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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-03 01:37:18 -04:00
OpenDiablo2/d2game/d2player/mini_panel.go

106 lines
2.3 KiB
Go
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package d2player
import (
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2geom"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
)
type miniPanel struct {
remove d2asset singleton (#726) * export d2asset singleton * add *d2asset.AssetManager to d2app - d2app now has a reference to an asset manager which it will use for loading - added asset loader methods to the asset manager - functions in d2asset are now wrappers for asset manager methods * add asset manager reference to audio provider - d2app asset manager reference is now passed to audio provider - asset manager is created in main.go for now to pass into audio provider - CreateSoundEffect is now a method, no longer exported, uses the asset manager reference * d2app passes asset manager refence to map engine test * in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile * blizzard intro and credits screen - d2app passes reference to the asset manager to these screens * asset manager for d2map - adding MapStampFactory, takes an asset manager reference - embedded MapStampFactory into the MapEngine - LoadStamp is now a method of the MapStampFactory * d2asset: removed LoadFileStream, LoadFile, and FileExists * d2gui changes - singleton now has an asset manager reference - calls to d2asset loader functions removed - createButton is now a method of LayoutManager - moved LayoutEntry to its own file * map entity factory - Map engine has an embedded map entity factory - Map stamp factory gets a reference to the map engine's entity factory - Stamps are given a reference to the map engine entity factory when created - Character select gets a map entity factory - Embedded the stamp factory into the MapEngine * asset manager for d2ui - d2ui is passed an asset manager reference when created - all calls to d2asset loader functions in d2ui now refer to the asset manager - d2gamescreen gets a ui manager when created - help overlay is now passed a ui manager when created * d2gamescreen + d2player: asset manager references added an asset manager reference to - inventory panel + inventory grid - mini panel - game controls - help overlay - character select - main menu - select hero class - hero stats panel * Removed d2asset.LoadAnimation all references to this function have been replaced with calls to the asset manager method * adding asset to help overlay, bugfix for 4d59c91 * Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect all references to these have been replaced with calls to the asset manager methods * MapRenderer now gets an asset manager reference * removed d2asset.LoadPalette all references have been replaced with calls to an asset manager instance * merged d2object with d2mapentity d2object was only being used to create objects in the map, so the provider function is now a method of the map entity factory. calls to d2asset have been removed. * removed d2asset.LoadComposite all calls are now made to the asset manager method * removed d2asset singleton all singleton references have been removed, a single instance of the asset manager is passed around the entire app * rename Initialize to NewAssetManager
2020-09-12 16:51:30 -04:00
asset *d2asset.AssetManager
container *d2ui.Sprite
button *d2ui.Sprite
isOpen bool
isSinglePlayer bool
rectangle d2geom.Rectangle
}
remove d2asset singleton (#726) * export d2asset singleton * add *d2asset.AssetManager to d2app - d2app now has a reference to an asset manager which it will use for loading - added asset loader methods to the asset manager - functions in d2asset are now wrappers for asset manager methods * add asset manager reference to audio provider - d2app asset manager reference is now passed to audio provider - asset manager is created in main.go for now to pass into audio provider - CreateSoundEffect is now a method, no longer exported, uses the asset manager reference * d2app passes asset manager refence to map engine test * in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile * blizzard intro and credits screen - d2app passes reference to the asset manager to these screens * asset manager for d2map - adding MapStampFactory, takes an asset manager reference - embedded MapStampFactory into the MapEngine - LoadStamp is now a method of the MapStampFactory * d2asset: removed LoadFileStream, LoadFile, and FileExists * d2gui changes - singleton now has an asset manager reference - calls to d2asset loader functions removed - createButton is now a method of LayoutManager - moved LayoutEntry to its own file * map entity factory - Map engine has an embedded map entity factory - Map stamp factory gets a reference to the map engine's entity factory - Stamps are given a reference to the map engine entity factory when created - Character select gets a map entity factory - Embedded the stamp factory into the MapEngine * asset manager for d2ui - d2ui is passed an asset manager reference when created - all calls to d2asset loader functions in d2ui now refer to the asset manager - d2gamescreen gets a ui manager when created - help overlay is now passed a ui manager when created * d2gamescreen + d2player: asset manager references added an asset manager reference to - inventory panel + inventory grid - mini panel - game controls - help overlay - character select - main menu - select hero class - hero stats panel * Removed d2asset.LoadAnimation all references to this function have been replaced with calls to the asset manager method * adding asset to help overlay, bugfix for 4d59c91 * Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect all references to these have been replaced with calls to the asset manager methods * MapRenderer now gets an asset manager reference * removed d2asset.LoadPalette all references have been replaced with calls to an asset manager instance * merged d2object with d2mapentity d2object was only being used to create objects in the map, so the provider function is now a method of the map entity factory. calls to d2asset have been removed. * removed d2asset.LoadComposite all calls are now made to the asset manager method * removed d2asset singleton all singleton references have been removed, a single instance of the asset manager is passed around the entire app * rename Initialize to NewAssetManager
2020-09-12 16:51:30 -04:00
func newMiniPanel(asset *d2asset.AssetManager, uiManager *d2ui.UIManager, isSinglePlayer bool) *miniPanel {
miniPanelContainerPath := d2resource.Minipanel
if isSinglePlayer {
miniPanelContainerPath = d2resource.MinipanelSmall
}
2020-09-12 16:25:09 -04:00
Decouple asset manager from renderer (#730) * improve AssetManager implementation Notable changes are: * removed the individual managers inside of d2asset, only one asset manager * AssetManager now has caches for the types of files it loads * created a type for TextDictionary (the txt file structs) * fixed a file path bug in d2loader Source * fixed a asset stream bug in d2loader Asset * d2loader.Loader now needs a d2config.Config on creation (for resolving locale files) * updated the mpq file in d2asset test data, added test case for "sub-directory" * added a Data method to d2asset.Asset. The data is cached on first full read. * renamed ArchiveDataStream to DataStream in d2interface * moved palette utility func out of d2asset and into d2util * bugfix for MacOS mpq loader issue * lint fixes, added data caching to filesystem asset * adding comment for mpq asset close * Decouple d2asset from d2render Notable changes in d2common: * d2dcc.Load now fully decodes the dcc and stores the directions/frames in the dcc struct * un-exported dcc.decodeDirection, it is only used in d2dcc * removed font interface from d2interface, we only have one font implementation * added `Renderer` method to d2interface.Surface, animations use this to bind to a renderer and create surfaces as they need * added `BindRenderer` method to animation interface Notable changes in d2common/d2asset: * **d2asset.NewAssetManager only needs to be passed a d2config.Config**, it is decoupled from d2render * exported Animation * Animation implementation binds to the renderer to create surfaces only on the first time it is rendered * font, dcc, dc6 initialization logic moved out of asset_manager.go * for dc6 and dcc animations, the process of decoding and creating render surfaces has been broken into different methods * the d2asset.Font struct now stores font table data for initialization purposes Notable changes in d2core/d2render: * Surfaces store a renderer reference, this allows animations to bind to the renderer and create a surface just-in-time **These last changes should have been a separate PR, sorry.** Notable changes in d2core/d2ui: * ui.NewSprite now handles creating an animation internally, only needs image and palette path as arguments Notable Changes in d2game: Because of the change in d2ui, all instances of this code pattern... ```golang animation, err := screen.asset.LoadAnimation(imgPath, palettePath) sprite, err := screen.ui.NewSprite(animation) ``` ... becomes this ... ```golang sprite, err := screen.ui.NewSprite(imgPath, palettePath) ```
2020-09-14 17:31:45 -04:00
containerSprite, _ := uiManager.NewSprite(miniPanelContainerPath, d2resource.PaletteSky)
Decouple asset manager from renderer (#730) * improve AssetManager implementation Notable changes are: * removed the individual managers inside of d2asset, only one asset manager * AssetManager now has caches for the types of files it loads * created a type for TextDictionary (the txt file structs) * fixed a file path bug in d2loader Source * fixed a asset stream bug in d2loader Asset * d2loader.Loader now needs a d2config.Config on creation (for resolving locale files) * updated the mpq file in d2asset test data, added test case for "sub-directory" * added a Data method to d2asset.Asset. The data is cached on first full read. * renamed ArchiveDataStream to DataStream in d2interface * moved palette utility func out of d2asset and into d2util * bugfix for MacOS mpq loader issue * lint fixes, added data caching to filesystem asset * adding comment for mpq asset close * Decouple d2asset from d2render Notable changes in d2common: * d2dcc.Load now fully decodes the dcc and stores the directions/frames in the dcc struct * un-exported dcc.decodeDirection, it is only used in d2dcc * removed font interface from d2interface, we only have one font implementation * added `Renderer` method to d2interface.Surface, animations use this to bind to a renderer and create surfaces as they need * added `BindRenderer` method to animation interface Notable changes in d2common/d2asset: * **d2asset.NewAssetManager only needs to be passed a d2config.Config**, it is decoupled from d2render * exported Animation * Animation implementation binds to the renderer to create surfaces only on the first time it is rendered * font, dcc, dc6 initialization logic moved out of asset_manager.go * for dc6 and dcc animations, the process of decoding and creating render surfaces has been broken into different methods * the d2asset.Font struct now stores font table data for initialization purposes Notable changes in d2core/d2render: * Surfaces store a renderer reference, this allows animations to bind to the renderer and create a surface just-in-time **These last changes should have been a separate PR, sorry.** Notable changes in d2core/d2ui: * ui.NewSprite now handles creating an animation internally, only needs image and palette path as arguments Notable Changes in d2game: Because of the change in d2ui, all instances of this code pattern... ```golang animation, err := screen.asset.LoadAnimation(imgPath, palettePath) sprite, err := screen.ui.NewSprite(animation) ``` ... becomes this ... ```golang sprite, err := screen.ui.NewSprite(imgPath, palettePath) ```
2020-09-14 17:31:45 -04:00
buttonSprite, _ := uiManager.NewSprite(d2resource.MinipanelButton, d2resource.PaletteSky)
rectangle := d2geom.Rectangle{Left: 325, Top: 526, Width: 156, Height: 26}
if !isSinglePlayer {
rectangle.Width = 182
}
remove d2asset singleton (#726) * export d2asset singleton * add *d2asset.AssetManager to d2app - d2app now has a reference to an asset manager which it will use for loading - added asset loader methods to the asset manager - functions in d2asset are now wrappers for asset manager methods * add asset manager reference to audio provider - d2app asset manager reference is now passed to audio provider - asset manager is created in main.go for now to pass into audio provider - CreateSoundEffect is now a method, no longer exported, uses the asset manager reference * d2app passes asset manager refence to map engine test * in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile * blizzard intro and credits screen - d2app passes reference to the asset manager to these screens * asset manager for d2map - adding MapStampFactory, takes an asset manager reference - embedded MapStampFactory into the MapEngine - LoadStamp is now a method of the MapStampFactory * d2asset: removed LoadFileStream, LoadFile, and FileExists * d2gui changes - singleton now has an asset manager reference - calls to d2asset loader functions removed - createButton is now a method of LayoutManager - moved LayoutEntry to its own file * map entity factory - Map engine has an embedded map entity factory - Map stamp factory gets a reference to the map engine's entity factory - Stamps are given a reference to the map engine entity factory when created - Character select gets a map entity factory - Embedded the stamp factory into the MapEngine * asset manager for d2ui - d2ui is passed an asset manager reference when created - all calls to d2asset loader functions in d2ui now refer to the asset manager - d2gamescreen gets a ui manager when created - help overlay is now passed a ui manager when created * d2gamescreen + d2player: asset manager references added an asset manager reference to - inventory panel + inventory grid - mini panel - game controls - help overlay - character select - main menu - select hero class - hero stats panel * Removed d2asset.LoadAnimation all references to this function have been replaced with calls to the asset manager method * adding asset to help overlay, bugfix for 4d59c91 * Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect all references to these have been replaced with calls to the asset manager methods * MapRenderer now gets an asset manager reference * removed d2asset.LoadPalette all references have been replaced with calls to an asset manager instance * merged d2object with d2mapentity d2object was only being used to create objects in the map, so the provider function is now a method of the map entity factory. calls to d2asset have been removed. * removed d2asset.LoadComposite all calls are now made to the asset manager method * removed d2asset singleton all singleton references have been removed, a single instance of the asset manager is passed around the entire app * rename Initialize to NewAssetManager
2020-09-12 16:51:30 -04:00
return &miniPanel{
asset: asset,
container: containerSprite,
button: buttonSprite,
isOpen: true,
isSinglePlayer: isSinglePlayer,
rectangle: rectangle,
}
}
func (m *miniPanel) IsOpen() bool {
return m.isOpen
}
func (m *miniPanel) Toggle() {
m.isOpen = !m.isOpen
}
func (m *miniPanel) Open() {
m.isOpen = true
}
func (m *miniPanel) Close() {
m.isOpen = false
}
func (m *miniPanel) Render(target d2interface.Surface) error {
if !m.isOpen {
return nil
}
if err := m.container.SetCurrentFrame(0); err != nil {
return err
}
width, height := target.GetSize()
m.container.SetPosition((width/2)-75, height-48)
if err := m.container.Render(target); err != nil {
return err
}
buttonWidth, _ := m.button.GetCurrentFrameSize()
buttonWidth++
for i, j := 0, 0; j < 16; i++ {
if m.isSinglePlayer && j == 6 { // skip Party Screen button if the game is single player
j += 2
}
if err := m.button.SetCurrentFrame(j); err != nil {
return err
}
m.button.SetPosition((width/2)-72+(buttonWidth*i), height-51)
if err := m.button.Render(target); err != nil {
return err
}
j += 2
}
return nil
}
func (m *miniPanel) isInRect(x, y int) bool {
return m.rectangle.IsInRect(x, y)
}