2020-08-25 09:10:26 -04:00
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package d2player
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import (
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2020-09-08 15:58:35 -04:00
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2geom"
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2020-08-25 09:10:26 -04:00
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
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)
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type miniPanel struct {
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asset *d2asset.AssetManager
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container *d2ui.Sprite
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button *d2ui.Sprite
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isOpen bool
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isSinglePlayer bool
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rectangle d2geom.Rectangle
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}
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2020-09-12 16:51:30 -04:00
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func newMiniPanel(asset *d2asset.AssetManager, uiManager *d2ui.UIManager, isSinglePlayer bool) *miniPanel {
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miniPanelContainerPath := d2resource.Minipanel
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if isSinglePlayer {
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miniPanelContainerPath = d2resource.MinipanelSmall
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}
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2020-09-12 16:25:09 -04:00
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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
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containerSprite, _ := uiManager.NewSprite(miniPanelContainerPath, d2resource.PaletteSky)
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2020-08-25 09:10:26 -04:00
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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
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buttonSprite, _ := uiManager.NewSprite(d2resource.MinipanelButton, d2resource.PaletteSky)
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rectangle := d2geom.Rectangle{Left: 325, Top: 526, Width: 156, Height: 26}
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if !isSinglePlayer {
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rectangle.Width = 182
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}
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2020-09-12 16:51:30 -04:00
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return &miniPanel{
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asset: asset,
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container: containerSprite,
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button: buttonSprite,
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isOpen: true,
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isSinglePlayer: isSinglePlayer,
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rectangle: rectangle,
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}
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2020-08-25 09:10:26 -04:00
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}
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func (m *miniPanel) IsOpen() bool {
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return m.isOpen
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}
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func (m *miniPanel) Toggle() {
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m.isOpen = !m.isOpen
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}
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func (m *miniPanel) Open() {
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m.isOpen = true
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}
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func (m *miniPanel) Close() {
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m.isOpen = false
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}
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func (m *miniPanel) Render(target d2interface.Surface) error {
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if !m.isOpen {
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return nil
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}
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if err := m.container.SetCurrentFrame(0); err != nil {
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return err
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}
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width, height := target.GetSize()
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m.container.SetPosition((width/2)-75, height-48)
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if err := m.container.Render(target); err != nil {
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return err
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}
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buttonWidth, _ := m.button.GetCurrentFrameSize()
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buttonWidth++
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for i, j := 0, 0; j < 16; i++ {
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if m.isSinglePlayer && j == 6 { // skip Party Screen button if the game is single player
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j += 2
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}
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if err := m.button.SetCurrentFrame(j); err != nil {
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return err
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}
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m.button.SetPosition((width/2)-72+(buttonWidth*i), height-51)
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if err := m.button.Render(target); err != nil {
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return err
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}
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j += 2
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}
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return nil
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}
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func (m *miniPanel) isInRect(x, y int) bool {
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return m.rectangle.IsInRect(x, y)
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}
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