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https://github.com/OpenDiablo2/OpenDiablo2
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* 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
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@ -15,6 +15,7 @@ averrin
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Dylan "Gravestench" Knuth
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Intyre
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Gürkan Kaymak
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Maxime "malavv" Lavigne
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* DIABLO2 LOGO
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Jose Pardilla (th3-prophetman)
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@ -2,6 +2,7 @@ package d2player
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import (
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"image/color"
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"log"
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"time"
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
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@ -38,14 +39,30 @@ type GameControls struct {
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FreeCam bool
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// UI
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globeSprite *d2ui.Sprite
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mainPanel *d2ui.Sprite
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menuButton *d2ui.Sprite
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skillIcon *d2ui.Sprite
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zoneChangeText *d2ui.Label
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isZoneTextShown bool
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globeSprite *d2ui.Sprite
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mainPanel *d2ui.Sprite
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menuButton *d2ui.Sprite
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skillIcon *d2ui.Sprite
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zoneChangeText *d2ui.Label
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isZoneTextShown bool
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actionableRegions []ActionableRegion
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}
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type ActionableType int
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type ActionableRegion struct { ActionableTypeId ActionableType; Rect d2common.Rectangle }
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const (
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// Since they require special handling, not considering (1) globes, (2) content of the mini panel, (3) belt
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leftSkill = ActionableType(iota)
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leftSelec = ActionableType(iota)
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xp = ActionableType(iota)
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walkRun = ActionableType(iota)
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stamina = ActionableType(iota)
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miniPanel = ActionableType(iota)
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rightSelec = ActionableType(iota)
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rightSkill = ActionableType(iota)
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)
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func NewGameControls(hero *d2mapentity.Player, mapEngine *d2mapengine.MapEngine, mapRenderer *d2maprenderer.MapRenderer, inputListener InputCallbackListener) *GameControls {
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d2term.BindAction("setmissile", "set missile id to summon on right click", func(id int) {
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missileID = id
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@ -64,6 +81,16 @@ func NewGameControls(hero *d2mapentity.Player, mapEngine *d2mapengine.MapEngine,
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heroStats: NewHeroStats(),
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escapeMenu: NewEscapeMenu(),
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zoneChangeText: &label,
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actionableRegions: []ActionableRegion {
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{leftSkill, d2common.Rectangle{Left:115, Top:550, Width:50, Height:50 }},
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{leftSelec, d2common.Rectangle{Left:206, Top:563, Width:30, Height:30 }},
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{xp, d2common.Rectangle{Left:253, Top:560, Width:125, Height:5 }},
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{walkRun, d2common.Rectangle{Left:255, Top:573, Width:17, Height:20 }},
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{stamina, d2common.Rectangle{Left:273, Top:573, Width:105, Height:20 }},
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{miniPanel, d2common.Rectangle{Left:393, Top:563, Width:12, Height:23 }},
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{rightSelec,d2common.Rectangle{Left:562, Top:563, Width:30, Height:30 }},
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{rightSkill,d2common.Rectangle{Left:634, Top:550, Width:50, Height:50 }},
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},
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}
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d2term.BindAction("freecam", "toggle free camera movement", func() {
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@ -162,7 +189,19 @@ func (g *GameControls) OnMouseButtonRepeat(event d2input.MouseEvent) bool {
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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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if g.escapeMenu.IsOpen() {
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g.escapeMenu.OnMouseMove(event)
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return false
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}
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mx, my := event.X, event.Y
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for i := range g.actionableRegions {
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// Mouse over a game control element
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if g.actionableRegions[i].Rect.IsInRect(mx, my) {
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g.onHoverActionable(g.actionableRegions[i].ActionableTypeId)
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}
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}
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return false
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}
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@ -171,7 +210,16 @@ func (g *GameControls) OnMouseButtonDown(event d2input.MouseEvent) bool {
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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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mx, my := event.X, event.Y
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for i := range g.actionableRegions {
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// If click is on a game control element
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if g.actionableRegions[i].Rect.IsInRect(mx, my) {
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g.onClickActionable(g.actionableRegions[i].ActionableTypeId)
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return false
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}
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}
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px, py := g.mapRenderer.ScreenToWorld(mx, my)
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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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@ -358,3 +406,43 @@ func (g *GameControls) HideZoneChangeTextAfter(delay float64) {
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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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// Handles what to do when an actionable is hovered
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func (g *GameControls) onHoverActionable(item ActionableType) {
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switch item {
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case leftSkill:
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return
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case leftSelec:
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return
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case xp:
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return
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case walkRun:
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return
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case stamina:
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return
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case miniPanel:
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return
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case rightSelec:
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return
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case rightSkill:
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return
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default:
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log.Printf("Unrecognized ActionableType(%d) being hovered\n", item)
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}
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}
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// Handles what to do when an actionable is clicked
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func (g *GameControls) onClickActionable(item ActionableType) {
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switch item {
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case leftSkill: log.Println("Left Skill Action Pressed")
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case leftSelec: log.Println("Left Skill Selector Action Pressed")
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case xp: log.Println("XP Action Pressed")
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case walkRun: log.Println("Walk/Run Action Pressed")
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case stamina: log.Println("Stamina Action Pressed")
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case miniPanel: log.Println("Mini Panel Action Pressed")
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case rightSelec: log.Println("Right Skill Selector Action Pressed")
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case rightSkill: log.Println("Right Skill Action Pressed")
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default:
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log.Printf("Unrecognized ActionableType(%d) being clicked\n", item)
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}
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}
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