failed to load objects: %v", err)
var menuObjs []*assetstore.Object
for _, filename := range menu.ObjectFiles {
obj, err := assets.ObjectByPath(filepath.Join(*gamePath, "Menu", filename))
if err != nil {
log.Fatalf("Failed to load %v: %v", filename, err)
}
menuObjs = append(menuObjs, obj)
}
state := state{}
env := &env{
menu: menu,
objects: menuObjs,
fonts: loadedFonts,
menu: menu,
objects: menuObjs,
// fonts: loadedFonts,
state: state,
lastState: state,
}
@@ -156,8 +129,6 @@ func (e *env) Draw(screen *ebiten.Image) error {
}
func (e *env) drawRecord(record *menus.Record, screen *ebiten.Image, offset ebiten.GeoM) error {
origOffset := offset
// Draw this record if it's valid to do so. FIXME: lots to learn
if len(record.SpriteId) >= 0 {
spriteId := record.SpriteId[0]
@@ -187,8 +158,10 @@ func (e *env) drawRecord(record *menus.Record, screen *ebiten.Image, offset ebit
// FIXME: Need to handle multiple objects
obj := e.objects[0]
sprite := obj.Sprites[spriteId]
sprite, err := obj.Sprite(spriteId)
if err != nil {
return err
}
x = x + float64(sprite.XOffset)
y = y + float64(sprite.YOffset)
@@ -205,9 +178,9 @@ func (e *env) drawRecord(record *menus.Record, screen *ebiten.Image, offset ebit
// FIXME: we probably shouldn't draw everything?
// FIXME: handle multiple fonts
if len(e.fonts) > 0 && record.Desc != "" {
e.fonts[0].Output(screen, origOffset, record.Desc)
}
// if len(e.fonts) > 0 && record.Desc != "" {
// e.fonts[0].Output(screen, origOffset, record.Desc)
// }
}
out:
// Draw all children of this record

View File

@@ -6,22 +6,20 @@ import (
"log"
"math"
"os"
"path/filepath"
"github.com/hajimehoshi/ebiten"
"code.ur.gs/lupine/ordoor/internal/conv"
"code.ur.gs/lupine/ordoor/internal/data"
"code.ur.gs/lupine/ordoor/internal/assetstore"
"code.ur.gs/lupine/ordoor/internal/ui"
)
var (
gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
objFile = flag.String("obj", "", "Path to a .obj file, e.g. ./orig/Obj/TZEENTCH.OBJ")
objName = flag.String("obj", "", "Name of an .obj file, e.g. TZEENTCH")
)
type env struct {
obj *conv.Object
obj *assetstore.Object
step int
state state
@@ -38,19 +36,19 @@ type state struct {
func main() {
flag.Parse()
if *gamePath == "" || *objFile == "" {
if *gamePath == "" || *objName == "" {
flag.Usage()
os.Exit(1)
}
rawObj, err := data.LoadObject(*objFile)
assets, err := assetstore.New(*gamePath)
if err != nil {
log.Fatalf("Failed to load %s: %v", *objFile, err)
log.Fatal("Failed to set up asset store: %v", err)
}
obj, err := conv.ConvertObject(rawObj, filepath.Base(*objFile))
obj, err := assets.Object(*objName)
if err != nil {
log.Fatalf("Failed to convert %s: %v", *objFile, err)
log.Fatalf("Failed to load %s: %v", *objName, err)
}
state := state{
@@ -64,7 +62,7 @@ func main() {
lastState: state,
}
win, err := ui.NewWindow("View Object: " + *objFile)
win, err := ui.NewWindow("View Object: " + *objName)
if err != nil {
log.Fatal(err)
}
@@ -86,9 +84,9 @@ func main() {
func (e *env) Update() error {
if e.step == 0 || e.lastState != e.state {
log.Printf(
"new state: numSprites=%d sprite=%d zoom=%.2f, origin=%+v",
len(e.obj.Sprites),
"new state: sprite=%d/%d zoom=%.2f, origin=%+v",
e.state.spriteIdx,
e.obj.NumSprites,
e.state.zoom,
e.state.origin,
)
@@ -102,7 +100,10 @@ func (e *env) Update() error {
}
func (e *env) Draw(screen *ebiten.Image) error {
sprite := e.obj.Sprites[e.state.spriteIdx]
sprite, err := e.obj.Sprite(e.state.spriteIdx)
if err != nil {
return err
}
cam := ebiten.GeoM{}
cam.Translate(float64(e.state.origin.X), float64(e.state.origin.Y)) // Move to origin
@@ -119,8 +120,8 @@ func (e *env) changeSprite(by int) func() {
e.state.spriteIdx = 0
}
if e.state.spriteIdx > len(e.obj.Sprites)-1 {
e.state.spriteIdx = len(e.obj.Sprites) - 1
if e.state.spriteIdx > e.obj.NumSprites-1 {
e.state.spriteIdx = e.obj.NumSprites - 1
}
}
}

View File

@@ -6,25 +6,20 @@ import (
"log"
"math"
"os"
"path/filepath"
"github.com/hajimehoshi/ebiten"
"code.ur.gs/lupine/ordoor/internal/conv"
"code.ur.gs/lupine/ordoor/internal/data"
"code.ur.gs/lupine/ordoor/internal/sets"
"code.ur.gs/lupine/ordoor/internal/assetstore"
"code.ur.gs/lupine/ordoor/internal/ui"
)
var (
gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
setFile = flag.String("set", "", "Path to a .set file, e.g. ./orig/Sets/map01.set")
setName = flag.String("set", "", "Name of a set, e.g., map01")
)
type env struct {
set *sets.MapSet
objects map[string]*conv.Object
set *assetstore.Set
step int
state state
lastState state
@@ -41,47 +36,29 @@ type state struct {
func main() {
flag.Parse()
if *gamePath == "" || *setFile == "" {
if *gamePath == "" || *setName == "" {
flag.Usage()
os.Exit(1)
}
mapSet, err := sets.LoadSet(*setFile)
assets, err := assetstore.New(*gamePath)
if err != nil {
log.Fatalf("Couldn't load set file %s: %v", *setFile, err)
log.Fatal(err)
}
rawObjs := make([]*data.Object, 0, len(mapSet.Palette))
for _, name := range mapSet.Palette {
objFile := filepath.Join(*gamePath, "Obj", name+".obj")
obj, err := data.LoadObject(objFile)
if err != nil {
log.Fatalf("Failed to load %s: %v", name, err)
}
obj.Name = name
rawObjs = append(rawObjs, obj)
set, err := assets.Set(*setName)
if err != nil {
log.Fatalf("Couldn't load set %s: %v", *setName, err)
}
objs := make([]*conv.Object, 0, len(rawObjs))
for _, rawObj := range rawObjs {
obj, err := conv.ConvertObject(rawObj, rawObj.Name)
if err != nil {
log.Fatal(err)
}
objs = append(objs, obj)
}
win, err := ui.NewWindow("View Set: " + *setFile)
win, err := ui.NewWindow("View Set: " + *setName)
if err != nil {
log.Fatal("Couldn't create window: %v", err)
}
state := state{zoom: 8.0}
env := &env{
set: mapSet,
objects: conv.MapByName(objs),
set: set,
state: state,
lastState: state,
}
@@ -101,13 +78,18 @@ func main() {
}
func (e *env) Update() error {
curObj, err := e.curObject()
if err != nil {
return err
}
if e.step == 0 || e.lastState != e.state {
log.Printf(
"new state: numObj=%d object=%d (%s) numFrames=%d sprite=%d zoom=%.2f",
e.set.Count(),
"new state: object=%d/%d (%s) numFrames=%d sprite=%d zoom=%.2f",
e.state.objIdx,
e.set.Palette[e.state.objIdx], // FIXME: palette is a confusing name
len(e.curObject().Sprites),
e.set.NumObjects,
curObj.Name,
curObj.NumSprites,
e.state.spriteIdx,
e.state.zoom,
)
@@ -120,8 +102,10 @@ func (e *env) Update() error {
}
func (e *env) Draw(screen *ebiten.Image) error {
obj := e.curObject()
sprite := obj.Sprites[e.state.spriteIdx]
sprite, err := e.curSprite()
if err != nil {
return err
}
cam := ebiten.GeoM{}
cam.Scale(e.state.zoom, e.state.zoom) // apply current zoom factor
@@ -140,8 +124,8 @@ func (e *env) changeObjIdx(by int) func() {
e.state.objIdx = 0
}
if e.state.objIdx > e.set.Count()-1 {
e.state.objIdx = e.set.Count() - 1
if e.state.objIdx > e.set.NumObjects-1 {
e.state.objIdx = e.set.NumObjects - 1
}
// reset sprite index when object changes
@@ -153,15 +137,19 @@ func (e *env) changeObjIdx(by int) func() {
func (e *env) changeSpriteIdx(by int) func() {
return func() {
e.state.spriteIdx += by
obj, err := e.curObject()
if err != nil {
log.Printf("Encountered %v trying to change sprite index", err)
return
}
e.state.spriteIdx += by
if e.state.spriteIdx < 0 {
e.state.spriteIdx = 0
}
count := len(e.curObject().Sprites)
if e.state.spriteIdx > count-1 {
e.state.spriteIdx = count - 1
if e.state.spriteIdx > obj.NumSprites-1 {
e.state.spriteIdx = obj.NumSprites - 1
}
}
}
@@ -171,7 +159,15 @@ func (e *env) changeZoom(_, y float64) {
e.state.zoom *= math.Pow(1.2, y)
}
func (e *env) curObject() *conv.Object {
name := e.set.Palette[e.state.objIdx]
return e.objects[name]
func (e *env) curObject() (*assetstore.Object, error) {
return e.set.Object(e.state.objIdx)
}
func (e *env) curSprite() (*assetstore.Sprite, error) {
obj, err := e.curObject()
if err != nil {
return nil, err
}
return obj.Sprite(e.state.spriteIdx)
}