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https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-12-24 11:06:51 -05:00
Helpv3 (#739)
* finishing up help overlay * fixes help overlay close button, adds hack to prevent buysellbtn from rendering all 24 unrelated frames on top of eachother
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@ -168,7 +168,7 @@ const (
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RunButton = "/data/global/ui/PANEL/runbutton.dc6"
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MenuButton = "/data/global/ui/PANEL/menubutton.DC6"
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GoldCoinButton = "/data/global/ui/panel/goldcoinbtn.dc6"
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SquareButton = "/data/global/ui/panel/buysellbtn.dc6"
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BuySellButton = "/data/global/ui/panel/buysellbtn.dc6"
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ArmorPlaceholder = "/data/global/ui/PANEL/inv_armor.DC6"
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BeltPlaceholder = "/data/global/ui/PANEL/inv_belt.DC6"
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@ -39,11 +39,12 @@ const (
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ButtonTypeMinipanelMessage ButtonType = 17
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ButtonTypeMinipanelQuest ButtonType = 18
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ButtonTypeMinipanelMen ButtonType = 19
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ButtonTypeSquareClose ButtonType = 20
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)
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const (
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greyAlpha100 = 0x646464_ff
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lightGreyAlpha75 = 0x808080_c3
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greyAlpha100 = 0x646464ff
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lightGreyAlpha75 = 0x808080c3
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)
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// ButtonLayout defines the type of buttons
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@ -83,9 +84,9 @@ const (
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buttonOkCancelSegmentsY = 1
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buttonOkCancelDisabledFrame = -1
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buttonCloseSegmentsX = 1
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buttonCloseSegmentsY = 1
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buttonCloseDisabledFrame = -1
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buttonBuySellSegmentsX = 1
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buttonBuySellSegmentsY = 1
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buttonBuySellDisabledFrame = 1
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buttonRunSegmentsX = 1
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buttonRunSegmentsY = 1
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@ -152,15 +153,16 @@ func getButtonLayouts() map[ButtonType]ButtonLayout {
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FontPath: d2resource.FontRediculous,
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AllowFrameChange: true,
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},
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ButtonTypeClose: {
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XSegments: buttonCloseSegmentsX,
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YSegments: buttonCloseSegmentsY,
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DisabledFrame: buttonCloseDisabledFrame,
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ResourceName: d2resource.SquareButton,
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PaletteName: d2resource.PaletteUnits,
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Toggleable: true,
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FontPath: d2resource.Font30,
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ButtonTypeSquareClose: {
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XSegments: buttonBuySellSegmentsX,
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YSegments: buttonBuySellSegmentsY,
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DisabledFrame: buttonBuySellDisabledFrame,
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ResourceName: d2resource.BuySellButton,
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PaletteName: d2resource.PaletteUnits,
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Toggleable: true,
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FontPath: d2resource.Font30,
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AllowFrameChange: true,
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BaseFrame: 10,
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},
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}
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}
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@ -266,6 +268,13 @@ func (v *Button) renderFrames(btnSprite *Sprite, btnLayout *ButtonLayout, label
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label.Render(v.pressedSurface)
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}
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if btnLayout.ResourceName == d2resource.BuySellButton {
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// Without returning early, the button UI gets all subsequent (unrelated) frames stacked on top
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// Only 2 frames from this sprite are applicable to the button in question
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// The presentation is incorrect without this hack
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return
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}
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totalButtonTypes--
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if totalButtonTypes > 0 { // button has more than two types
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frameOffset++
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@ -158,12 +158,7 @@ func (h *Overlay) Load() {
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// Close
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//close, _ := h.uiManager.NewSprite(d2resource.SquareButton, d2resource.PaletteSky)
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//_ = close.SetCurrentFrame(0)
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//close.SetPosition(685, 57)
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//h.frames = append(h.frames, close)
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h.closeButton = h.uiManager.NewButton(d2ui.ButtonTypeClose, "0")
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h.closeButton = h.uiManager.NewButton(d2ui.ButtonTypeSquareClose, "")
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h.closeButton.SetPosition(685, 25)
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h.closeButton.SetVisible(false)
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h.closeButton.OnActivated(func() { h.close() })
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@ -173,11 +168,6 @@ func (h *Overlay) Load() {
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newLabel.SetPosition(680, 60)
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h.text = append(h.text, newLabel)
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newLabel = h.uiManager.NewLabel(d2resource.Font30, d2resource.PaletteSky)
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newLabel.SetText("0")
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newLabel.SetPosition(695, 32)
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h.text = append(h.text, newLabel)
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// Bullets
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yOffset := 60
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