Files
ordoor/cmd/view-menu/main.go
2019-12-29 23:47:22 +00:00

215 lines
4.6 KiB
Go

package main
import (
"flag"
"fmt"
"image"
"log"
"os"
"path/filepath"
"github.com/hajimehoshi/ebiten"
"ur.gs/ordoor/internal/conv"
"ur.gs/ordoor/internal/data"
"ur.gs/ordoor/internal/fonts"
"ur.gs/ordoor/internal/menus"
"ur.gs/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")
)
type env struct {
menu *menus.Menu
objects []*conv.Object
fonts []*conv.Font
fontObjs []*conv.Object
step int
state state
lastState state
}
type state struct {
// Redraw the window if these change
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()
if *gamePath == "" || *menuFile == "" {
flag.Usage()
os.Exit(1)
}
menu, err := menus.LoadMenu(*menuFile)
if err != nil {
log.Fatalf("Couldn't load menu file %s: %v", *menuFile, err)
}
if i18n, err := data.LoadI18n(filepath.Join(*gamePath, "Data", data.I18nFile)); err != nil {
log.Printf("Failed to load i18n data, skipping internationalization: %v", err)
} else {
menu.Internationalize(i18n)
}
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)
}
state := state{}
env := &env{
menu: menu,
objects: menuObjs,
fonts: loadedFonts,
state: state,
lastState: state,
}
win, err := ui.NewWindow("View Menu: " + *menuFile)
if err != nil {
log.Fatal("Couldn't create window: %v", err)
}
if err := win.Run(env.Update, env.Draw); err != nil {
log.Fatal(err)
}
}
func (e *env) Update() error {
// No behaviour yet
e.step += 1
e.lastState = e.state
return nil
}
const (
origX = 640.0
origY = 480.0
)
func (e *env) Draw(screen *ebiten.Image) error {
// The menus expect to be drawn to a 640x480 screen. We need to scale and
// project that so it fills the window appropriately. This is a combination
// of translate + zoom
winSize := screen.Bounds().Max
scaleX := float64(winSize.X) / float64(origX)
scaleY := float64(winSize.Y) / float64(origY)
cam := ebiten.GeoM{}
cam.Scale(scaleX, scaleY)
for _, record := range e.menu.Records {
if err := e.drawRecord(record, screen, cam); err != nil {
return err
}
}
return nil
}
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]
x := float64(record.X)
y := float64(record.Y)
// Theory: we either give spriteid, or y,x,spriteId
if len(record.SpriteId) == 3 {
x = x + float64(record.SpriteId[1])
y = y + float64(record.SpriteId[0]*2) // FIXME: *2 works, no idea
spriteId = record.SpriteId[2]
}
// FIXME: some here are set at -1. Presume that means don't draw.
if spriteId < 0 {
goto out
}
// FIXME: some are set at -1, -1. No idea why. Origin?
if x < 0.0 {
x = 0.0
}
if y < 0.0 {
y = 0.0
}
log.Printf(
"Drawing id=%v type=%v spriteid=%v x=%v y=%v desc=%q parent=%p",
record.Id, record.Type, spriteId, record.X, record.Y, record.Desc, record.Parent,
)
// FIXME: Need to handle multiple objects
obj := e.objects[0]
sprite := obj.Sprites[spriteId]
offset.Translate(x, y)
screen.DrawImage(sprite.Image, &ebiten.DrawImageOptions{GeoM: offset})
// 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)
}
}
out:
// Draw all children of this record
for _, child := range record.Children {
if err := e.drawRecord(child, screen, offset); err != nil {
return err
}
}
return nil
}