move image drawing to core
also adjust for some api changes I forgot to fix
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5 changed files with 58 additions and 39 deletions
49
msagent.js/core/src/image.ts
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49
msagent.js/core/src/image.ts
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@ -0,0 +1,49 @@
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import { AcsImageEntry } from './structs/image';
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// probably should be in a utility module
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function dwAlign(off: number): number {
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let ul = off >>> 0;
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ul += 3;
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ul >>= 2;
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ul <<= 2;
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return ul;
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}
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import { BufferStream, SeekDir } from './buffer';
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import { RGBAColor } from './structs/core';
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/// Draws an ACS image to a newly allocated buffer.
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/// This function normalizes the agent 8bpp DIB format to a saner RGBA format,
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/// that can be directly converted to an ImageData for drawing to a web canvas.
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///
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/// However, that should be done (and is done) by a higher level web layer.
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export function imageDrawToBuffer(imageEntry: AcsImageEntry, palette: RGBAColor[]) {
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let rgbaBuffer = new Uint32Array(imageEntry.image.width * imageEntry.image.height);
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let buffer = imageEntry.image.data;
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let bufStream = new BufferStream(buffer);
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let rows = new Array<Uint8Array>(imageEntry.image.height - 1);
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// Read all the rows bottom-up first. This idiosyncracy is due to the fact
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// that the bitmap data is actually formatted to be used as a GDI DIB
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// (device-independent bitmap), so it inherits all the strange baggage from that.
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for (let y = imageEntry.image.height - 1; y >= 0; --y) {
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let row = bufStream.subBuffer(imageEntry.image.width).raw();
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rows[y] = row.slice(0, imageEntry.image.width);
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// Seek to the next DWORD aligned spot to get to the next row.
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// For most images this may mean not seeking at all.
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bufStream.seek(dwAlign(bufStream.tell()), SeekDir.BEG);
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}
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// Next, draw the rows converted to RGBA, top down (so it's drawn as you'd expect)
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for (let y = 0; y < imageEntry.image.height - 1; ++y) {
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let row = rows[y];
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for (let x = 0; x < imageEntry.image.width; ++x) {
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rgbaBuffer[y * imageEntry.image.width + x] = palette[row[x]].to_rgba();
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}
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}
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return rgbaBuffer;
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}
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@ -9,4 +9,5 @@ export * from './structs/image.js';
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export * from './types.js';
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export * from './decompress.js';
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export * from './image.js';
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export * from './parse.js';
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@ -1,20 +1,12 @@
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import { BufferStream, SeekDir } from '@msagent.js/core';
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import { AcsData } from './character.js';
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import { BufferStream, SeekDir, imageDrawToBuffer } from '@msagent.js/core';
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import { AcsData } from '@msagent.js/core';
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import { ContextMenu, ContextMenuItem } from './contextmenu.js';
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import { AcsAnimation, AcsAnimationFrameInfo } from '@msagent.js/core';
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import { AcsImageEntry } from '@msagent.js/core';
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import { Point, Size } from '@msagent.js/core';
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import { wordballoonDrawImage, wordballoonDrawText } from './wordballoon.js';
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// probably should be in a utility module
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function dwAlign(off: number): number {
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let ul = off >>> 0;
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ul += 3;
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ul >>= 2;
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ul <<= 2;
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return ul;
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}
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function randint(min: number, max: number) {
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return Math.floor(Math.random() * (max - min) + min);
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@ -316,34 +308,7 @@ export class Agent {
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// Draw a single image from the agent's image table.
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drawImage(imageEntry: AcsImageEntry, xOffset: number, yOffset: number) {
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let rgbaBuffer = new Uint32Array(imageEntry.image.width * imageEntry.image.height);
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let buffer = imageEntry.image.data;
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let bufStream = new BufferStream(buffer);
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let rows = new Array<Uint8Array>(imageEntry.image.height - 1);
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// Read all the rows bottom-up first. This idiosyncracy is due to the fact
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// that the bitmap data is actually formatted to be used as a GDI DIB
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// (device-independent bitmap), so it inherits all the strange baggage from that.
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for (let y = imageEntry.image.height - 1; y >= 0; --y) {
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let row = bufStream.subBuffer(imageEntry.image.width).raw();
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let rowResized = row.slice(0, imageEntry.image.width);
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rows[y] = rowResized;
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// Seek to the next DWORD aligned spot to get to the next row.
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// For most images this may mean not seeking at all.
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bufStream.seek(dwAlign(bufStream.tell()), SeekDir.BEG);
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}
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// Next, draw the rows converted to RGBA, top down (so it's drawn as you'd expect)
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for (let y = 0; y < imageEntry.image.height - 1; ++y) {
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let row = rows[y];
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for (let x = 0; x < imageEntry.image.width; ++x) {
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rgbaBuffer[y * imageEntry.image.width + x] = this.data.characterInfo.palette[row[x]].to_rgba();
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}
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}
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let rgbaBuffer = imageDrawToBuffer(imageEntry, this.data.characterInfo.palette);
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let data = new ImageData(new Uint8ClampedArray(rgbaBuffer.buffer), imageEntry.image.width, imageEntry.image.height);
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this.ctx.putImageData(data, xOffset, yOffset);
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}
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@ -1,6 +1,7 @@
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import { compressInit } from '@msagent.js/core';
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import { wordballoonInit } from './wordballoon.js';
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export { Agent } from './agent.js';
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export * from './character.js';
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export * from './sprite.js';
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export * from './wordballoon.js';
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@ -2,6 +2,8 @@
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// This will go away when it isn't needed
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import * as msagent from '@msagent.js/web';
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import * as msagent_core from '@msagent.js/core';
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let w = window as any;
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w.agents = [];
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let input = document.getElementById('testbed-input') as HTMLInputElement;
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@ -12,7 +14,8 @@ input.addEventListener('change', async () => {
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let buffer = await input.files![0].arrayBuffer();
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console.log('Creating agent');
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let agent = msagent.agentCreateCharacter(new Uint8Array(buffer));
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let agentParsedData = msagent_core.agentCharacterParseACS(new msagent_core.BufferStream(new Uint8Array(buffer)));
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let agent = new msagent.Agent(agentParsedData);
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w.agents.push(agent);
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