use std::collections::HashMap; use std::io::{BufReader, Read, Seek, SeekFrom}; use ggez; use ggez::{Context, GameError, GameResult, graphics}; use ggez::filesystem; use ggez::graphics::{Color, Drawable, DrawMode, DrawParam, FilterMode, Image, Mesh, mint, Rect}; use ggez::graphics::spritebatch::SpriteBatch; use ggez::nalgebra::{Point2, Vector2}; use image::RgbaImage; use itertools::Itertools; use log::info; use crate::common; use crate::common::FILE_TYPES; use crate::engine_constants::EngineConstants; use crate::settings::Settings; use crate::shared_game_state::Season; use crate::str; pub static mut g_mag: f32 = 1.0; pub struct SizedBatch { pub batch: SpriteBatch, width: usize, height: usize, real_width: usize, real_height: usize, scale_x: f32, scale_y: f32, } impl SizedBatch { #[inline(always)] pub fn width(&self) -> usize { self.width } #[inline(always)] pub fn height(&self) -> usize { self.height } #[inline(always)] pub fn dimensions(&self) -> (usize, usize) { (self.width, self.height) } #[inline(always)] pub fn real_dimensions(&self) -> (usize, usize) { (self.real_width, self.real_height) } #[inline(always)] pub fn scale(&self) -> (f32, f32) { (self.scale_x, self.scale_y) } #[inline(always)] pub fn to_rect(&self) -> common::Rect { common::Rect::::new(0, 0, self.width, self.height) } #[inline(always)] pub fn clear(&mut self) { self.batch.clear(); } pub fn add(&mut self, x: f32, y: f32) { let param = DrawParam::new() .dest(Point2::new(x, y)) .scale(Vector2::new(self.scale_x, self.scale_y)); self.batch.add(param); } #[inline(always)] pub fn add_rect(&mut self, x: f32, y: f32, rect: &common::Rect) { self.add_rect_scaled(x, y, self.scale_x, self.scale_y, rect) } pub fn add_rect_scaled(&mut self, mut x: f32, mut y: f32, scale_x: f32, scale_y: f32, rect: &common::Rect) { if (rect.right - rect.left) == 0 || (rect.bottom - rect.top) == 0 { return; } unsafe { x = (x * g_mag).floor() / g_mag; y = (y * g_mag).floor() / g_mag; } let param = DrawParam::new() .src(Rect::new(rect.left as f32 / self.width as f32, rect.top as f32 / self.height as f32, (rect.right - rect.left) as f32 / self.width as f32, (rect.bottom - rect.top) as f32 / self.height as f32)) .dest(mint::Point2 { x, y }) .scale(Vector2::new(scale_x, scale_y)); self.batch.add(param); } pub fn add_rect_scaled_tinted(&mut self, x: f32, y: f32, color: (u8, u8, u8), scale_x: f32, scale_y: f32, rect: &common::Rect) { if (rect.right - rect.left) == 0 || (rect.bottom - rect.top) == 0 { return; } let param = DrawParam::new() .color(color.into()) .src(Rect::new(rect.left as f32 / self.width as f32, rect.top as f32 / self.height as f32, (rect.right - rect.left) as f32 / self.width as f32, (rect.bottom - rect.top) as f32 / self.height as f32)) .dest(mint::Point2 { x, y }) .scale(Vector2::new(scale_x, scale_y)); self.batch.add(param); } #[inline(always)] pub fn draw(&mut self, ctx: &mut Context) -> GameResult { self.draw_filtered(FilterMode::Nearest, ctx) } pub fn draw_filtered(&mut self, filter: FilterMode, ctx: &mut Context) -> GameResult { self.batch.set_filter(filter); self.batch.draw(ctx, DrawParam::new())?; self.batch.clear(); Ok(()) } } pub struct TextureSet { pub tex_map: HashMap, pub paths: Vec, } impl TextureSet { pub fn new(base_path: &str) -> TextureSet { TextureSet { tex_map: HashMap::new(), paths: vec![base_path.to_string(), "".to_string()], } } pub fn apply_seasonal_content(&mut self, season: Season, settings: &Settings) { if settings.original_textures { self.paths.insert(0, "/base/ogph/".to_string()) } else if settings.seasonal_textures { match season { Season::Halloween => self.paths.insert(0, "/Halloween/season/".to_string()), Season::Christmas => self.paths.insert(0, "/Christmas/season/".to_string()), _ => {} } } } fn make_transparent(rgba: &mut RgbaImage) { for (r, g, b, a) in rgba.iter_mut().tuples() { if *r == 0 && *g == 0 && *b == 0 { *a = 0; } } } fn load_image(&self, ctx: &mut Context, path: &str) -> GameResult { let img = { let mut buf = [0u8; 8]; let mut reader = filesystem::open(ctx, path)?; reader.read_exact(&mut buf)?; reader.seek(SeekFrom::Start(0))?; let image = image::load(BufReader::new(reader), image::guess_format(&buf)?)?; let mut rgba = image.to_rgba(); if image.color().channel_count() != 4 { TextureSet::make_transparent(&mut rgba); } rgba }; let (width, height) = img.dimensions(); Image::from_rgba8(ctx, width as u16, height as u16, img.as_ref()) } fn load_image_from_buf(&self, ctx: &mut Context, buf: &[u8]) -> GameResult { let img = { let image = image::load_from_memory(buf)?; let mut rgba = image.to_rgba(); if image.color().channel_count() != 4 { TextureSet::make_transparent(&mut rgba); } rgba }; let (width, height) = img.dimensions(); Image::from_rgba8(ctx, width as u16, height as u16, img.as_ref()) } pub fn load_texture(&self, ctx: &mut Context, constants: &EngineConstants, name: &str) -> GameResult { let path = self.paths.iter().find_map(|s| FILE_TYPES .iter() .map(|ext| [s, name, ext].join("")) .find(|path| { println!("{}", path); filesystem::exists(ctx, path) }) ).ok_or_else(|| GameError::ResourceLoadError(format!("Texture {} does not exist.", name)))?; info!("Loading texture: {}", path); let image = self.load_image(ctx, &path)?; let size = image.dimensions(); assert_ne!(size.w as isize, 0, "size.w == 0"); assert_ne!(size.h as isize, 0, "size.h == 0"); let dim = (size.w as usize, size.h as usize); let orig_dimensions = constants.tex_sizes.get(name).unwrap_or_else(|| &dim); let scale_x = orig_dimensions.0 as f32 / size.w; let scale_y = orig_dimensions.0 as f32 / size.w; let width = (size.w * scale_x) as usize; let height = (size.h * scale_y) as usize; Ok(SizedBatch { batch: SpriteBatch::new(image), width, height, scale_x, scale_y, real_width: size.w as usize, real_height: size.h as usize, }) } pub fn get_or_load_batch(&mut self, ctx: &mut Context, constants: &EngineConstants, name: &str) -> GameResult<&mut SizedBatch> { if !self.tex_map.contains_key(name) { let batch = self.load_texture(ctx, constants, name)?; self.tex_map.insert(str!(name), batch); } Ok(self.tex_map.get_mut(name).unwrap()) } pub fn draw_rect(&self, rect: common::Rect, color: [f32; 4], ctx: &mut Context) -> GameResult { let rect = Mesh::new_rectangle(ctx, DrawMode::fill(), rect.into(), color.into())?; graphics::draw(ctx, &rect, DrawParam::new())?; Ok(()) } pub fn draw_outline_rect(&self, rect: common::Rect, width: f32, color: [f32; 4], ctx: &mut Context) -> GameResult { let rect = Mesh::new_rectangle(ctx, DrawMode::stroke(width), rect.into(), color.into())?; graphics::draw(ctx, &rect, DrawParam::new())?; Ok(()) } }