mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-18 02:16:23 -05:00
* Handles Click and Hovers on most game control elements. Creates a new type of "Actionable" which includes most of the bottom bar elements. Then handles both "Click" and "Hover" into a separate handler function. At the moment, hover does nothing but routes correctly. Click logs the corresponding actionable. Known issues: - Not capturing button press on click (meaning player will move). - Basic touch detection, could be a more fancy QuadTree like struct. - Since the visual frames used are not just the actionable, the actual x, y coordinates of the actionable need to be entered statically. Changes in resolution would probably affect this. * Renaming vars for code consistency and readability
This commit is contained in:
parent
7f4db3b874
commit
b640385623
@ -15,6 +15,7 @@ averrin
|
||||
Dylan "Gravestench" Knuth
|
||||
Intyre
|
||||
Gürkan Kaymak
|
||||
Maxime "malavv" Lavigne
|
||||
|
||||
* DIABLO2 LOGO
|
||||
Jose Pardilla (th3-prophetman)
|
||||
|
@ -2,6 +2,7 @@ package d2player
|
||||
|
||||
import (
|
||||
"image/color"
|
||||
"log"
|
||||
"time"
|
||||
|
||||
"github.com/OpenDiablo2/OpenDiablo2/d2common"
|
||||
@ -38,14 +39,30 @@ type GameControls struct {
|
||||
FreeCam bool
|
||||
|
||||
// UI
|
||||
globeSprite *d2ui.Sprite
|
||||
mainPanel *d2ui.Sprite
|
||||
menuButton *d2ui.Sprite
|
||||
skillIcon *d2ui.Sprite
|
||||
zoneChangeText *d2ui.Label
|
||||
isZoneTextShown bool
|
||||
globeSprite *d2ui.Sprite
|
||||
mainPanel *d2ui.Sprite
|
||||
menuButton *d2ui.Sprite
|
||||
skillIcon *d2ui.Sprite
|
||||
zoneChangeText *d2ui.Label
|
||||
isZoneTextShown bool
|
||||
actionableRegions []ActionableRegion
|
||||
}
|
||||
|
||||
type ActionableType int
|
||||
type ActionableRegion struct { ActionableTypeId ActionableType; Rect d2common.Rectangle }
|
||||
|
||||
const (
|
||||
// Since they require special handling, not considering (1) globes, (2) content of the mini panel, (3) belt
|
||||
leftSkill = ActionableType(iota)
|
||||
leftSelec = ActionableType(iota)
|
||||
xp = ActionableType(iota)
|
||||
walkRun = ActionableType(iota)
|
||||
stamina = ActionableType(iota)
|
||||
miniPanel = ActionableType(iota)
|
||||
rightSelec = ActionableType(iota)
|
||||
rightSkill = ActionableType(iota)
|
||||
)
|
||||
|
||||
func NewGameControls(hero *d2mapentity.Player, mapEngine *d2mapengine.MapEngine, mapRenderer *d2maprenderer.MapRenderer, inputListener InputCallbackListener) *GameControls {
|
||||
d2term.BindAction("setmissile", "set missile id to summon on right click", func(id int) {
|
||||
missileID = id
|
||||
@ -64,6 +81,16 @@ func NewGameControls(hero *d2mapentity.Player, mapEngine *d2mapengine.MapEngine,
|
||||
heroStats: NewHeroStats(),
|
||||
escapeMenu: NewEscapeMenu(),
|
||||
zoneChangeText: &label,
|
||||
actionableRegions: []ActionableRegion {
|
||||
{leftSkill, d2common.Rectangle{Left:115, Top:550, Width:50, Height:50 }},
|
||||
{leftSelec, d2common.Rectangle{Left:206, Top:563, Width:30, Height:30 }},
|
||||
{xp, d2common.Rectangle{Left:253, Top:560, Width:125, Height:5 }},
|
||||
{walkRun, d2common.Rectangle{Left:255, Top:573, Width:17, Height:20 }},
|
||||
{stamina, d2common.Rectangle{Left:273, Top:573, Width:105, Height:20 }},
|
||||
{miniPanel, d2common.Rectangle{Left:393, Top:563, Width:12, Height:23 }},
|
||||
{rightSelec,d2common.Rectangle{Left:562, Top:563, Width:30, Height:30 }},
|
||||
{rightSkill,d2common.Rectangle{Left:634, Top:550, Width:50, Height:50 }},
|
||||
},
|
||||
}
|
||||
|
||||
d2term.BindAction("freecam", "toggle free camera movement", func() {
|
||||
@ -162,7 +189,19 @@ func (g *GameControls) OnMouseButtonRepeat(event d2input.MouseEvent) bool {
|
||||
}
|
||||
|
||||
func (g *GameControls) OnMouseMove(event d2input.MouseMoveEvent) bool {
|
||||
g.escapeMenu.OnMouseMove(event)
|
||||
if g.escapeMenu.IsOpen() {
|
||||
g.escapeMenu.OnMouseMove(event)
|
||||
return false
|
||||
}
|
||||
|
||||
mx, my := event.X, event.Y
|
||||
for i := range g.actionableRegions {
|
||||
// Mouse over a game control element
|
||||
if g.actionableRegions[i].Rect.IsInRect(mx, my) {
|
||||
g.onHoverActionable(g.actionableRegions[i].ActionableTypeId)
|
||||
}
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
@ -171,7 +210,16 @@ func (g *GameControls) OnMouseButtonDown(event d2input.MouseEvent) bool {
|
||||
return g.escapeMenu.OnMouseButtonDown(event)
|
||||
}
|
||||
|
||||
px, py := g.mapRenderer.ScreenToWorld(event.X, event.Y)
|
||||
mx, my := event.X, event.Y
|
||||
for i := range g.actionableRegions {
|
||||
// If click is on a game control element
|
||||
if g.actionableRegions[i].Rect.IsInRect(mx, my) {
|
||||
g.onClickActionable(g.actionableRegions[i].ActionableTypeId)
|
||||
return false
|
||||
}
|
||||
}
|
||||
|
||||
px, py := g.mapRenderer.ScreenToWorld(mx, my)
|
||||
px = float64(int(px*10)) / 10.0
|
||||
py = float64(int(py*10)) / 10.0
|
||||
|
||||
@ -358,3 +406,43 @@ func (g *GameControls) HideZoneChangeTextAfter(delay float64) {
|
||||
func (g *GameControls) InEscapeMenu() bool {
|
||||
return g != nil && g.escapeMenu != nil && g.escapeMenu.IsOpen()
|
||||
}
|
||||
|
||||
// Handles what to do when an actionable is hovered
|
||||
func (g *GameControls) onHoverActionable(item ActionableType) {
|
||||
switch item {
|
||||
case leftSkill:
|
||||
return
|
||||
case leftSelec:
|
||||
return
|
||||
case xp:
|
||||
return
|
||||
case walkRun:
|
||||
return
|
||||
case stamina:
|
||||
return
|
||||
case miniPanel:
|
||||
return
|
||||
case rightSelec:
|
||||
return
|
||||
case rightSkill:
|
||||
return
|
||||
default:
|
||||
log.Printf("Unrecognized ActionableType(%d) being hovered\n", item)
|
||||
}
|
||||
}
|
||||
|
||||
// Handles what to do when an actionable is clicked
|
||||
func (g *GameControls) onClickActionable(item ActionableType) {
|
||||
switch item {
|
||||
case leftSkill: log.Println("Left Skill Action Pressed")
|
||||
case leftSelec: log.Println("Left Skill Selector Action Pressed")
|
||||
case xp: log.Println("XP Action Pressed")
|
||||
case walkRun: log.Println("Walk/Run Action Pressed")
|
||||
case stamina: log.Println("Stamina Action Pressed")
|
||||
case miniPanel: log.Println("Mini Panel Action Pressed")
|
||||
case rightSelec: log.Println("Right Skill Selector Action Pressed")
|
||||
case rightSkill: log.Println("Right Skill Action Pressed")
|
||||
default:
|
||||
log.Printf("Unrecognized ActionableType(%d) being clicked\n", item)
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user