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https://github.com/OpenDiablo2/OpenDiablo2
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lintfix: fixed lint errors
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bd3fc4bb25
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@ -30,6 +30,7 @@ const (
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seeingButtonFrame = iota * 4
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relationshipsFrame
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listeningButtonFrame
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// nolint:deadcode,varcheck,unused // will be used
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lockButtonFrame
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nextButtonFrame = 2
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@ -55,13 +56,16 @@ const (
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type partyIndex struct {
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name *d2ui.Label
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class *d2ui.Label
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// nolint:structcheck,unused // will be used
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level *d2ui.Label
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relationshipSwitcher *d2ui.SwitchableButton
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seeingSwitcher *d2ui.SwitchableButton
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listeningSwitcher *d2ui.SwitchableButton
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}
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func (s *PartyPanel) NewPartyIndex(name string, class d2enum.Hero, level int, idx int) *partyIndex {
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// newPartyIndex creates new party index
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// nolint:unparam // level will be used
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func (s *PartyPanel) newPartyIndex(name string, class d2enum.Hero, level, idx int) *partyIndex {
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result := &partyIndex{}
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nameLabel := s.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteSky)
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@ -183,7 +187,7 @@ func (s *PartyPanel) Load() {
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s.panelGroup.AddWidget(v)
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// example data
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s.partyIndexes[0] = s.NewPartyIndex("PartyMember", d2enum.HeroPaladin, 5, 0)
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s.partyIndexes[0] = s.newPartyIndex("PartyMember", d2enum.HeroPaladin, 5, 0)
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for _, i := range s.partyIndexes {
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// needed for "developing time" to avoit panic
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if i.name != nil {
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