mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2025-02-20 23:47:16 -05:00
D2datadict unique items bugfix (#669)
* d2ui.Label: add support for color tokens in labels, multiple colors per label * unique items should use the item name as the map key
This commit is contained in:
parent
6a8b9aada1
commit
524132c122
@ -135,7 +135,7 @@ func LoadUniqueItems(file []byte) {
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}
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rec := createUniqueItemRecord(r)
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UniqueItems[rec.Code] = &rec
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UniqueItems[rec.Name] = &rec
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}
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log.Printf("Loaded %d unique items", len(UniqueItems))
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@ -11,7 +11,7 @@ type MapEntity interface {
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GetSize() (width, height int)
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GetLayer() int
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GetPositionF() (float64, float64)
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Name() string
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Label() string
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Selectable() bool
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Highlight()
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}
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@ -31,7 +31,6 @@ const (
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propertyIndestructable = "indestruct"
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)
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const (
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magicItemPrefixMax = 1
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magicItemSuffixMax = 1
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@ -95,6 +94,8 @@ type itemAttributes struct {
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requiredDexterity int
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classSpecific d2enum.Hero
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identitified bool
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crafted bool
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durable bool // some items specify that they have no durability
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indestructable bool
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ethereal bool
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@ -107,9 +108,39 @@ type minMaxEnhanceable struct {
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enhance int
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}
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// Name returns the item name
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func (i *Item) Name() string {
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return i.name
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// Label returns the item name
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func (i *Item) Label() string {
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str := i.name
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if i.attributes.crafted {
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return d2ui.ColorTokenize(str, d2ui.ColorTokenCraftedItem)
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}
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if i.SetItemRecord() != nil {
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return d2ui.ColorTokenize(str, d2ui.ColorTokenSetItem)
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}
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if i.UniqueRecord() != nil {
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return d2ui.ColorTokenize(str, d2ui.ColorTokenUniqueItem)
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}
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numAffixes := len(i.PrefixRecords()) + len(i.SuffixRecords())
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if numAffixes > 0 && numAffixes < 3 {
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return d2ui.ColorTokenize(str, d2ui.ColorTokenMagicItem)
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}
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if numAffixes > 2 {
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return d2ui.ColorTokenize(str, d2ui.ColorTokenRareItem)
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}
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if i.sockets != nil {
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if len(i.sockets) > 0 {
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return d2ui.ColorTokenize(str, d2ui.ColorTokenSocketedItem)
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}
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}
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return d2ui.ColorTokenize(str, d2ui.ColorTokenNormalItem)
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}
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// Context returns the statContext that is being used to evaluate stats. for example,
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@ -188,7 +219,6 @@ func affixRecords(
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return result
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}
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// SlotType returns the slot type (where it can be equipped)
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func (i *Item) SlotType() d2enum.EquippedSlot {
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return i.slotType
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@ -6,6 +6,6 @@ type Item interface {
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Context() StatContext
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SetContext(StatContext)
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Name() string
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Label() string
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Description() string
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}
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@ -1,10 +1,14 @@
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package d2mapentity
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import (
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2item/diablo2item"
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)
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// static check that item implements map entity interface
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var _ d2interface.MapEntity = &Item{}
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const (
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errInvalidItemCodes = "invalid item codes supplied"
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)
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@ -36,8 +40,8 @@ func (i *Item) Highlight() {
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}
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// Name returns the item name
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func (i *Item) Name() string {
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return i.Item.Name()
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func (i *Item) Label() string {
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return i.Item.Label()
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}
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// GetSize returns the current frame size
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@ -196,8 +196,8 @@ func (m *mapEntity) GetPositionF() (x, y float64) {
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return w.X(), w.Y()
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}
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// Name returns the NPC's in-game name (e.g. "Deckard Cain") or an empty string if it does not have a name
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func (m *mapEntity) Name() string {
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// Label returns the NPC's in-game name (e.g. "Deckard Cain") or an empty string if it does not have a name
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func (m *mapEntity) Label() string {
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return ""
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}
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@ -161,8 +161,8 @@ func (v *NPC) Selectable() bool {
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return v.name != ""
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}
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// Name returns the NPC's in-game name (e.g. "Deckard Cain") or an empty string if it does not have a name.
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func (v *NPC) Name() string {
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// Label returns the NPC's in-game name (e.g. "Deckard Cain") or an empty string if it does not have a name.
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func (v *NPC) Label() string {
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return v.name
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}
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@ -128,8 +128,8 @@ func (ob *Object) GetPositionF() (x, y float64) {
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return w.X(), w.Y()
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}
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// Name gets the name of the object
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func (ob *Object) Name() string {
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// Label gets the name of the object
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func (ob *Object) Label() string {
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return ob.name
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}
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@ -112,8 +112,10 @@ func CreateButton(renderer d2interface.Renderer, buttonType ButtonType, text str
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buttonLayout := getButtonLayouts()[buttonType]
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result.buttonLayout = buttonLayout
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lbl := CreateLabel(buttonLayout.FontPath, d2resource.PaletteUnits)
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lbl.SetText(text)
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lbl.Color = color.RGBA{R: 100, G: 100, B: 100, A: 255}
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lbl.Color[0] = color.RGBA{R: 100, G: 100, B: 100, A: 255}
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lbl.Alignment = d2gui.HorizontalAlignCenter
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animation, _ := d2asset.LoadAnimation(buttonLayout.ResourceName, buttonLayout.PaletteName)
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@ -1,15 +1,64 @@
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package d2ui
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import (
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"fmt"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui"
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"image/color"
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"log"
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"regexp"
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"strings"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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)
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// ColorToken is a string which is used inside of label strings to set font color.
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type ColorToken string
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const (
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colorTokenFmt = `%s%s`
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colorTokenMatch = `\[[^\]]+\]`
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colorStrMatch = colorTokenMatch + `[^\[]+`
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)
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const (
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ColorTokenGrey ColorToken = "[grey]"
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ColorTokenRed ColorToken = "[red]"
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ColorTokenWhite ColorToken = "[white]"
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ColorTokenBlue ColorToken = "[blue]"
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ColorTokenYellow ColorToken = "[yellow]"
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ColorTokenGreen ColorToken = "[green]"
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ColorTokenGold ColorToken = "[gold]"
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ColorTokenOrange ColorToken = "[orange]"
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ColorTokenBlack ColorToken = "[black]"
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)
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// Color tokens for item labels
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const (
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ColorTokenSocketedItem = ColorTokenGrey
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ColorTokenNormalItem = ColorTokenWhite
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ColorTokenMagicItem = ColorTokenBlue
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ColorTokenRareItem = ColorTokenYellow
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ColorTokenSetItem = ColorTokenGreen
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ColorTokenUniqueItem = ColorTokenGold
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ColorTokenCraftedItem = ColorTokenOrange
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)
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const (
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ColorTokenServer = ColorTokenRed
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ColorTokenButton = ColorTokenBlack
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)
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const (
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ColorTokenCharacterName = ColorTokenGold
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ColorTokenCharacterDesc = ColorTokenWhite
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ColorTokenCharacterType = ColorTokenGreen
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)
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// ColorTokenize formats the string with the given color token
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func ColorTokenize(s string, t ColorToken) string {
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return fmt.Sprintf(colorTokenFmt, t, s)
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}
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// Label represents a user interface label
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type Label struct {
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text string
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@ -17,7 +66,7 @@ type Label struct {
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Y int
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Alignment d2gui.HorizontalAlign
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font d2interface.Font
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Color color.Color
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Color map[int]color.Color
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}
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// CreateLabel creates a new instance of a UI label
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@ -25,26 +74,44 @@ func CreateLabel(fontPath, palettePath string) Label {
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font, _ := d2asset.LoadFont(fontPath+".tbl", fontPath+".dc6", palettePath)
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result := Label{
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Alignment: d2gui.HorizontalAlignLeft,
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Color: color.White,
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Color: map[int]color.Color{0: color.White},
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font: font,
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}
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return result
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}
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// Render draws the label on the screen, respliting the lines to allow for other alignments
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// Render draws the label on the screen, respliting the lines to allow for other alignments.
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func (v *Label) Render(target d2interface.Surface) {
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v.font.SetColor(v.Color)
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target.PushTranslation(v.X, v.Y)
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lines := strings.Split(v.text, "\n")
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yOffset := 0
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lastColor := v.Color[0]
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v.font.SetColor(lastColor)
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for _, line := range lines {
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lw, lh := v.GetTextMetrics(line)
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characters := []rune(line)
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target.PushTranslation(v.getAlignOffset(lw), yOffset)
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_ = v.font.RenderText(line, target)
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for idx := range characters {
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character := string(characters[idx])
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charWidth, _ := v.GetTextMetrics(character)
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if v.Color[idx] != nil {
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lastColor = v.Color[idx]
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v.font.SetColor(lastColor)
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}
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_ = v.font.RenderText(character, target)
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target.PushTranslation(charWidth, 0)
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}
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target.PopN(len(characters))
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yOffset += lh
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@ -72,7 +139,43 @@ func (v *Label) GetTextMetrics(text string) (width, height int) {
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// SetText sets the label's text
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func (v *Label) SetText(newText string) {
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v.text = newText
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v.text = v.processColorTokens(newText)
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}
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func (v *Label) processColorTokens(str string) string {
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tokenMatch := regexp.MustCompile(colorTokenMatch)
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tokenStrMatch := regexp.MustCompile(colorStrMatch)
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empty := []byte("")
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tokenPosition := 0
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withoutTokens := string(tokenMatch.ReplaceAll([]byte(str), empty)) // remove tokens from string
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matches := tokenStrMatch.FindAll([]byte(str), -1)
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if len(matches) == 0 {
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v.Color[0] = getColor(ColorTokenWhite)
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}
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// we find the index of each token and update the color map.
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// the key in the map is the starting index of each color token, the value is the color
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for idx := range matches {
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match := matches[idx]
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matchToken := tokenMatch.Find(match)
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matchStr := string(tokenMatch.ReplaceAll(match, empty))
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token := ColorToken(matchToken)
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theColor := getColor(token)
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if v.Color == nil {
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v.Color = make(map[int]color.Color)
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}
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v.Color[tokenPosition] = theColor
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tokenPosition += len(matchStr)
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}
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return withoutTokens
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}
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func (v *Label) getAlignOffset(textWidth int) int {
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@ -88,3 +191,28 @@ func (v *Label) getAlignOffset(textWidth int) int {
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return 0
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}
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}
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func getColor(token ColorToken) color.Color {
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alpha := uint8(255)
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// todo this should really come from the PL2 files
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colors := map[ColorToken]color.Color{
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ColorTokenGrey: color.RGBA{105, 105, 105, alpha},
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ColorTokenWhite: color.RGBA{255, 255, 255, alpha},
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ColorTokenBlue: color.RGBA{105, 105, 255, alpha},
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ColorTokenYellow: color.RGBA{255, 255, 100, alpha},
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ColorTokenGreen: color.RGBA{0, 255, 0, alpha},
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ColorTokenGold: color.RGBA{199, 179, 119, alpha},
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ColorTokenOrange: color.RGBA{255, 168, 0, alpha},
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ColorTokenRed: color.RGBA{255, 77, 77, alpha},
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ColorTokenBlack: color.RGBA{0, 0, 0, alpha},
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}
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chosen := colors[token]
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if chosen == nil {
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return colors[ColorTokenWhite]
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}
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return chosen
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}
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@ -175,8 +175,8 @@ func (v *CharacterSelect) OnLoad(loading d2screen.LoadingState) {
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}
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v.characterNameLabel[i] = d2ui.CreateLabel(d2resource.Font16, d2resource.PaletteUnits)
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v.characterNameLabel[i].Color = rgbaColor(lightBrown)
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v.characterNameLabel[i].SetPosition(offsetX, offsetY)
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v.characterNameLabel[i].Color[0] = rgbaColor(lightBrown)
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offsetY += labelHeight
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v.characterStatsLabel[i] = d2ui.CreateLabel(d2resource.Font16, d2resource.PaletteUnits)
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@ -184,8 +184,8 @@ func (v *CharacterSelect) OnLoad(loading d2screen.LoadingState) {
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offsetY += labelHeight
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v.characterExpLabel[i] = d2ui.CreateLabel(d2resource.Font16, d2resource.PaletteStatic)
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v.characterExpLabel[i].Color = rgbaColor(lightGreen)
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v.characterExpLabel[i].SetPosition(offsetX, offsetY)
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v.characterExpLabel[i].Color[0] = rgbaColor(lightGreen)
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}
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v.refreshGameStates()
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}
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@ -289,9 +289,12 @@ func (v *CharacterSelect) updateCharacterBoxes() {
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continue
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}
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v.characterNameLabel[i].SetText(v.gameStates[idx].HeroName)
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v.characterStatsLabel[i].SetText("Level 1 " + v.gameStates[idx].HeroType.String())
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v.characterExpLabel[i].SetText(expText)
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heroName := v.gameStates[idx].HeroName
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heroInfo := "Level 1 " + v.gameStates[idx].HeroType.String()
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v.characterNameLabel[i].SetText(d2ui.ColorTokenize(heroName, d2ui.ColorTokenGold))
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v.characterStatsLabel[i].SetText(d2ui.ColorTokenize(heroInfo, d2ui.ColorTokenWhite))
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v.characterExpLabel[i].SetText(d2ui.ColorTokenize(expText, d2ui.ColorTokenGreen))
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heroType := v.gameStates[idx].HeroType
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equipment := d2inventory.HeroObjects[heroType]
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@ -258,9 +258,9 @@ func (v *Credits) getNewFontLabel(isHeading bool) *d2ui.Label {
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if label.Available {
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label.Available = false
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if isHeading {
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label.Label.Color = rgbaColor(lightRed)
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label.Label.Color[0] = rgbaColor(lightRed)
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} else {
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label.Label.Color = rgbaColor(beige)
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label.Label.Color[0] = rgbaColor(beige)
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}
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return &label.Label
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@ -274,9 +274,9 @@ func (v *Credits) getNewFontLabel(isHeading bool) *d2ui.Label {
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}
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if isHeading {
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newLabelItem.Label.Color = rgbaColor(lightRed)
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newLabelItem.Label.Color[0] = rgbaColor(lightRed)
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} else {
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newLabelItem.Label.Color = rgbaColor(beige)
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newLabelItem.Label.Color[0] = rgbaColor(beige)
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}
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v.labels = append(v.labels, newLabelItem)
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@ -188,32 +188,32 @@ func (v *MainMenu) createLabels(loading d2screen.LoadingState) {
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v.versionLabel = d2ui.CreateLabel(d2resource.FontFormal12, d2resource.PaletteStatic)
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v.versionLabel.Alignment = d2gui.HorizontalAlignRight
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v.versionLabel.SetText("OpenDiablo2 - " + v.buildInfo.Branch)
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v.versionLabel.Color = rgbaColor(white)
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v.versionLabel.Color[0] = rgbaColor(white)
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v.versionLabel.SetPosition(versionLabelX, versionLabelY)
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v.commitLabel = d2ui.CreateLabel(d2resource.FontFormal10, d2resource.PaletteStatic)
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v.commitLabel.Alignment = d2gui.HorizontalAlignLeft
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v.commitLabel.SetText(v.buildInfo.Commit)
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v.commitLabel.Color = rgbaColor(white)
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v.commitLabel.Color[0] = rgbaColor(white)
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v.commitLabel.SetPosition(commitLabelX, commitLabelY)
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v.copyrightLabel = d2ui.CreateLabel(d2resource.FontFormal12, d2resource.PaletteStatic)
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v.copyrightLabel.Alignment = d2gui.HorizontalAlignCenter
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v.copyrightLabel.SetText("Diablo 2 is © Copyright 2000-2016 Blizzard Entertainment")
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v.copyrightLabel.Color = rgbaColor(lightBrown)
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v.copyrightLabel.Color[0] = rgbaColor(lightBrown)
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v.copyrightLabel.SetPosition(copyrightX, copyrightY)
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loading.Progress(thirtyPercent)
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v.copyrightLabel2 = d2ui.CreateLabel(d2resource.FontFormal12, d2resource.PaletteStatic)
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v.copyrightLabel2.Alignment = d2gui.HorizontalAlignCenter
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v.copyrightLabel2.SetText("All Rights Reserved.")
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v.copyrightLabel2.Color = rgbaColor(lightBrown)
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v.copyrightLabel2.Color[0] = rgbaColor(lightBrown)
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v.copyrightLabel2.SetPosition(copyright2X, copyright2Y)
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v.openDiabloLabel = d2ui.CreateLabel(d2resource.FontFormal10, d2resource.PaletteStatic)
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v.openDiabloLabel.Alignment = d2gui.HorizontalAlignCenter
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v.openDiabloLabel.SetText("OpenDiablo2 is neither developed by, nor endorsed by Blizzard or its parent company Activision")
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v.openDiabloLabel.Color = rgbaColor(lightYellow)
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v.openDiabloLabel.Color[0] = rgbaColor(lightYellow)
|
||||
v.openDiabloLabel.SetPosition(od2LabelX, od2LabelY)
|
||||
loading.Progress(fiftyPercent)
|
||||
|
||||
@ -226,7 +226,7 @@ func (v *MainMenu) createLabels(loading d2screen.LoadingState) {
|
||||
v.tcpJoinGameLabel.Alignment = d2gui.HorizontalAlignCenter
|
||||
v.tcpJoinGameLabel.SetText("Enter Host IP Address\nto Join Game")
|
||||
|
||||
v.tcpJoinGameLabel.Color = rgbaColor(gold)
|
||||
v.tcpJoinGameLabel.Color[0] = rgbaColor(gold)
|
||||
v.tcpJoinGameLabel.SetPosition(joinGameX, joinGameY)
|
||||
}
|
||||
|
||||
|
@ -397,20 +397,17 @@ func (v *SelectHeroClass) createLabels() {
|
||||
|
||||
v.heroNameLabel = d2ui.CreateLabel(d2resource.Font16, d2resource.PaletteUnits)
|
||||
v.heroNameLabel.Alignment = d2gui.HorizontalAlignLeft
|
||||
v.heroNameLabel.Color = rgbaColor(gold)
|
||||
v.heroNameLabel.SetText("Character Name")
|
||||
v.heroNameLabel.SetText(d2ui.ColorTokenize("Character Name", d2ui.ColorTokenGold))
|
||||
v.heroNameLabel.SetPosition(heroNameLabelX, heroNameLabelY)
|
||||
|
||||
v.expansionCharLabel = d2ui.CreateLabel(d2resource.Font16, d2resource.PaletteUnits)
|
||||
v.expansionCharLabel.Alignment = d2gui.HorizontalAlignLeft
|
||||
v.expansionCharLabel.Color = rgbaColor(gold)
|
||||
v.expansionCharLabel.SetText("EXPANSION CHARACTER")
|
||||
v.expansionCharLabel.SetText(d2ui.ColorTokenize("EXPANSION CHARACTER", d2ui.ColorTokenGold))
|
||||
v.expansionCharLabel.SetPosition(expansionLabelX, expansionLabelY)
|
||||
|
||||
v.hardcoreCharLabel = d2ui.CreateLabel(d2resource.Font16, d2resource.PaletteUnits)
|
||||
v.hardcoreCharLabel.Alignment = d2gui.HorizontalAlignLeft
|
||||
v.hardcoreCharLabel.Color = rgbaColor(gold)
|
||||
v.hardcoreCharLabel.SetText("Hardcore")
|
||||
v.hardcoreCharLabel.SetText(d2ui.ColorTokenize("Hardcore", d2ui.ColorTokenGold))
|
||||
v.hardcoreCharLabel.SetPosition(hardcoreLabelX, hardcoreLabelY)
|
||||
}
|
||||
|
||||
|
@ -94,13 +94,11 @@ func NewGameControls(renderer d2interface.Renderer, hero *d2mapentity.Player, ma
|
||||
})
|
||||
|
||||
zoneLabel := d2ui.CreateLabel(d2resource.Font30, d2resource.PaletteUnits)
|
||||
zoneLabel.Color = color.RGBA{R: 255, G: 88, B: 82, A: 255}
|
||||
zoneLabel.Alignment = d2gui.HorizontalAlignCenter
|
||||
|
||||
nameLabel := d2ui.CreateLabel(d2resource.FontFormal11, d2resource.PaletteStatic)
|
||||
nameLabel.Alignment = d2gui.HorizontalAlignCenter
|
||||
nameLabel.SetText("")
|
||||
nameLabel.Color = color.White
|
||||
nameLabel.SetText(d2ui.ColorTokenize("", d2ui.ColorTokenServer))
|
||||
|
||||
// TODO make this depend on the hero type to respect inventory.txt
|
||||
var inventoryRecordKey string
|
||||
@ -440,7 +438,8 @@ func (g *GameControls) Render(target d2interface.Surface) error {
|
||||
|
||||
if within {
|
||||
xOff, yOff := int(entOffset.X()), int(entOffset.Y())
|
||||
g.nameLabel.SetText(entity.Name())
|
||||
g.nameLabel.SetText(entity.Label())
|
||||
|
||||
xLabel, yLabel := entScreenX-xOff, entScreenY-yOff-entityHeight-hoverLabelOuterPad
|
||||
g.nameLabel.SetPosition(xLabel, yLabel)
|
||||
g.nameLabel.Render(target)
|
||||
|
Loading…
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Reference in New Issue
Block a user