mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-12-27 20:46:32 -05:00
- New menu in d2player. - Added OnMouseMove and Advance to GameControl. - Pause the MapEngine when single player.
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7ba3cb702d
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@ -59,7 +59,13 @@ func (v *Game) Render(screen d2render.Surface) error {
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}
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func (v *Game) Advance(tickTime float64) error {
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v.gameClient.MapEngine.Advance(tickTime) // TODO: Hack
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if !v.gameControls.InEscapeMenu() || len(v.gameClient.Players) != 1 {
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v.gameClient.MapEngine.Advance(tickTime) // TODO: Hack
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}
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if v.gameControls != nil {
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v.gameControls.Advance(tickTime)
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}
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v.ticksSinceLevelCheck += tickTime
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if v.ticksSinceLevelCheck > 1.0 {
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223
d2game/d2player/escape_menu.go
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223
d2game/d2player/escape_menu.go
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@ -0,0 +1,223 @@
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package d2player
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import (
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"log"
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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/d2input"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
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)
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type EscapeOption int
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const (
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EscapeOptions = EscapeOption(iota)
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EscapeSaveExit = EscapeOption(iota)
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EscapeReturn = EscapeOption(iota)
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)
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type mouseRegion int
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const (
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regAbove = mouseRegion(iota)
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regIn = mouseRegion(iota)
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regBelow = mouseRegion(iota)
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)
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// EscapeMenu is the overlay menu shown in-game when pressing Escape
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type EscapeMenu struct {
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current EscapeOption
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isOpen bool
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labels []d2ui.Label
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pentLeft *d2ui.Sprite
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pentRight *d2ui.Sprite
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// pre-computations
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pentWidth int
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pentHeight int
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textHeight int
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}
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// Creates an default instance of the EscapeMenu
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func NewEscapeMenu() *EscapeMenu {
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return &EscapeMenu{
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labels: make([]d2ui.Label, 0),
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}
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}
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// ScreenLoadHandler
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func (m *EscapeMenu) OnLoad() error {
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m.labels = []d2ui.Label{
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d2ui.CreateLabel(d2resource.Font42, d2resource.PaletteSky),
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d2ui.CreateLabel(d2resource.Font42, d2resource.PaletteSky),
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d2ui.CreateLabel(d2resource.Font42, d2resource.PaletteSky),
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}
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m.labels[EscapeOptions].SetText("OPTIONS")
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m.labels[EscapeSaveExit].SetText("SAVE AND EXIT GAME")
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m.labels[EscapeReturn].SetText("RETURN TO GAME")
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for i := range m.labels {
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m.labels[i].Alignment = d2ui.LabelAlignCenter
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}
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animation, _ := d2asset.LoadAnimation(d2resource.PentSpin, d2resource.PaletteUnits)
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m.pentLeft, _ = d2ui.LoadSprite(animation)
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m.pentLeft.SetBlend(false)
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m.pentLeft.PlayBackward()
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m.pentRight, _ = d2ui.LoadSprite(animation)
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m.pentRight.SetBlend(false)
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m.pentRight.PlayForward()
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m.pentWidth, m.pentHeight = m.pentLeft.GetFrameBounds()
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_, m.textHeight = m.labels[EscapeOptions].GetSize()
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return nil
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}
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// ScreenUnloadHandler
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func (m *EscapeMenu) OnUnload() error {
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return nil
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}
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// ScreenRenderHandler
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func (m *EscapeMenu) Render(target d2render.Surface) error {
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if !m.isOpen {
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return nil
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}
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tw, _ := target.GetSize()
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// X Position of the mid-render target.
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midX := tw / 2
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// Y Coordinates for the center of the first option
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choiceStart := 210
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// Y Delta, in pixels, between center of choices
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choiceDx := 50
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// X Delta, in pixels, between center of pentagrams
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betwPentDist := 275
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for i := range m.labels {
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m.labels[i].SetPosition(midX, choiceStart+i*choiceDx-m.textHeight/2)
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m.labels[i].Render(target)
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}
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m.pentLeft.SetPosition(midX-(betwPentDist+m.pentWidth/2), choiceStart+int(m.current)*choiceDx+m.pentHeight/2)
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m.pentRight.SetPosition(midX+(betwPentDist-m.pentWidth/2), choiceStart+int(m.current)*choiceDx+m.pentHeight/2)
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m.pentLeft.Render(target)
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m.pentRight.Render(target)
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return nil
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}
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// ScreenAdvanceHandler
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func (m *EscapeMenu) Advance(elapsed float64) error {
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if !m.isOpen {
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return nil
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}
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m.pentLeft.Advance(elapsed)
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m.pentRight.Advance(elapsed)
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return nil
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}
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func (m *EscapeMenu) IsOpen() bool {
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return m.isOpen
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}
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func (m *EscapeMenu) Toggle() {
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m.isOpen = !m.isOpen
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}
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func (m *EscapeMenu) Open() {
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m.isOpen = true
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}
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func (m *EscapeMenu) Close() {
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m.isOpen = false
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}
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// Moves current selection marker to closes option to mouse.
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func (m *EscapeMenu) OnMouseMove(event d2input.MouseMoveEvent) bool {
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if !m.isOpen {
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return false
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}
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lbl := &m.labels[EscapeSaveExit]
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reg := m.toMouseRegion(event.HandlerEvent, lbl)
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switch reg {
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case regAbove:
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m.current = EscapeOptions
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case regIn:
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m.current = EscapeSaveExit
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case regBelow:
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m.current = EscapeReturn
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}
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return false
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}
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// Allows user to click on menu options in Y coord. of mouse is over label.
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func (m *EscapeMenu) OnMouseButtonDown(event d2input.MouseEvent) bool {
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if !m.isOpen {
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return false
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}
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lbl := &m.labels[EscapeOptions]
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if m.toMouseRegion(event.HandlerEvent, lbl) == regIn {
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m.onOptions()
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return false
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}
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lbl = &m.labels[EscapeSaveExit]
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if m.toMouseRegion(event.HandlerEvent, lbl) == regIn {
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m.onSaveAndExit()
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return false
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}
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lbl = &m.labels[EscapeReturn]
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if m.toMouseRegion(event.HandlerEvent, lbl) == regIn {
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m.onReturnToGame()
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return false
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}
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return false
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}
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// User clicked on "OPTIONS"
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func (m *EscapeMenu) onOptions() error {
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log.Println("OPTIONS Clicked from Escape Menu")
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return nil
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}
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// User clicked on "SAVE AND EXIT"
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func (m *EscapeMenu) onSaveAndExit() error {
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log.Println("SAVE AND EXIT GAME Clicked from Escape Menu")
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return nil
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}
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// User clicked on "RETURN TO GAME"
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func (m *EscapeMenu) onReturnToGame() error {
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m.Toggle()
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return nil
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}
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// Where is the Y coordinate of the mouse compared to this label.
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func (m *EscapeMenu) toMouseRegion(event d2input.HandlerEvent, lbl *d2ui.Label) mouseRegion {
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_, h := lbl.GetSize()
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y := lbl.Y
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my := event.Y
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if my < y {
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return regAbove
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}
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if my > (y + h) {
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return regBelow
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}
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return regIn
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}
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@ -28,6 +28,7 @@ type GameControls struct {
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mapRenderer *d2map.MapRenderer
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inventory *Inventory
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heroStats *HeroStats
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escapeMenu *EscapeMenu
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inputListener InputCallbackListener
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// UI
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@ -49,42 +50,37 @@ func NewGameControls(hero *d2map.Player, mapEngine *d2map.MapEngine, mapRenderer
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mapRenderer: mapRenderer,
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inventory: NewInventory(),
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heroStats: NewHeroStats(),
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escapeMenu: NewEscapeMenu(),
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}
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}
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func (g *GameControls) OnKeyDown(event d2input.KeyEvent) bool {
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if event.Key == d2input.KeyEscape {
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g.escapeMenu.Toggle()
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return true
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}
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if event.Key == d2input.KeyI {
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g.inventory.Toggle()
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g.updateLayout()
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return true
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}
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if event.Key == d2input.KeyC {
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g.heroStats.Toggle()
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g.updateLayout()
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return true
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}
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return false
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}
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func (g *GameControls) updateLayout() {
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isRightPanelOpen := false
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isLeftPanelOpen := false
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// todo : add same logic when adding quest log and skill tree
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isRightPanelOpen = g.inventory.isOpen || isRightPanelOpen
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isLeftPanelOpen = g.heroStats.isOpen || isLeftPanelOpen
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if isRightPanelOpen == isLeftPanelOpen {
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g.mapRenderer.ViewportDefault()
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} else if isRightPanelOpen == true {
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g.mapRenderer.ViewportToLeft()
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} else {
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g.mapRenderer.ViewportToRight()
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}
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func (g *GameControls) OnMouseMove(event d2input.MouseMoveEvent) bool {
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g.escapeMenu.OnMouseMove(event)
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return false
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}
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func (g *GameControls) OnMouseButtonDown(event d2input.MouseEvent) bool {
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if g.escapeMenu.IsOpen() {
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return g.escapeMenu.OnMouseButtonDown(event)
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}
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px, py := g.mapRenderer.ScreenToWorld(event.X, event.Y)
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px = float64(int(px*10)) / 10.0
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py = float64(int(py*10)) / 10.0
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@ -136,12 +132,20 @@ func (g *GameControls) Load() {
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g.inventory.Load()
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g.heroStats.Load()
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g.escapeMenu.OnLoad()
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}
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// ScreenAdvanceHandler
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func (g *GameControls) Advance(elapsed float64) error {
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g.escapeMenu.Advance(elapsed)
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return nil
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}
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// TODO: consider caching the panels to single image that is reused.
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func (g *GameControls) Render(target d2render.Surface) {
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g.inventory.Render(target)
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g.heroStats.Render(target)
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g.escapeMenu.Render(target)
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width, height := target.GetSize()
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offset := 0
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@ -218,3 +222,7 @@ func (g *GameControls) Render(target d2render.Surface) {
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g.globeSprite.Render(target)
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}
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func (g *GameControls) InEscapeMenu() bool {
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return g != nil && g.escapeMenu != nil && g.escapeMenu.IsOpen()
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}
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