* d2player/hud: Make minipanel button a real ui/button
* d2ui/button: Add implicit tooltips
for now it is only for close buttons.
* d2ui/frame: Add size caluclation
now frame.GetSize() returns meaningful values.
* d2ui/button: Add minipanel button types
* d2ui/hero_stats_panel: Fix cached image being way to big
* d2ui/widget_group: Fix widget groups size calculation
* d2ui/widget_group: Add debug rendering
* d2ui/widget_group: SetVisible() now sets the visibility of the group object
* d2player: Refactor mini_panel
we converted all elements to widgets. Thus rendering from game_controls
is no longer neccessary.
* d2ui/button: Add disabled color to layouts
* d2player/gamecontrols: temp hide minipanel when in esc menu
* d2ui/widget_group: Add OffsetPosition() method
* d2player/mini_panel: Implement moving of minipanel
this only occours when other panels are opened.
* d2player/minipanel: Fix inv/skilltree/char closebuttons
these would screw up the moving of the mini panel.
* Fix linter
* d2player/minipanel: Add tooltips to buttons
* d2player/skilltree: Fix icon rendering
* d2ui/skilltree: Don't render availSPLabel
this is handled by the ui_manager now.
* d2ui/custom_widget: Allow them to be cached into static images
* d2player/hero_stats_panel: Remove render() function from game_controls
all ui elements are now grouped into a WidgetGroup, thus rendering is
done by the ui manager.
* d2player/hero_stats_panel: Remove unnecessary widgets from struct
we don't need to store them in the HeroStatsPanel struct anymore as they
are completly handled by the uiManager.
* d2ui/widget_group: Remove priority member
this is already defined by the BaseWidget.
* d2ui/widget: Move uiManager.contains() to the baseWidgets
this method makes more sense on a widget anyways.
* d2ui/widget: Add methods to handle widget hovering
* d2ui/custom_widget: Require define width/height
since the custom render() method can do whatever, we need the user to specify
the width/height such that GetSize() calls are meaningful.
* d2ui/widget: Allow widgets to return the uiManager
* d2player/HUD: Refactor health/mana globe into its own widget
* d2player/hud: Refactor load()
seperate each type of loading into its own method.
* d2player/HUD: Move stamina/exp bar into widgets
* d2player/HUD: Refactor left/right skills into widget
* d2ui/custom_widget: cached custom widgets should use widget.x/y
since we render to an image, we use widget.x/y to position the cached
image.
* d2player/HUD: User cached custom widget for all static images
* Feat(KeyBindingMenu): Adds dynamic box system with scrollbar
* Feat(Hotkeys): WIP Adds a lot of things
* Feat(KeyBindingMenu): WIP Adds logic to binding
* Feat(KeyBindingMenu): Fixes assignment logic
* Feat(KeyBindingMenu): Adds buttons logic
* Feat(KeyBindingMenu): Fixes sprites positions+add padding to Box
* Feat(KeyBindingMenu): Adds label blinking cap
* Feat(KeyBindingMenu): Removes commented func
* Feat(KeyBindingMenu): Fixes lint errors and refactors a bit
* Feat(KeyBindingMenu): Corrects few minor things from Grave
* Feat(KeyBindingMenu): removes forgotten key to string mapping
this simplifies error handling statements all over the ui code. Before
we had to write:
if err := foo.Render(target); err != nil {
return err
}
which simplifies now to foo.Render(target)
* d2player/panels: Add close button to hero/inventory/skilltree panel
we require a OnClose callback here, as we need to update the perspective
of the view which is handled by gamecontrols.updateLayout().
* d2player/skilltree: Fix using the same tab label for all tabs
* d2player/game_controls: Fix wrong position of left/right menu
the character would not detect that a click was in a menu and start
walking.
* minor refactor of hero_stats_panel to clean up lint errors
* minor edit to skill_select_panel.go
* major refactor of d2game/d2player/game_controls.go, removed most lint errors.
* d2ui/UIFrame: Refactor into its own class
it's not useful to have the handling of frames for the
inventory/herostate/skilltree/quest panels individually in each of
those.
* d2ui/button: Fix crash when a buttonlayout was not allowing FrameChange
When AllowFrameChange is false we do not create pressedSurface. So if we
press the button the game will crash.
* d2ui/button: Allow label-only buttons
At least for the skillmenu we need buttons were the graphic size does
not match the buttonsize. So let's render the graphic in there and make
the button label only.
* d2hero/hero_state_factory: Give all heroes their class specific skills
* d2player/gamecontrols: Fix wrong inventory/stats layouts for exp chars
For Druid/Assassin the inventory frame was rendered for a 640x480
resolution. This brings it in line with all other characters.
* d2player: Add inital Skilltree panel
* d2player/game_controls: Enable skilltree
Note here, that the inventory panel and skilltree panel can overlap.
* d2player/skilltree: Add skillicon rendering
Note here, that I couldn't figure out how to render them dark if no
skillpoints are invested.
Signed-off-by: juander <juander@rumtueddeln.de>
* adds error handling, returns early from funcs where it makes sense
* fixes build errors
* merge ballresin PR with upstream
* adds error handling, returns early from funcs where it makes sense
* fixes build errors
* merge ballresin PR with upstream
Co-authored-by: dknuth <dknuth0101@gmail.com>
* improve AssetManager implementation
Notable changes are:
* removed the individual managers inside of d2asset, only one asset manager
* AssetManager now has caches for the types of files it loads
* created a type for TextDictionary (the txt file structs)
* fixed a file path bug in d2loader Source
* fixed a asset stream bug in d2loader Asset
* d2loader.Loader now needs a d2config.Config on creation (for resolving locale files)
* updated the mpq file in d2asset test data, added test case for "sub-directory"
* added a Data method to d2asset.Asset. The data is cached on first full read.
* renamed ArchiveDataStream to DataStream in d2interface
* moved palette utility func out of d2asset and into d2util
* bugfix for MacOS mpq loader issue
* lint fixes, added data caching to filesystem asset
* adding comment for mpq asset close
* Decouple d2asset from d2render
Notable changes in d2common:
* d2dcc.Load now fully decodes the dcc and stores the directions/frames in the dcc struct
* un-exported dcc.decodeDirection, it is only used in d2dcc
* removed font interface from d2interface, we only have one font implementation
* added `Renderer` method to d2interface.Surface, animations use this to bind to a renderer and create surfaces as they need
* added `BindRenderer` method to animation interface
Notable changes in d2common/d2asset:
* **d2asset.NewAssetManager only needs to be passed a d2config.Config**, it is decoupled from d2render
* exported Animation
* Animation implementation binds to the renderer to create surfaces only on the first time it is rendered
* font, dcc, dc6 initialization logic moved out of asset_manager.go
* for dc6 and dcc animations, the process of decoding and creating render surfaces has been broken into different methods
* the d2asset.Font struct now stores font table data for initialization purposes
Notable changes in d2core/d2render:
* Surfaces store a renderer reference, this allows animations to bind to the renderer and create a surface just-in-time
**These last changes should have been a separate PR, sorry.**
Notable changes in d2core/d2ui:
* ui.NewSprite now handles creating an animation internally, only needs image and palette path as arguments
Notable Changes in d2game:
Because of the change in d2ui, all instances of this code pattern...
```golang
animation, err := screen.asset.LoadAnimation(imgPath, palettePath)
sprite, err := screen.ui.NewSprite(animation)
```
... becomes this ...
```golang
sprite, err := screen.ui.NewSprite(imgPath, palettePath)
```
* improve AssetManager implementation
Notable changes are:
* removed the individual managers inside of d2asset, only one asset manager
* AssetManager now has caches for the types of files it loads
* created a type for TextDictionary (the txt file structs)
* fixed a file path bug in d2loader Source
* fixed a asset stream bug in d2loader Asset
* d2loader.Loader now needs a d2config.Config on creation (for resolving locale files)
* updated the mpq file in d2asset test data, added test case for "sub-directory"
* added a Data method to d2asset.Asset. The data is cached on first full read.
* renamed ArchiveDataStream to DataStream in d2interface
* moved palette utility func out of d2asset and into d2util
* bugfix for MacOS mpq loader issue
* minor lint fixes
* removed obsolete interfaces from d2interface
* lint fixes, added data caching to filesystem asset
* adding comment for mpq asset close
* adding comment for mpq asset close
* export d2asset singleton
* add *d2asset.AssetManager to d2app
- d2app now has a reference to an asset manager which it will use for loading
- added asset loader methods to the asset manager
- functions in d2asset are now wrappers for asset manager methods
* add asset manager reference to audio provider
- d2app asset manager reference is now passed to audio provider
- asset manager is created in main.go for now to pass into audio provider
- CreateSoundEffect is now a method, no longer exported, uses the asset manager reference
* d2app passes asset manager refence to map engine test
* in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile
* blizzard intro and credits screen
- d2app passes reference to the asset manager to these screens
* asset manager for d2map
- adding MapStampFactory, takes an asset manager reference
- embedded MapStampFactory into the MapEngine
- LoadStamp is now a method of the MapStampFactory
* d2asset: removed LoadFileStream, LoadFile, and FileExists
* d2gui changes
- singleton now has an asset manager reference
- calls to d2asset loader functions removed
- createButton is now a method of LayoutManager
- moved LayoutEntry to its own file
* map entity factory
- Map engine has an embedded map entity factory
- Map stamp factory gets a reference to the map engine's entity factory
- Stamps are given a reference to the map engine entity factory when created
- Character select gets a map entity factory
- Embedded the stamp factory into the MapEngine
* asset manager for d2ui
- d2ui is passed an asset manager reference when created
- all calls to d2asset loader functions in d2ui now refer to the asset manager
- d2gamescreen gets a ui manager when created
- help overlay is now passed a ui manager when created
* d2gamescreen + d2player: asset manager references
added an asset manager reference to
- inventory panel + inventory grid
- mini panel
- game controls
- help overlay
- character select
- main menu
- select hero class
- hero stats panel
* Removed d2asset.LoadAnimation
all references to this function have been replaced with calls to the asset manager method
* adding asset to help overlay, bugfix for 4d59c91
* Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect
all references to these have been replaced with calls to the asset manager methods
* MapRenderer now gets an asset manager reference
* removed d2asset.LoadPalette
all references have been replaced with calls to an asset manager instance
* merged d2object with d2mapentity
d2object was only being used to create objects in the map, so the provider
function is now a method of the map entity factory. calls to d2asset have
been removed.
* removed d2asset.LoadComposite
all calls are now made to the asset manager method
* removed d2asset singleton
all singleton references have been removed, a single instance of the
asset manager is passed around the entire app
* rename Initialize to NewAssetManager
* fixed lint errors in button.go
* fixed lint errors in checkbox.go
* Removed d2ui singleton, fixed nearly all lint errors
- Changed `UI` struct to `UIManager`, removed singleton
- UI element provider functions are now methods of the UI Manager
- Screens now use the UI manager to create UI elements
- game panels in d2player now use the UI Manager to create UI elements
- Only the UI manager knows about "widgets"; calls to `d2ui.AddWidget` in Screen instances have been removed
* changed ui element provider methods from `Create` to `New`
* delint_d2networking
not sure what to do about lint error G110 on calls to `io.Copy`, warns
about gzip compression bomb possibility, leaving those.
all todo's have been left.
* removed duplicate const
The split between d2ui and d2asset Font version caused incorrect caching between the two. After looking at d2interface.Font, I saw the d2asset was the most recent and more tightly and cleanly packaged.
I therefore removed the old d2ui.Font and embedded the d2asset version in the d2ui.Label and d2ui.Button.
Looking at the code of d2ui, it would be logical to completly swap it for their d2gui version. But at least for the moment, the d2ui.Button as more functionality since it embeds a Label (instead of a font), and this label now has multiline horizontal alignement.
* moved filter constants back to d2enum
* moving key and mouse button enums into d2enum
* moving render type enum into d2enum
* moving input even priority enums into d2enum
* moving terminal enums into d2enum
* Save/load hero stats and display them in stats panel.
* Load default hero state for characters created before saving stats was introduced
Co-authored-by: Presiyan Ivanov <presiyan-ivanov@users.noreply.github.com>