Files
ordoor/cmd/view-set/main.go
2019-12-31 01:55:58 +00:00

178 lines
3.5 KiB
Go

package main
import (
"flag"
"image"
"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/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")
)
type env struct {
set *sets.MapSet
objects map[string]*conv.Object
step int
state state
lastState state
}
type state struct {
objIdx int
spriteIdx int
zoom float64
origin image.Point
}
func main() {
flag.Parse()
if *gamePath == "" || *setFile == "" {
flag.Usage()
os.Exit(1)
}
mapSet, err := sets.LoadSet(*setFile)
if err != nil {
log.Fatalf("Couldn't load set file %s: %v", *setFile, 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)
}
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)
if err != nil {
log.Fatal("Couldn't create window: %v", err)
}
state := state{zoom: 8.0}
env := &env{
set: mapSet,
objects: conv.MapByName(objs),
state: state,
lastState: state,
}
win.OnKeyUp(ebiten.KeyLeft, env.changeObjIdx(-1))
win.OnKeyUp(ebiten.KeyRight, env.changeObjIdx(+1))
win.OnKeyUp(ebiten.KeyUp, env.changeSpriteIdx(+1))
win.OnKeyUp(ebiten.KeyDown, env.changeSpriteIdx(-1))
win.OnMouseWheel(env.changeZoom)
// Main thread now belongs to ebiten
if err := win.Run(env.Update, env.Draw); err != nil {
log.Fatal(err)
}
}
func (e *env) Update() error {
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(),
e.state.objIdx,
e.set.Palette[e.state.objIdx], // FIXME: palette is a confusing name
len(e.curObject().Sprites),
e.state.spriteIdx,
e.state.zoom,
)
}
e.step += 1
e.lastState = e.state
return nil
}
func (e *env) Draw(screen *ebiten.Image) error {
obj := e.curObject()
sprite := obj.Sprites[e.state.spriteIdx]
cam := ebiten.GeoM{}
cam.Scale(e.state.zoom, e.state.zoom) // apply current zoom factor
// TODO: centre the image
return screen.DrawImage(sprite.Image, &ebiten.DrawImageOptions{GeoM: cam})
}
func (e *env) changeObjIdx(by int) func() {
return func() {
old := e.state.objIdx
e.state.objIdx += by
if e.state.objIdx < 0 {
e.state.objIdx = 0
}
if e.state.objIdx > e.set.Count()-1 {
e.state.objIdx = e.set.Count() - 1
}
// reset sprite index when object changes
if old != e.state.objIdx {
e.state.spriteIdx = 0
}
}
}
func (e *env) changeSpriteIdx(by int) func() {
return func() {
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
}
}
}
func (e *env) changeZoom(_, y float64) {
// Zoom in and out with the mouse wheel
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]
}